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Rebel RP - Fun on the new map?

How Should Rebel RP on the New Map be approached?

  • Leave it as is

    Votes: 4 10.5%
  • Keep the outlands gate open at all times for free player access

    Votes: 11 28.9%
  • (I have my own soloution - Comment it below)

    Votes: 2 5.3%
  • Change the slums area to what is currently the blocked off Infestation area (has room for bases etc)

    Votes: 21 55.3%

  • Total voters
    38

Liam

The Rebel Man
Joined
Sep 26, 2021
Messages
286

Is Rebel RP Fun on Terminal 6?


That's the question I want to ask you all. I have not played my rebel at all, personally, on the new map. But i've had a look around in observer and I've noticed how little rebels seem to flag on. I have also noticed how awful the slums area is in comparison to Indigent. But, maybe that is just my own opinion? I'd love to hear from the rebel player base on this, so rebel RP can be optimized on the new map, cause from what I have personally seen, City-RP is the focus and rebels have been mostly disregarded and left as an after thought. I'll leave a poll above too.

I see two possible soloutions, but I invite you to comment your own if you have a differing one. But anyway, first I think opening the first part of the outlands up on a permenent basis could fix the problem. That gate is always locked. Rebels are either trapped in the awful slums area with all their gear still (as there isn't many ways to progress rn), or they are trapped in the outlands barley able to RP. Having it be open to go back and forth would make it so we can have a clear cut way for rebels to progress with smugglers, trash etc and maybe even set up a base in the few limited places the first section of the outlands provides.

Secondly, I also think after having explored the map in the development stage, that the area locked off currently with a red bio-gate, seperated by a nasty looking grass hill from the city, would make a a considerably better slums area. It has various buildings and an apartment block for bases. It also looks more run down than the current slums. I feel the map createors even intended it to be a slum with how it is designed. It's even, unironically "the wrong side of the tracks". Honestly, it's perfect. Much better than what we currently have.

Or, maybe I am just fussing over nothing and only I am seeing a problem. So in that case, leave it as is.

Let me know your thoughts :)

Just to note, this is not an official change based on the poll. It's simply just to voice your opinion. If people agree rebel RP could be better and one soloution becomes the clear cut favourite, I will bring it forward to the right people.
 
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Is Rebel RP Fun on Terminal 6?


That's the question I want to ask you all. I have not played my rebel at all, personally, on the new map. But i've had a look around in observer and I've noticed how little rebels seem to flag on. I have also noticed how awful the slums area is in comparison to Indigent. But, maybe that is just my own opinion? I'd love to hear from the rebel player base on this, so rebel RP can be optimized on the new map, cause from what I have personally seen, City-RP is the focus and rebels have been mostly disregarded and left as an after thought. I'll leave a poll above too.

I see two possible soloutions, but I invite you to comment your own if you have a differing one. But anyway, first I think opening the first part of the outlands up on a permenent basis could fix the problem. That gate is always locked. Rebels are either trapped in the awful slums area with all their gear still (as there isn't many ways to progress rn), or they are trapped in the outlands barley able to RP. Having it be open to go back and forth would make it so we can have a clear cut way for rebels to progress with smugglers, trash etc and maybe even set up a base in the few limited places the first section of the outlands provides.

Secondly, I also think after having explored the map in the development stage, that the area locked off currently with a red bio-gate, seperated by a nasty looking grass hill from the city, would make a a considerably better slums area. It has various buildings and an apartment block for bases. It also looks more run down than the current slums. I feel the map createors even intended it to be a slum with how it is designed. It's even, unironically "the wrong side of the tracks". Honestly, it's perfect. Much better than what we currently have.

Or, maybe I am just fussing over nothing and only I am seeing a problem. So in that case, leave it as is.

Let me know your thoughts :)

Just to note, this is not an official change based on the poll. It's simply just to voice your opinion. If people agree rebel RP could be better and one soloution becomes the clear cut favourite, I will bring it forward to the right people.
Since arriving onto the new map, I've been having a lot of more fun doing RP with either Citizens, CLC, and the CP faction in the Center Area of the map where the influence of the Union-Factions reign high (Pretty much the Spawn area). However, I feel limited in the Slums that we currently have at the moment and I don't go down much into the Underground area, if not at all as I don't see any reason to go down unless to scavenge the few crates down there or to go to the Outlands (Which I have little IC reason to go)

Since Smugglers are not implemented yet as well as the fact that CP's can go down there as well if given enough reason and the limited options to escape (Two ways - One back to the Slum area and one to the Outlands) makes it very dangerous with little to no reward. RP can also be it's own reward but why go down there with the risk when you can achieve the same in the Slums?

Other fellow rebels (Or atleast, those with anti-union intentions) to RP with have been far and few in the Slum area due to being how small it is or the fact that it's small enough for one CP team to sweep through the entire area in one go. Having more space such as the infected area to act as secret hidden spots/areas for anti-union conversations as well as potential bases (Once the infected building is sterilized, that can be a base too) just like you mentioned. It can also be a perfect location to strike the APC or a Convoy if it's entering or exiting the city if we're prepared enough; Dealing not only a blow to the Combine if successful but to also affirm our presence to the populace (The general playerbase that is not us) that says that we are here.

Opening up the Infected Zone (The other side of the wall) will open many RP spots for us to chill/hang out as well as opening another entrance to the 'Big Empty' (The large open underground space below the wall) as well as that small camp on top of the said wall. I say it's a win win for not only us but more areas for CP/OTA/OSF to patrol in = More RP opportunity
 
As Shimac mentioned, my main gripe with the outland is this:
High risk, you will be KOSd by overwatch, for pretty much no reward.
Even the sewers weren't as dangerous as the outlands here...
 
