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Rebel RP discussion

Cocohop

Radio Bob Approved
Gamemaster
Staff Team
Joined
Feb 9, 2022
Messages
670
Hi guys. I came back a few months ago (idk when) with the aim of trying to do one thing well, instead of burning myself out juggling multiple stuff.

So far, rebel RP seems in an okay (I might even say good?) state to me. @MisterMysteryMan pointed out some flaws in his nothing ever happens post, so I want this to be a generic rebel RP feedback. Freestyle and discuss, but here are a few talking points:

The Good
The Bad
Thoughts on passive RP
Thoughts on expeditions
Thoughts on events
Thoughts on gunplay and balancing
Thoughts on interactions with the wider server (Combine and Loyalists)
Thoughts on rebel event characters:
Thoughts on progression (does anything ever happen?)

Put complaints and positive feedback plus suggestions. No promises anything will be done, but at least we can chat.

Love,
Nullwick (without suit)
 
Still relatively new to the server (about 2-3 weeks now, I think?)

The Good: Very nice people, always willing to help out a newbie. <3
The Bad: Currently, blocking off the Bunker. I'm sure there's a real reason for it IC, but it takes away the main hub where people who are BOL are safe.
Thoughts on passive RP: Good, would love to see some ambushes on cops.. without the OTA suddenly being summoned.. Vort base (and tunnel) should be a safe area.. why would the cops go crawling around in a vent for a chance of finding someone?
Thoughts on expeditions: Only done one, but it was fun as heck.
Thoughts on events: Not really seen any, personally.
Thoughts on gunplay and balancing: Seems good.
Thoughts on interactions with the wider server (Combine and Loyalists): CP just seem to be looking for a reason to arrest people exiting RB-2, since it's connected to the slums.
Thoughts on rebel event characters: Again, not seen many / any.
Thoughts on progression (does anything ever happen?): Not much happens sadly, mostly just passive RP sudden door guarding when CPs are close-ish. Most Rebels don't want to ambush cops, 'cause it'd bring down the OTA onto the Slums, ruining the fun for everybody.

Just my opinions as a new-ish person to the server of course. <3
 
The good - The rebels have a sort of direction to go with from Cocohop and abstracts help

The bad - The rebel mindset is still too soft , not enough opposition. I'd even call the rebel faction a cuck faction when it comes to treating vortigaunts. Yesterday or the other day some guy legit got called a lower race and my guy smiled back and didn't say nothing 😭. I'm not going to keep gargling on the french server but they legit have wanted posters about freed vortigaunt hunting. Shit sounds amazing and different. Most of the time on willard it all just gets silenced because the vortigaunt is worth 5 people by themselves. (This is my shitty take)

Thoughts on expeditions - more 40 player expeditions 🧌. I don't know if its already a thing but organising expeditions for your own factions / groups could really be good.

Events - I enjoyed Vahers bandit characters as they would randomly appear, grab a few new players to go kill / do a mission on main. A very good way to give new players who have no direction on some sort of mission.

We should have more *morally* questionable events / expeditions like vahers bandit asking a group of criminals / stalkers / resistance to shoot up a refugee camp for a little bit of dosh as there as plenty starving people ready to hold up arms for a poor cause

Thoughts on gunplay and balancing : From the balance note it sounds good (I dont pvp on main its just not worth it LMAO) and the expo server didn't have the recent updates so I can't say anything.

Thoughts on interactions with the wider server (Combine and Loyalists) : I'll be real ive basically given up on that. CPs dont try to be your best friend (They dont have to but if they want to roleplay as the gestapo try to be more secretive with your actions?) to get some sort of interaction to expose you when you slip up... they are basically the "They killed my family" roleplayers or majority of them are robo mall cops as the only time i was able to take risks and indulge in selling drugs to CPs was the outlands where things are more chill.

Loyalists its a mixed bag... I haven't exactly dealt with them either as its a similar case with the loyalists. They either come to slums asking for something or there will never be an interaction.

Thoughts on rebel event characters: Taskmaster needs to be shot for being brainwashed drug dealer... Null is legit the black silence from Library of Ruina, legit a guy walking the battlefields with a black suit. Only ones i've met that have made sense are the slave trader / bandit faction groups that give dirty work for dirty money.

Thoughts on progression (does anything ever happen?) : If something happens that includes a CP response your best bet is to Log off. Even though nothing is happening or little , CPs as of now are running shottys and maybe MP7s so I would like to ask where this justification is coming from?

