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Rebels should not have events or expeditions if they do not create engaging content themselves.

  • Thread starter Thread starter Conundrum
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Conundrum

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Now this suggestion is going to be controversial and rile up a good portion of the community, probably, but I propose that no further creative events are provided specifically to the Rebel playerbase by default.

A new system is suggested to come into effect, one where disruptive acts against the Combine on the main server provide points which can be redeemed by the Rebel faction lead(s) to decide what kind of story content they can be spent on. Both random acts of terrorism, as well as quest goals should provide these points. Which can be spent on shipments, narratives and expeditions. With the latter costing a good amount.

Perhaps this could encourage Rebels to put their characters at risk to create 'greater' change, or at least provide something for the general population to gossip about. If they do not do so, then they are provided no support.

The CCA is essentially being given the full narrative focus because unlike Rebels, who should be a counter balance, the CCA actually has a presence and is already in a position to do what they want largely unchallenged.

I don't know. It is just a suggestion. Something needs to change and I'm sure someone else can think up the nuances. I have yet to feel any impact Rebels have provided to the main server. At most, some throwaways have made things mildly interesting with their kamikazi's spicing things up. Dedicated Rebels may as well not exist.
 
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The most of the points I wished to make have already been stated by others in this regard, but I believe there to be another 3 OOC reasons on why one may think Rebels are inactive... and that is true to some extent.

Firstly, the map... its small- its layout is not exactly offering much and generally can easily feel stale. With that said, the map is really not made for Rebel Activity whatsoever. It was made to bring RP as close as possible at the expense of Combat and resistance activity... it really is NOT designed for rebels to act at all unlike other maps which have rebel hideouts in every nook and cranny you can think of. The compact size allows OTA and CPs to chase their target and quickly corner them. Its layout offers little in methods or ways to escape that any attempt at an attack is pointless given all escape routes are defacto cut off no matter what.

The recent addition of the new Checkpoint and makeshift wall has put a big stranglehold on the rebels with them not being able to destroy it... why can't they destroy it... well reason number 2.

Secondly, Auths... Auths are the biggest pain in the arse for any rebel or even citizen for that matter. Some take ages to get a response, others do get a response but sometimes the team is not really willing to let things slide or go in anyone's favour. Recently there was someone who wished to blow up CP-3, the new Triumph checkpoint- they had prepared and where about to hit it but of course one thing they needed was an Auth... and while they did in the end give up anyway due to the fact the CP-3 as a big ion cannon capable of one-shotting any rebel in its path (retarded ngl) it is still noted to take about 2-4 weeks for that auth to even lift off the ground. What was the reason? The person who built the checkpoint was to be the one to oversee it... which I found silly since never should a specific person be required to oversee an attack, just do it.

I am the type of person who believes in Clockwork era RebelRP where one did not need to go through an Auth process. Attacks were spontaneous and GMs and factions alike had to respond on their feet as and when shit went down. Never did Rebels have to go through a process other than just waiting for the time to strike when 4+ CPs were online. Surprising everyone with their pants down (not literally). And while yes it was a pain to deal with- everything was indeed more fluent and natural feeling with Rebels behaving like true insurgents and picking the battles they could win without Combine knowing about it OOCly prior.

Not saying auths should go entirely, just ones relating to attacks AFTER THE FACT rebels have the gear they need to do what they wish to do. I remember this being a panic installation because no one could tell how much damage one could do and was always out of control and random.

Lastly, rules... rules are good but a few do have an inadvertent side effect of royally screwing everyone. They are out of date and are currently being updated but even so- they are a bit on the side of a WTF moment in some places. Sometimes entire fights or resistance activity is stopped in its tracks simply because some ambiguous requirement has not been met... how peculiar... how anti-rp some of them are. I know some of them are there to protect other users but maybe a loose ruleset might be more beneficial for those wanting to commit a larger variety of crime without 5 different requirements needing a tick mark.

Honestly, compared to my CW HL2RP days. Willard is a bit of a 50/50 when it comes to matching those environments with some internal panic happening too frequently over the smallest of things.

