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Quality of Life Upgrades MEGATHREAD - V1

Joined
Nov 18, 2021
Messages
55
Probably some of the major meta-changing suggestions here will be disapproved of, but here some that might be interesting to look into and add.

The intention are for these to be prioritized and added in as soon as possible with the intent to flesh out the main playerbase's experience. Being rebels, citizens or general non-combine (Overwatch, CPs/OTA) players.

Hopefully that these will be implemented in the near-future. Both as fun additions and as remedies to the current situation.





- Have the user of beard razor affect others similarly to a POS transaction.
* Will allow people in barber positions to style hair for you, instead of handing it over.
(edited)



- Affective limb based system. Allows effects to be aimed at SPECIFIC parts of the body.
* Optional during TBC, giving percentile change based on the weapon (Higher melee = Better hit chance on melee weapons, etc.)
* You can apply certain items on certain bodyparts of a subject, heal, dismember, replace with bionics when a subject is ragdolled.
* Activates by simply selecting which limb to target, via the bottom right. (Includes head, arms, legs and torso)
* When a subject is around and about, it requires consent. (A POS like UI will appear showing what item will be applied to where.
* Gives medical items further complexity and use and gives further freedom with item uses.

(Inspired by the SS13 Limb System)


- A craftable device scrambler
* Scrambles everyone's radio messages in a large vicinity, AOE effected for the person carrying it or where it's placed.
* Shuts down radio communication and /CP beyond those nearby and prevents/hides new waypoints from being added.
* Crafting skill and resources modifiable, adjust for balance but KEEP IT LOWCOST
* Useful for rebel players during raids, Forces communication and strategy
* Requires a fully charged car battery when active | could add a "generator/siphon" item for future electronic devices.


- Reduced item requirements.
* Nerf the amount of items/components needed for most items.
* Remove the need for a toolbox to breakdown items and be required for higher tier/larger craftables.
* Diversify item scavenging (Electronic trash piles, Metallic scrap piles, Food stuff piles and more will be added. Specifying item drops)
* [Optional] Random locked crates could spawn in, requiring high smuggler skill to unlock sufficiently.



- Smuggler Skill Tree
* LV20 allows people to forge "Blank CID" item that people can link themselves to and add names onto. (Will require combine datapad to be a "regular" fake CID)
* LV30 smuggling to allow for "cracked" vortigaunt collars that ping out normally, requires a actual vortigaunt's collar set to be made (and will use the same TAGLINES from said character's borrowed collar)
* LV30 increases crate opening rates by 30%
* LV40 also allows for "cracked" CP suits that'll ping back as regular units, stealing the unit's tagline and description when worn, mimicking the original CP suit owner.
* LV50 allows for "hidden" pockets that allows smuggling small items into their own or someone's hat, shirt, boot. sleeve's and other areas normally unaccessible and unseen. Only people with high perception or smuggling stats will reveal this/the owner of said smuggled items.
*LV60 will allow for "hidden" stashes that allow for small items to be used. Unlocked and only seen by others for the above.




- Vortessence Skill Tree
*Allows for LV20 vorts to gain two "paths", Firebrand and Weaver. They can only pick ONE and slowly "upgrade" or gain additional abilities.

+ Firebrand vorts gives 2 new abilities locked behind levels.
Vortessence Dispel (LV20) | "Ground Pound" > Dispel Ball | A "grenade" that electricutes (LV30) > Void Bringer (LV40) | A large ball of vortessence.

+ Weaver vorts gives 3 new abilities.
Mender (LV20) | Heals all wounds > Telekinetic Pull (LV30) | Pulls all objects and entities to one spot > Vortal Coil (LV40) | Allows for resurecting other vortigaunts alone at a sufficent cost.

* Debuffs adjustible, Vortessence meter will be added/affected by abilities.
* [Optional] Firebrand increases damage but reduces healing, The reverse for Weavers.
* Allows vortigaunts to pose sufficent threat against opposing factions, evens playing field, permits opposing factions to use more firepower.