Your progression is legit -> Farm to T1 armour and popper -> Wait for expeditions -> get greater loot -> wait for greater expeditions -> Repeat -> Shotcop -> Die

This has already been spoken about but blowing up the breen statue is simply not worth it nor is blowing up the labs , CMRU or the warehouse as its just tedious. If CPs can drag a person to interogation for little to no reason , I should be able to blow up the CWU warehouse and cause a famine to stir without faction lead approval.
 
The Good: There is an overarching plot, and players tend to be friendly with each other.
The Bad: We get raided often? It seems like people get killed every day. I'm also unsure on what one is meant to do during the downtime, since there's almost no clear goals/missions/tasks to work towards?
Thoughts on passive RP: Can be nice when there's things to actually talk about.
Thoughts on expeditions: They've been fun, though complicated by content issues and buggy game mechanics.
Thoughts on events: Do they happen often? It doesn't seem like there's much of that, and there usually isn't much to react to. There have been a couple that were fun though. (Looking at you, Mulligan.)
Thoughts on gunplay and balancing: I like me some realism so I think some of the stats don't make sense, but I'm also not an S2K-focused roleplayer anyway (outside of NPCs).
Thoughts on interactions with the wider server (Combine and Loyalists): Appropriately nerve-wracking sometimes, but some cops act ludicrously violent and impulsive. Their believability depends on the player but it's mostly okay.
Thoughts on rebel event characters: I love interacting with them, because there's usually new things to learn.
Thoughts on progression (does anything ever happen?): I have no idea how progression's meant to work. Could get supplies for myself and for others, but I'm not sure what we're meant to do aside from that? Related to missions and tasks, I often don't know what we're meant to be doing beyond not dying.
 
The Good: It's easy to get into, people help eachother out, at least for newbies, and there's some general story that's being told.

The Bad: More events, like... Dungeon events would be epic, that's what I feel rebel expeditions should be. Big dungeon events with a final boss or bosses at the end that drop epic loot rewards, wow so cool (i'm always hitting the highest roll for the god loot).

Thoughts on passive RP: Majority of people are boring to talk to, to the point you're actually wasting time as everyone has the same depressing story. Nothing in comparison to the chad loyalists that talk about drugs, women, alcohol and stamping on the average slummer in their pristine shoes.

Thoughts on expeditions: DUNGEONS!!!!

Thoughts on events: Events aren't so common on main at the moment. They're okay, to be honest I never actually participate in them as I'm usually on my other characters. But I suppose I see them and they're not overly impressive. It's not like there's a genuine goal or progression being made beyond a small attack on somewhere insignificant.

Thoughts on gunplay and balancing: Is okay!

Thoughts on interactions with the wider server (Combine and Loyalists): CvR has died down a bit, good. The attacks recently have been thought out properly (well it was by me), rather than bombing the RDC and ruining everyone's lives. Still, everyone is BOL (combine smoking rebels big time atm in investigative work).

Thoughts on rebel event characters: Rebel event characters that act as the main character or ARE the entire event is really, REALLY bad. Rebel event characters that inspire regular players to finally leave the bunker for the first time on their ten hour gaming session to DO something are the good ones!

Thoughts on progression (does anything ever happen?): Progression beyond getting better gear, no.

Current state of Rebel RP is essentially... Everyone's a criminal, no one is an actual TRUE resistance member and it's extremely unorganised from the standpoint of, we're actually all meant to be taking the fight to the Combine. Realistically, being a criminal and killing others rebels is more fun than actually fighting the Combine. Rebels have no unified leader, there's no one person that's an actual character that people look at and go, holy shit we gotta follow this guy, he's the true one. But at the end of the day, that's down to people to do, and everyone's so clicky they won't do it anyway. At least that's my POV!

(it's good to have you though Coco, it's gotten better!)
 
The Good: variety of personalities of rebels, nice place where rebels can meet up and pasive RP, relatively small amount of sweeps.

The Bad: Sometimes gets boring when I hop on earlier because most stuff happens more late in the evening (for me).

Thoughts on passive RP: Awesome, had fun chatting with others, but I must admit that it gets boring sometimes.

Thoughts on expeditions: I can't really complain, so far, so good. Having a blast at every single one of them.

Thoughts on events: I can't really say. There has been a few, but I dont have anything to scold or praise you for. Of course, they are a nice addition to the silence that occurs from time to time.

Thoughts on gunplay and balancing: I don't have much knowledge on this subject, so I'd say fine.

Thoughts on interactions with the wider server (Combine and Loyalists): before I was BOL'd they were great, now, I can't really go into the city no more, so can't really say.

