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Rebel stuff for Guerilla warfare

The Milkman

Radio Bob Approved
Joined
Jun 26, 2021
Messages
548
This is my suggestions to make being a rebel more fun and more insurgent-like

#1: vortigaunt lock overcharging should not send an alert

The vortigaunt channel energy ability can be used to overcharge combine locks and open/close them, but at the cost of sending an alert to every combine player on the map.

This should be removed to make the ability actually useful and give freed Vortigaunts more rebel stuff to do than S2K.

Overcharging a lock as a vortigaunt sends a unique alert that basically screams to combine that a free vort is at that location. So, the ability is pointless when you can simply use your beam to break the lock so that
- they can’t simply lock it again when they show up
- the alert is more vague and they aren’t immediately aware that it is a freed vortigaunt over there. It could be anything from a guy with a kitchen knife to a squad of scarlords

Adding to this, the ability also makes an insanely loud sound effect that will travel throughout the small city map, effectively meaning that the lack of a ping isn’t even an instant silent taking down of a lock. So it’s not overpowered or whatever.

B-but the lock breacher!!
I’m gonna be real with you, needing a high-tier one-use item that takes forever to craft just to breach one of the most simple of combine technologies without alerting every combine in a 5 mile radius spits in the face of rebels, especially after staff are leaning so hard into the idea of a ‘subtle rebel’. Not to mention, practically every building that is accessed by a combine lock has at least 4 more combine locks within - so you have to make multiple of these highly valuable items just for one building… that’s stupid. Plus even the lock breacher still makes an extremely loud noise that citizen snitches and nearby cops WILL run to as soon as they hear it, so even the lock breacher isn’t that good.



#2: hacking device

An expensive script with a durability on it like tools that can be right clicked on while facing a combine technology like a turret, hopper mine, rollermine, etc, to turn it into the rebel variant of it / put a ‘rebel [technology] placement kit’ in your inventory and delete the entity it was used on.

This will be good simply for more complex rebel attacks and defenses and provide an extra layer of sabotage and guerrilla warfare.

Trust me, having to contact a certain rebel who has to get an auth isn’t fun. Just let rebels do fun stuff without red tape.




If u have cool rebel ideas then place them in the comments below!!
 
vortigaunt lock overcharging

Ngl I would much rather just see the lock-breacher be moved down in price or re-balanced to be more attractive. Like having a longer breach time, payday style or some shit. Perhaps it changes the locks 'faction' to rebels for as long as it remains attached, able to be retrieved by rebels when they leave? Never liked Free Vortigaunts being break-points that rebels need to be tethered to in order to accomplish anything. Especially when it comes to technology. For some odd reason Vortigaunts have mostly usurped humans as the technological race on the rebel side of the fence.
(Granted Idk much about this, but having another rebel problem be solved with 'Just have vorts do it' makes me sad.)
 
For some odd reason Vortigaunts have mostly usurped humans as the technological race on the rebel side of the fence.
Because there is no opportunity for rebels to do anything technological-wise. Unlike hl2 where you have sentient rebel robots and gravity guns and shit, the most technologically advanced things Willard rebels will get are group locks.

If a rebel wants to turn a turret to their side they have to write an auth and pray they get accepted and then go through 20 minutes of writing /me’s and probably rolls too. If a vortigaunt wants to hack something they can literally just B.S. their way through anything with ‘muh vortal energy’ because it’s alien magic.
 
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+1 all day long. Also, regarding how every Combine building has 3000 biolocks - they were limited a couple of months ago, but it seems like it's fallen out of control yet again. I think they should all be limited to a hard, specific number.
 
you don't need either of these to disable bio-locks, my current character has done it several time, with nothing but a toolkit, without setting alarms off
 
Because there is no opportunity for rebels to do anything technological-wise. Unlike hl2 where you have sentient rebel robots and gravity guns and shit, the most technologically advanced things Willard rebels will get are group locks.

If a rebel wants to turn a turret to their side they have to write an auth and pray they get accepted and then go through 20 minutes of writing /me’s and probably rolls too. If a vortigaunt wants to hack something they can literally just B.S. their way through anything with ‘muh vortal energy’ because it’s alien magic.
also this, having to make an auth for doing anything with tech makes doing anything in that area, extremely difficult. My main character is an engineer, the only significant thing I've been able to do is the Improved EMP, and i could only do that because it was a quest.
 
you don't need either of these to disable bio-locks, my current character has done it several time, with nothing but a toolkit, without setting alarms off
Yes, with admin intervention.

If Willard wants to make it so you can right click on your toolbox to deactivate locks tho, that’s totally fine by me!
 
Many methods can be done here- we will see what we can do though first.

ACCEPTED
 
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