- Improved Downed System (IDS)
* Allows for people who are DOWNED to be immune to further damage, allowing roleplay and combat to co-exist.
* Downed players cannot be moved unless ragdolled, they can die after the firefight is over. (or set as "vunerable" by staff)
* [Optional] Potential could allow GM's to roll for injuries and apply status effects (limping, blindness, etc) and optionally death roll if a person sustains heavy damage, no immediate treatment, etc.
* Status effects are adjustable.






___

Edits:
- Removed Automated rolling
- Revised "Vort Dispel"
- Revised "Radio Scrambler" to "Device Scrambler"
- Added Smuggling Tree
- Suggested Nerfing Crafting
 
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other QOL ideas

automated /mes for picking things up, searching containers, re-educations, and other general shit that's done all the time and doesn't require immense detail

smoother/slower animation cycle

better HUD for CPs and OTA; current one is bare-bones and feels unpolished. PDA is cool though

i will add more later i'm sure
 
automated /mes for picking things up, searching containers, re-educations, and other general shit that's done all the time and doesn't require immense detail
Should be optional in my opinion.
 
other QOL ideas

automated /mes for picking things up, searching containers, re-educations, and other general shit that's done all the time and doesn't require immense detail

smoother/slower animation cycle

better HUD for CPs and OTA; current one is bare-bones and feels unpolished. PDA is cool though

i will add more later i'm sure
I agree that the HUD could be given a change, although having automated /me's seems lacking and lame.
 
other QOL ideas

automated /mes for picking things up, searching containers, re-educations, and other general shit that's done all the time and doesn't require immense detail

smoother/slower animation cycle

better HUD for CPs and OTA; current one is bare-bones and feels unpolished. PDA is cool though

i will add more later i'm sure
We're on a Roleplay server
 
automated /mes for picking things up, searching containers, re-educations, and other general shit that's done all the time and doesn't require immense detail
No from me - this is an RP server. What if you want to RP your reactions to those things yourself? You wouldn't be able to, because the server would do it for you. And making it optional doesn't solve the issue either, as the entire server will be using the same /mes, bringing the overall quality of the server down, roleplay-wise.
Sure you could allow players to customize their automated /me's, but, again, this is a roleplay server, the main premise of it is you roleplay, and automating one of the primary roleplay tools will only hurt the server.
 
No from me - this is an RP server. What if you want to RP your reactions to those things yourself? You wouldn't be able to, because the server would do it for you. And making it optional doesn't solve the issue either, as the entire server will be using the same /mes, bringing the overall quality of the server down, roleplay-wise.
Sure you could allow players to customize their automated /me's, but, again, this is a roleplay server, the main premise of it is you roleplay, and automating one of the primary roleplay tools will only hurt the server.
Personally, I find that people doing /mes for stuff like picking up items often slows the interactions down more than it meaningfully contributes.

Like, the point of the /me is that all the things you would like to do in RP are too varied to incorporate into actual gamemechanics / animations, so it's reasonable, I'd say, to suggest that the stuff that *is* easily communicated through gamemechanics / animations doesn't need people typing out /mes for them all the time
(For example, "/me picks up the items in front of them" just feels so redundant it may as well not be said)

Don't think an automated /me is necessarily a great solution though
 
Personally, I find that people doing /mes for stuff like picking up items often slows the interactions down more than it meaningfully contributes.