Thoughts on rebel event characters: Pretty good. Definitely better than what I would come up with.

Thoughts on progression (does anything ever happen?): Well, the progression seems just fine as it is, although I would welcome some more blueprints. (I've literally never even touched a blueprint ICly) Not that they are impossibel to obtain, I just wasn't really interested in obtaining one.



Now, I know that what I said might sound like a nonsense, but uhh... I am not here to judge! I am here to roleplay as a Jon Monir. But I've thought every bit of feedback is useful.
 
The Good: The rebel scene has been going on an upshift ever since Coco came back and Abstract getting rebel lead. We've gotten more expeditions which is good and the bunker as a hub is a nice addition.

The Bad: Being a BOL on this map. I find the rebel areas of this map too small compared to what we had in the past, take i24 and C8 for example. They had a lot of areas to explore and an 'outlandish' section that was to be roamed about freely. Ever since moving to C24, all of that has been taken away and it does get boring to sit in your base, generally I don't prefer running around and get caught in a shadow sweep. More broad areas like those in i24 would be really nice.

Thoughts on passive RP: Ever since the bunker as a hub has been added, I have been more involved into passiveRP without running constant risks of being caught and it's nice for a change.

Thoughts on expeditions: Superb! My only complaint is the overuse of fog and dark weather when it comes to Players vs NPC events & expos.

Thoughts on events: Same as above!

Thoughts on gunplay and balancing: Weapon damage overall could be buffed. A more noticeable feedback when getting shot would be nice too.

Thoughts on interactions with the wider server (Combine and Loyalists): Been BOL'd for a while so I don't know. I wish I wasn't BOL'd however.

Thoughts on rebel event characters: There were inner conflicts because of some event character interaction and I like it.

Thoughts on progression (does anything ever happen?): I see no problem on progression, definitely better now than a few months ago. My patience was well awarded.
 
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The Good: Good player base it's actually fun to interact with others.

The Bad: CvsR [There is literally no point for rebels to do anything at all outside of expos. You hop on rebel go loot sewers and hop off when you hear a single cop do anything. There is no reason to try and fight anyone at all, especially when your group of 4 dudes is going to get instantly rushed with 10 OTA soldiers.

Thoughts on passive RP: Thanks to the bunker this is WAYYYY better. As of now you can actually talk with rebels without fear of getting spotted by a random sweep or camera. You can simply sit down and talk which is nice.

Thoughts on expeditions Recently decent. The last one was a bit weird. I'd say it probably has to do with how many people were playing. I still remember the first time we actually took over the place back then I was playing on my char "jade" and honestly it was better. I mean don't get me wrong I think a lot of people should participate in expos but with these many people it can get a bit chaotic. especially at the end where I skipped the entire bunker siege sequence since I had to wait for staff to refund my glitched items.

Thoughts on events Haven't participated in many honestly. Unless you count the jobs in the admin box as events. They were glitchy most times and award. I'd ditch the apartment design and go for something more open. I've actually designed areas for events on a different server and the main issue I saw there was the cramped space with little to no space for people. Of course this can also be fixed with larger rooms.

Thoughts on gunplay and balancing: Personally I can't say much but from what I've seen and heard. From what I gathered the difference between combine and rebels is HUGE. I've seen most cops in sweeps run around with MP7s or sometimes I see OTA being deployed with guns that are huge compared to what rebels have. As of now the best gun a rebel can get through a BMD without having to do an expo or without killing OTA is an MP7. As of now most cops are seen with an MP7. So this begs the question, how come the highest-end weapon rebels have access to is considered standard issue for cops?

Thoughts on interactions with the wider server (Combine and Loyalists) Decent. However I tend to avoid cops except when I get in trouble with the law.

Thoughts on rebel event characters: Very good actually. I'm not sure if it's because of the bunker but now it feels like there is actual leadership compared to before back in C24_V4

Thoughts on progression (does anything ever happen?) Good. Actually decent. my only complaint is that many items are locked behind blueprints that can never be gained. For example there is a demand for CP rebel gear and medical T2 Kevlar. BUT IT'S IMPOSSIBLE. unless you managed to be on the server when one of the 3 inactive people who have the blueprint get on are on, IT'S IMPOSSIBLE! Not even me a BMD with a shit ton of contacts can get access to one.