I Agree, with all above.
New rebels can't get to a state where they can fight even a headcrab due to the limited space, hiding spots, storage and trash/crates
Old Rebels are stuck to the same state they are in after relocation due to the same reasons above, but they will not flag on or do anything bc ..why- They get literally nothing out of it.
Outlands should be dangerous at some points, but also rewarding. In 2 Days I got nearly twice (+) PKed only because the Outlands. It's okay but I got nothing out of it, only spend ressouces to survive.
 
as a guy with a hardline rebel character here are my observations.
1. OTA will s2k csgo pk you in the outlands without any rp (maybe a bind if you're lucky)
2. i've literally seen 2 crates and 1 is in a spot that would kill you if you jumped down to get it. all rebel characters are currently losing resources just spending it on survival. there is no way to gear up for ops. This is compounded by 3..
3. there's no black market/smuggler/trader connections. They seem to be completely MIA which makes chips literally just a liability to carry around.

i think changing the slums area is a good idea BTW
 
3. there's no black market/smuggler/trader connections. They seem to be completely MIA which makes chips literally just a liability to carry around.
This was fixed as of 2 hours ago, no?
 
Open the outlands to rebels, like bro why would you ever close them off 💀
 
New map means new challenges to root out. I'm focusing my time on helping rebel RP prosper with Liam in the near future, as well as balancing the Combine's ability to overall control, respond and solidify in the map.
 
Opening up the Infected Zone (The other side of the wall) will open many RP spots for us to chill/hang out as well as opening another entrance to the 'Big Empty' (The large open underground space below the wall) as well as that small camp on top of the said wall. I say it's a win win for not only us but more areas for CP/OTA/OSF to patrol in = More RP opportunity
I was wondering, where would OSF even deploy in the map, if at all? OTA seems to have the outlands handled, and the CP's can handle anything in the city. Unless OSF and OTA can occasionally work together in the outlands or something.
Maybe they could work as some kind of low priority patrol force sometimes? and whenever big bad rebels show up they call in the OTA? Just trying to think of a way they could be integrated, if they ever are besides from occasional convoy events or something.
 
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Use both areas as slums, that way anyone that has a base in the current one doesn't have to move anything (i think i am the only person with a base there, but still)

Make the outlands more rewarding, there is no reward for the risk by going. Have quests to do stuff in the outlands, random loot scattered around, puzzles to solve for rewards. Maybe have a rebel faction do supply drops, and have it be race to see who can get to it first, both combine and rebel alike

Also allow anyone who stuck in the outlands once the gate is close to tp out ocne they reach the gate, it sucks to not be able to do anything and be complete stuck
 
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My solution which I have put elsewhere, but may as well put publicly as well...

Outlands - Outlands currently sucks. There's nothing out there save for the lucky few who maybe stumble upon a hastily set up scenic area or those few who get to go on targeted events. But for the average wanderer - nothing worth seeing is out there, let alone anything worth dying for.

This is why the outlands should remain OOCly locked for a large portion of any given week, lets say Monday through Friday. The reason for this is two fold.

1. Years of HL2RP history tell us one thing about the outlands in relation to City RP - it kills it if not maintained and monitored carefully. For some reason people seem to be skittering by this blatant fact despite Willard itself having an example of it almost. The more focus the Outlands takes from the city, the more the city suffers as a result. Outlands is for rebels and rebels only. There is not a single loyalist character, citizen survivor or Union worker that would ever venture out willingly. The more people that reside in the outlands, the more boring both become. The utter detachment the two have between them prevents any interaction. So, what you are left with is two smaller communities that are simply less entertaining variants of the once complete picture.

2. More to the point though, is quality. If the outlands were closed for the week, the time in which player count can be expected to be at its most consistent low, that means that CT members with ideas and concepts can spend this time:
Setting up structured events
Setting up loot, props, lore and other various scenic entities for players to naturally stumble across.

Opening it only on the weekend also mitigates the damage it does to the city by ensuring its only open during periods that would have 'high' player counts. Or at least would be expected to. Once all is said and done for the day, as things start to really die down, you close it back up for the next week and rinse and repeat.

The only real foreseeable issue I can note with this is that one could argue all fun goes to the early birds. However, we can also open and close the outlands in sections, which will further reduce the damage done to the city populace by limiting the sheer scale of the outlands. Open one new section per day, before closing it all back up. This makes the outlands retain its special quality while ensuring players at least have something to do while they are risking their lives.
(Outlands should of course be a hard PK zone as well)

City - As for the city, I honestly would just say the big thing is getting the rest of the district open for use. The infestation needs to be dealt with ICly, with that area opened for any and all traffic. We should not have two slums though, especially two that flank the main city on both sides, that's a bad idea. One area should be designated as the 'slums' proper, where similar mannerisms to V4 can be found. Another should simply be added to the city proper, an area anyone can use freely. More space = more room to plan and conspire. Unlike V4, this map has lots of twists, turns and hidey holes. Rebels owned over half the map on V4, and I really really do not want to have to deal with that again.

That being said, It does seem like CP's need to chill. APC's should not be wandering around on blue stability. Rebels have 0 tools to deal with those aside from doing some generic IED event, which everyone will make fun of them for. There needs to be some restraint (Especially since all they do is run over civs from what I hear)
 
reason why theres barely any rebel mains currently flagging on is because there is quite literally jackshit in terms of trash spawns, crate spawns, anything to loot
and you get pk'ed without any rp at all if ur venturing in the outlands, not like theres anything there anyway
 
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