That is my input...
All true, I think it's getting better. Though, the map may be small and blah blah. But, I think rebels would be put in a better light if they started to rise their chars. Example, selling pipes from DOB. Yeah, you get some custom scripts but, you put all the stores out of commission for a little. And it give XRAY good rp. I think people are to focused on just shot copping on rebels. Instead of actually stealing things are hurting the combine.

People that take that risk should also be rewarded. And I think what the post originally was trying to say. To reward rebels that rp, and not the minge with the shotgun running around in tier 3 kevlar.
 
Lots of people make some fair points. Something about the current execution is broken. Whether it's Rebel hesitance towards risk, or rules and other factors making it an unviable career path, it's just not working. There's no fear if you are a Collaborator, as long as you stay out of the slums. You can hope Rebels, Terrorists or just general criminals will crash a Collaborator function. But they never do.

It's boring being a Collaborator when you have no opposition. The LA exists to be a placebo effect. Collaborator's oppressing each other since there's no counter balance outside of themselves.

I'd say we should increase player freedom like Robert suggested. Let chaos reign. Willard is at its best when things get out of hand.
 
There's no fear if you are a Collaborator, as long as you stay out of the slums. You can hope Rebels, Terrorists or just general criminals will crash a Collaborator function. But they never do.
Exactly, I make the fair on triumph so that rebels have a chance to steal something from Victory,CWU or CMRU and nothing. Just a shame.
 
Exactly, I make the fair on triumph so that rebels have a chance to steal something from Victory,CWU or CMRU and nothing. Just a shame.
You say that, but the fact that a CCA char got assassinated did end up also facilitating RP that happened from the fallout of it, as Civil Protection displays an increasing escalation towards non-collaborator citizens over shit like this.
 
You say that, but the fact that a CCA char got assassinated did end up also facilitating RP that happened from the fallout of it, as Civil Protection displays an increasing escalation towards non-collaborator citizens over shit like this.
Oh yeah, the fresh char with the knife yes... Rebel RP peak I forgot
 
You say that, but the fact that a CCA char got assassinated did end up also facilitating RP that happened from the fallout of it, as Civil Protection displays an increasing escalation towards non-collaborator citizens over shit like this.
wasn't that just Dr pepper trying to kill people
 
I don't think events have to drastically change anything, it doesn't make good sense logically. People are people, they'll go and do whatever, for whatever reason they like and that's exactly how it should be. People don't need to change anything, most don't, and that's okay. The best RP experiences I've had from any event has often just been the downtime and individual experiences within them. Did those experiences have much of an impact to the event? Barely. Did they impact the main servers lore? Definitely not. At the end of the day, it's a videogame. We're all here to have fun, and it's important to remember that.

We tried giving rebels a narrative focus, but be realistic. What can the rebels do? It wouldn't make any sense for a large scale revolution in the city.
You'd be laughed at for even suggesting it be possible, so what is there to do in one expedition that'd help with this? We're stuck in a loop of the rebels not being able to have control as it doesn't make sense in lore, and then the rebels not doing anything because they lose interest.

Let people have fun, let them play the characters they want to be and play in the events they wish to play in and I promise you it'll create a better
atmosphere for rebels and civil protection alike. Happy rebels = active rebels, active rebels = shit for CP's to do.​
 
I don't think events have to drastically change anything, it doesn't make good sense logically. People are people, they'll go and do whatever, for whatever reason they like and that's exactly how it should be. People don't need to change anything, most don't, and that's okay. The best RP experiences I've had from any event has often just been the downtime and individual experiences within them. Did those experiences have much of an impact to the event? Barely. Did they impact the main servers lore? Definitely not. At the end of the day, it's a videogame. We're all here to have fun, and it's important to remember that.

We tried giving rebels a narrative focus, but be realistic. What can the rebels do? It wouldn't make any sense for a large scale revolution in the city.
You'd be laughed at for even suggesting it be possible, so what is there to do in one expedition that'd help with this? We're stuck in a loop of the rebels not being able to have control as it doesn't make sense in lore, and then the rebels not doing anything because they lose interest.