My three main points:
  • Cop's standard issue gear = Rebel's best gear
  • Nothing Ever happens. [your actions are pointless unless outside an expo]
  • No progression [Once you reach a point where you have T2 and an MP7 you literally CAN'T DO ANYTHING. Like literally you can't progress outside of expos or maybe shootcop. But shotcop is just not worth it]
 
The Good: Its probably one of the more open factions, letting any player go into right away and if they can talk to others or are willing to learn and stay they usually become good rebel players in their own way

The Bad: The overall receptiveness is too much, Every character starts the same, plays the same, and ultimately dies the same. (other in rare cases). I feel like there could be a different type of levelling system, maybe a levelling TREE instead, allowing players to pick and choose what they want, Wanna be a gunsmith? well you cant make containers or safes, Wanna be able to be a recycler? you get more breakdown material, but always require a workbench. Just those little things that make gameplay a bit different

Thoughts on passive RP: I personally think its good right now, but I think a lot of players who aren't fully geared or leveled still might ignore passive RP all together, though not something that could be changed in a long run

Thoughts on expeditions: Now Ignoring all the stupid things that happen during it (PHOTO REALISTIC T-5000??? SERIOUSLY?) I feel they're every fun and enjoyable, but sometimes I think expos need lower audiences sometimes, Letting a specific group get their OWN expo, and letting them use it for something else, OR having bigger expos and still letting people who steer away get something sometimes, just giving it more "build your own adventure" style


Thoughts on events: problem with events being ultimately not very enjoyable for a broader audience, I like everything personally, from passive to PVE to PVP, but most events recently have been almost scripted to have no risk, and sometimes no reward, making it FEEL like a waste of time to players, as well as them being very much the same with different story.

Thoughts on gunplay and balancing: I think its really bad right now, I think with the limb damage changes it fixed it a bit, but I still feel like some guns are way too dogshit and some combine guns are way to powerful. Though I've never truly seen a whole fight playout, Its just my own experience (Why is a m1911 doing 4 damage????)


Thoughts on interactions with the wider server (Combine and Loyalists): When I say this its going to be a bit biased as my characters has suffered this fate many times, but I think Combine are way too petty with newer characters and I think people are making new characters when reporting rebels, Maybe the direct statement here for interactions with the wider server, but thats how as a rebel I've experienced it, Nothing against that kinda style, but I feel like its very petty and kinda gamey in many ways.


Thoughts on rebel event characters: They're awesome, they all have their own different story with eachother and the players


Thoughts on progression (does anything ever happen?) I think progression is... SLOW? I dont know how to describe it well, But like I said above, It starts the same, plays the same, and you die the same. I think progression is pretty slow, and to hit some of the higher levels, to be able to kill CPs, it takes a long time if you're playing casually.


AS A EDIT: I feel like the rebel areas on V3 are lacking in many things, mainly the sewer lacking more than 50% of its area with crates, trash, and filing cabinets, and even missing the V4 crates, such as the Military key crate, The food box, and the Pre-war crates. The surface is also lacking many of these things as well. Though the surface is not as big as V4.

Another regard is that the slums are lacking most bases for groups or other, I think they're too little bases and too much dependent on the bunker (not a bad thing necessarily)

and for me the last thing is the lack of risk inside the slums and sewers, No NPC's (even ones that dont give bones or meat) No traps, No nothing and it makes it feel more like the city just *rebel*
 
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Thoughts on events: problem with events being ultimately not very enjoyable for a broader audience, I like everything personally, from passive to PVE to PVP, but most events recently have been almost scripted to have no risk, and sometimes no reward, making it FEEL like a waste of time to players, as well as them being very much the same with different story.
Just a note on the 'No Reward' section. I *did* intentionally decide not to give you the T-5000 as I prefer handling important rewards separately so I can speak to Gameplay Team & handle the Willard Bureaucracy (tm) offline. With that being said - Your group was awarded 4k chips per person, ammo, meds, plus an M16 (with a scope I think). We could talk about that being inadequate if you'd like, but I don't think it is.
 
Just a note on the 'No Reward' section. I *did* intentionally decide not to give you the T-5000 as I prefer handling important rewards separately so I can speak to Gameplay Team & handle the Willard Bureaucracy (tm) offline. With that being said - Your group was awarded 4k chips per person, ammo, meds, plus an M16 (with a scope I think). We could talk about that being inadequate if you'd like, but I don't think it is.
Its more just a joke While at the time i was PISSED i did not get it, I've helped run servers as senior staff and event teams and I know how something as unbalanced as that would suck to give out during a event already going to provide high rewards
 
The Good: Most folks are fun, and friendly and such. It's been fun organising wider efforts and interacting with people.