Like, the point of the /me is that all the things you would like to do in RP are too varied to incorporate into actual gamemechanics / animations, so it's reasonable, I'd say, to suggest that the stuff that *is* easily communicated through gamemechanics / animations doesn't need people typing out /mes for them all the time
(For example, "/me picks up the items in front of them" just feels so redundant it may as well not be said)

Don't think an automated /me is necessarily a great solution though
Sure, I agree. I personally never /me picking up items or anything unless someone else RP'd giving them to me or I am stealing them from someone. However, automating that process dilutes the chatbox and hides the actual /me's away.
 
other QOL ideas

automated /mes for picking things up, searching containers, re-educations, and other general shit that's done all the time and doesn't require immense detail

smoother/slower animation cycle

better HUD for CPs and OTA; current one is bare-bones and feels unpolished. PDA is cool though

i will add more later i'm sure
Wheres aurawatch when you need it :angrycop:
 
We're on a Roleplay server
If you have to write out every action, why even utilize a video game as your medium for RP? Why not just open up a chat box and RP from there? We have this 3D space to play around with and make use of. We have automated combat (I would argue combat is a more important place for /mes than picking up items but I digress) and a full RPG crafting system, but automated flavor text for simple actions is simply too much!

My point is that the developers should be focused on refining the server and reducing its jank instead of adding stuff like drugs or ultra-rare legendary guns that nobody will ever see in their lifetime.
 
Vertix is bad take in gaming form but I agree with him.

We've automated combat, which is something thats supposed to be one of the most roleplay intensive parts of HL2RP, because it was annoying to do S2RP / S2K. Yet we can't automate certain functions like picking up rations, picking up an item, etc. because... its not roleplay?

You can't go half measure on things. You either commit to being a RPG server or you don't. Thats the problem with this server; one side is roleplaying and the other isn't, yet somehow its supposed to work?
 
If you have to write out every action, why even utilize a video game as your medium for RP? Why not just open up a chat box and RP from there? We have this 3D space to play around with and make use of. We have automated combat (I would argue combat is a more important place for /mes than picking up items but I digress) and a full RPG crafting system, but automated flavor text for simple actions is simply too much!

My point is that the developers should be focused on refining the server and reducing its jank instead of adding stuff like drugs or ultra-rare legendary guns that nobody will ever see in their lifetime.

Personally, viewing from both sides it does make sense that RP can be hyper-inflated via /mes that are purely automated.

However, I also agree that this is a GMOD server, not a DOSBOX Terminal, We should be able to interact with the world around us and actually have effects and consequences for it. However, the time spent needed for EVERYTHING to be interactable would take a lot and would need futher refining.




Personally, I would instead rather opt for a automated rolling system, If you attempted to "search" something via /me you would gain a automatic d20 roll on perception, d20 roll on intelligence when wiring and cracking a turret, etc.

It'll play a automatic generic roll after each battle, after everyone is dead, hit or ran off and assess injuries based on HP, D20's for people at half, D10's for those below half.




This would be optional (except the combat results) and would allow people to roleplay with consequence and affect the world, in a sense. You could fail a repair and had to act it out, search and find something, have a random chance to suceed a tense leap of faith, etc. After the battle a DM can swiftly watch you and decide your fate, allowing for suspensful RP.
 
Personally, I would instead rather opt for a automated rolling system, If you attempted to "search" something via /me you would gain a automatic d20 roll on perception, d20 roll on intelligence when wiring and cracking a turret, etc.

It'll play a automatic generic roll after each battle, after everyone is dead, hit or ran off and assess injuries based on HP, D20's for people at half, D10's for those below half.




This would be optional (except the combat results) and would allow people to roleplay with consequence and affect the world, in a sense. You could fail a repair and had to act it out, search and find something, have a random chance to suceed a tense leap of faith, etc. After the battle a DM can swiftly watch you and decide your fate, allowing for suspensful RP.
This is a good suggestion that should be separately evaluated, honestly. Not sure if it will have to come in the form of *automated* rolls, but in general requiring more rolls for things (and skill-based rolls) sounds good
 
Personally, viewing from both sides it does make sense that RP can be hyper-inflated via /mes that are purely automated.