The Bad: Infighting in general. What I have heard to be semi-constant sweeps from cops looking to catch rebels. I can't confirm this is what is actually happening, but it is what I've heard from several active rebel players. Seeming lack of anything to do aside from Expos and Events. It encourages players to plan their own objectives, but it is still difficult to go through with planning such when there is not much supplementary activity that does not lead to an instant death. As stated by another prior, there is a severe lack of anywhere to base. The map feels as if it was conceptualised to only encourage CItyRP, and then it didn't even manage to do that. I have my words for it... but, that, is for another thread.

Thoughts on passive RP: Enjoyable. Lots of planning, lots of chatting. The bunker was a hub for non-stop PassiveRP. Outside of the bunker- for rebels who can afford to lose their gear, I'm sure it's fine. For AC and BOL characters- they are effectively cordoned into the underground due to the immense risk of remaining in the slums. The only place it felt like there was breathing room was the bunker, to me.

Thoughts on expeditions: Fun, but widely interspersed. They don't happen very often, it feels like, and it's even harder to try to plan one. Other than that- very enjoyable, especially from @Cocohop expos.

Thoughts on events: Fun, but most of the ones I've encountered seem to be 'shoot X', which is fun, yes- but I feel a variety would be better. I believe this may be a side-effect of the sheer amount of effort it takes to sort out anything that is a prop-build, and not worked into existing map geometry. [Post-response edit: I am guilty of this as well.]

Thoughts on gunplay and balancing: Seems fine, weapons-wise. As for armour: I've seen it brought up before that cops are constantly on higher par compared to rebels. This effectively disallows any chance of victory from lower tier rebels. It's either go for a T2 or nothing at all.

Thoughts on interactions with the wider server (Combine and Loyalists):
Loyalists- Well, in cases such as Cilam's character, it is exceptional the interactions I've had. Characters such as SlugGirl's loyalist are also very fun to interact with. Beyond that, there are other good ones as well. They act snobby, sometimes, and nice, others. They have a wide range of colours, and often some good folks.
CPs- They... well, for the most part, I'm loathe to say I do not enjoy interacting with the wider faction. There's observable 'robocop' behavior, cops telling a group of civvies whom are PassiveRPing to
'<:: Disperse. ::>', and otherwise.
I do not enjoy interacting with most cops as a civ or rebel, put simply, and some other folks feel the same way. I have had several good experiences with cops, however, the most notable of them coming from Terminal 7 and occasional interactions in City 24. They're not all bad, but pleasant interaction is lesser than I would like.
Now, from a 'I am going to go shoot this cop' standpoint(in my eyes):
-Cops have consistent access to MP7s and USPs. Both are heralded as the best of their class, most rebels being unable to compete. They are also constantly packing 50 armour and above from what I am aware. It makes any action against them a death sentence.
-In my time, I have seen a cop engaged by maybe one or two people, and the entire precinct arrives. It doesn't really do much but guarantee rebel loss. It's hard to really discuss the idea on 'overdeployment' and such, but it is something that I've noted. I don't know what the current status of this tendency is.
So, to sum up the interactions:
When it comes to gunfights, icky no-no(which encourages PassiveRP in a cynical manner). When it comes to RP, it has its moments, but often leaves much to be desired.

Thoughts on rebel event characters: Enjoyable, for the most part. Interacted with only a few overall, and most are very nice to chat with.

Thoughts on progression (does anything ever happen?):

RESISTANCE CYCLE:

>loot trash
>loot boxes
>accrue scrap over the course of a month
>make a Popper
>go on an Expo a month and a half in
>get a USP or maybe an SMG
>get some armour
>consider shooting a cop for their gear
WHERE THE PATH SPLITS:
-THE FIRST PATH:
>shoot cop
>likely die
-THE SECOND PATH:
>do not shoot cop because you do not have Kevlar BP
>continue to not engage with cops and just grind
>potentially get Tier 2 armour
>either die from a random sweep, or more likely live and only do Expos and Events as there's no reason to grind anymore

So, in other words: Nothing ever happens, and when it does happen, people die, leading to nothing happening.


Hopefully this sums up my thoughts accurately, and completely. I apologise if anything I've said is incorrect or otherwise misinformed. Please state such if it is, in a reasonable manner.

Thank you.
Be well. Be safe.
 
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Thoughts on progression (does anything ever happen?):

RESISTANCE CYCLE:

>loot trash
>loot boxes
>accrue scrap over the course of a month
>make a Popper
>go on an Expo a month and a half in
>get a USP or maybe an SMG
>get some armour
>consider shooting a cop for their gear
WHERE THE PATH SPLITS:
-THE FIRST PATH:
>shoot cop
>likely die
-THE SECOND PATH:
>do not shoot cop because you do not have Kevlar BP
>continue to not engage with cops and just grind
>potentially get Tier 2 armour
>either die from a random sweep, or more likely live and only do Expos and Events as there's no reason to grind anymore

You forgot: Get PK'd in S2K by random gunfire. (Which shouldn't happen, imo. PK should be done via RP only, imo.)
 
The Good - The feeling of togetherness which arises when people actually work together, uplifting new players by investing into them, giving them supplies and weapons to make the grind a little easier.

The Bad - Constant sweeps and pressure from the civil protection faction, disallowing any sort of safety net for people to congregate and communicate, especially those who are AC and BOL.

Thoughts on passive RP - I love it whenever it happens, I never find it boring.

Thoughts on expeditions - Most are well crafted and engaging, often being very fun to participate in and almost always very rewarding for those who do.

Thoughts on events - I haven't experienced too many of them as of late, but my thoughts are similar about events as they are about expeditions.

Thoughts on gunplay and balancing - S2K is very dynamic and adrenaline-inducing, however I propose that there would be sessions hosted in the dev server perhaps where we can just practice S2K.

Thoughts on interactions with the wider server (Combine and Loyalists) - I haven't engaged with either faction too much, but frankly with Civil Protection it kind of just becomes annoying to interact with them, because a lot of them seem to sort of do the same thing? It's why I applied, I want to try and shake things up a bit.

Thoughts on rebel event characters: Often entertaining and provide a nice storyline for those who chat them up, likewise providing things to do to people on occasion.

Thoughts on progression (does anything ever happen?) - Right now progression is in a bit of a vicious cycle - you scrounge for scrap, slowly build up a supply and skills to use it, eventually make some weapons and maybe armor, maybe join a group, get better stuff and then you just kind of sit around and wait for events.
 
-In my time, I have seen a cop engaged by maybe one or two people, and the entire precinct arrives
Your new to the faction, but the reason there is. 1. You get STCs deducted for command units deaths and 2. It was an i1 and CpT. So you get about 100 STCs deducted for both deaths.
 
Probably an unpopular opinion; but a general amnesty on OOC grounds for the removal of BoL/AC status similar to Terminal map change to re-stimulate a stagnant slum scene and city rp. Much of the roleplay regarding the Rebel scene has been constricted to the bunker due to sweeps and the fear of losing hard-developed characters.

Removal of BoL/AC status would lift a large portion of the rebel scene from the bunker metabase to the city/slums itself and also give players a second chance; revitalise infiltration and also make dull citizen rp somewhat less dull. Is it really necessary for Grimdark Botulism repression over actual fun and engaging roleplay and story narrative? People ain’t playing for the sadommasochist repression, rather the other way around. Just give players some leeway and allow it to tie into the wider Sector Wars event instead of isolating most of them into boring stationary self-isolated base roleplay.
 
Probably an unpopular opinion; but a general amnesty on OOC grounds for the removal of BoL/AC status similar to Terminal map change to re-stimulate a stagnant slum scene and city rp. Much of the roleplay regarding the Rebel scene has been constricted to the bunker due to sweeps and the fear of losing hard-developed characters.

Removal of BoL/AC status would lift a large portion of the rebel scene from the bunker metabase to the city/slums itself and also give players a second chance; revitalise infiltration and also make dull citizen rp somewhat less dull. Is it really necessary for Grimdark Botulism repression over actual fun and engaging roleplay and story narrative? People ain’t playing for the sadommasochist repression, rather the other way around. Just give players some leeway and allow it to tie into the wider Sector Wars event instead of isolating most of them into boring stationary self-isolated base roleplay.
That or let level 50 medicine + level 50 crafting users be able to craft Fake WORKING CIDs and perform face reconstructing allowing there to be a better way to revitalise different types of rp. (idk im just suggesting)
 
That or let level 50 medicine + level 50 crafting users be able to craft Fake WORKING CIDs and perform face reconstructing allowing there to be a better way to revitalise different types of rp. (idk im just suggesting)
Inb4 Miscount because your face isn't in the register
 
That or let level 50 medicine + level 50 crafting users be able to craft Fake WORKING CIDs and perform face reconstructing allowing there to be a better way to revitalise different types of rp. (idk im just suggesting)
This would be fire though
 
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