However, I also agree that this is a GMOD server, not a DOSBOX Terminal, We should be able to interact with the world around us and actually have effects and consequences for it. However, the time spent needed for EVERYTHING to be interactable would take a lot and would need futher refining.




Personally, I would instead rather opt for a automated rolling system, If you attempted to "search" something via /me you would gain a automatic d20 roll on perception, d20 roll on intelligence when wiring and cracking a turret, etc.

It'll play a automatic generic roll after each battle, after everyone is dead, hit or ran off and assess injuries based on HP, D20's for people at half, D10's for those below half.




This would be optional (except the combat results) and would allow people to roleplay with consequence and affect the world, in a sense. You could fail a repair and had to act it out, search and find something, have a random chance to suceed a tense leap of faith, etc. After the battle a DM can swiftly watch you and decide your fate, allowing for suspensful RP.

A lot of people will think this is unfair but the ONLY way to have a remotely “realistic” and “fair” situation is to implement RNG in some way. Admins are always biased, no matter what they say. That’s also why I prefer TBC/S2K over S2RP.
 
Vertix is bad take in gaming form but I agree with him.

We've automated combat, which is something thats supposed to be one of the most roleplay intensive parts of HL2RP, because it was annoying to do S2RP / S2K. Yet we can't automate certain functions like picking up rations, picking up an item, etc. because... its not roleplay?

You can't go half measure on things. You either commit to being a RPG server or you don't. Thats the problem with this server; one side is roleplaying and the other isn't, yet somehow its supposed to work?
as someone who personally enjoys roleplaying opening rations, picking up items, eating food, because i can integrate them into my other actions and speech (/me takes a spoonful of the soup, ladeling it into his mouth before saying "Mhm. Todally agree," with his mouth full.) the day that any of these actions are automated with /me's and inevitably cause unintentional metagame when people start opening doors or sharing equipment while trying to sneak around/hide, or clog up the chat when there's five people grabbing things all at the same time, that's the day that i move to chatroom rp for good. if i'm not mistaken, turn based combat is totally opt-in/out and you can easily go "hey, stop for a second, can we do s2rp?" if there's few enough people for it. turn based combat works because it's good for large groups of people and npcs. if you want to rp combat with npcs, do what Respite did and create a system where NPCs can be controlled by admins to do /me's and have stats and items.

A lot of people will think this is unfair but the ONLY way to have a remotely “realistic” and “fair” situation is to implement RNG in some way. Admins are always biased, no matter what they say. That’s also why I prefer TBC/S2K over S2RP.
this'll be a short but controversial take: admin bias, in the right way, will always improve the story. characters typically go through great hardships, and without an admin's intervention to steer that hardship, would it really be fun? would Half-Life or Half-Life 2 be the same if there weren't supply caches around with ammo and health? roleplay is a collaborative writing effort, and writing needs direction.
 
We've automated combat, which is something thats supposed to be one of the most roleplay intensive parts of HL2RP, because it was annoying to do S2RP / S2K. Yet we can't automate certain functions like picking up rations, picking up an item, etc. because... its not roleplay?
automating that process dilutes the chatbox and hides the actual /me's away.
 
I think the strawmen of “clogging chat” and “no RP” are unfounded. It’s only an anecdote, but the server that I attribute this automation feature to (and many other automated things) has roleplay quality far exceeding any other server I’ve played on. RP quality falls on the playerbase, and adding fundamentals to the schema will entice people to focus on actually developing a character and not spending 10 minutes writing how they yelp in pain when being re-educated. Other automated /me examples could include:

Falling over/going unconscious during combat
Nervous tics on a timer for certain drugs or disabilities
Hitting a fleeing citizen with a stunstick
Equipping a weapon from inventory (could be visual only so it couldn’t be metagamed through walls)

Instead of having to type a command, interactive HUD elements could allow you to inspect characters for injuries (depending on skill it may fail), tie people up, frisk, etc. Put it in a menu so new players don’t have to learn 26 different chat commands.
 
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