Let people have fun, let them play the characters they want to be and play in the events they wish to play in and I promise you it'll create a better
atmosphere for rebels and civil protection alike. Happy rebels = active rebels, active rebels = shit for CP's to do.​
Being honest Rebels shouldn't be playing to win. It's impossible, we all know that. Instead they should be playing to make things interesting. The closest example I have to that is the CWU. It's a grueling, horrific gameplay cycle that only the self-loathing would main. But they do it to provide some semblance of content to the greater playerbase. Although many are just in it for the perks.

Which is why Rebels need to start getting perks, even if it means the removal of certain handouts. If Rebels create content, like being disruptive, they should be given better weapons. More stockpiles. Access to out of city events. Things that should be rewards for helping to keep the main server interesting.

Rebels will never win. But everyone wins when they do something interesting. That is the OOC mentality the faction should have.

Edit: Hell, every faction should have imo.
 
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Being honest Rebels shouldn't be playing to win. It's impossible, we all know that. Instead they should be playing to make things interesting. The closest example I have to that is the CWU. It's a grueling, horrific gameplay cycle that only the self-loathing would main. But they do it to provide some semblance of content to the greater playerbase. Although many are just in it for the perks.

Which is why Rebels need to start getting perks, even if it means the removal of certain handouts. If Rebels create content, like being disruptive, they should be given better weapons. More stockpiles. Access to out of city events. Things that should be rewards for helping to keep the main server interesting.

Rebels will never win. But everyone wins when they do something interesting. That is the OOC mentality the faction should have.

Edit: Hell, every faction should have imo.
This might be a hot take, but when rebels actually do something it fucking sucks.
Nobody wants curfew RP. It's boring as fucking balls. Rations are closed? Great, the economy sucks so nobody goes to stores.

This isn't a particularly a bad thing as it's working as it is intended, rebels don't want to do attacks especially if it impacts random citizens or (hear me out on this) their other characters who aren't rebels.

Having rebels just be rebels and not have an overall impact is a great thing, it means that they can still be active rebels who do things without the entire server hating them afterwards. I've been there, I've done it. It sucks ass.

Now there's always the argument that rebels don't do anything because it's "too punishing" but I mean, can you blame them? They can spend weeks or months on planning every minute detail of an operation to be snitched out by a character that's a week old, or lose everything for being in the wrong place at the wrong time. Do note that when I refer to "losing everything" I don't mean the scripts or items, I mean the time invested into making connections, the trust gained, the infiltration ruined.
 
take: Both the combine and the rebels are not content-generative factions like the CWU or MoE are. They're mainly reactive factions. Simply demanding rebels do things without first giving them opportunities to take advantage of is like asking the CPs to be more dystopian without giving them significant cause. It feels asspulled and random, rather then what it should be: story-driven and effective.

The rebels are not solely "rebellion generators" like so many people who just do not play a rebel like to think. Properly setting up big things takes time. It takes a lot of RP to form connections, gather info, and prepare. It takes one (or more!) auth apps that each take their own amount of time to be reviewed. It takes time to be fucking bothered to try when it seems so much easier to just make a character, craft a sharpened knife and kill a CCA. Or just slum about and never do anything.

Further gimping rebel's chances to do anything by making the few opportunities to get in some fun RP that don't involve risking your character into "perks" is stupid. No other faction has to do this, literally none. CPs can, if they want, stick to patrols, and hide/go offline when the big gunfights happen. OTA aren't characters. Loyalists never have to come into conflict if they don't want to, they can just stick to Victory or Willard street.

Forcing rebels, then, to come into conflict to have any semblance of RP outside of the dysmal slummer grind is pretty telling of how much knowledge you have about this faction in general, and also how much you care about their own experience. Seriously, nobody knows what to do with the slummer grind. It's very script focused (bad) but anything else seems equally bad. So we just let it be bad, I guess.

It doesn't help that this server's IC stance towards rebels seems majorly negative, and that is a consequence of a lot of things that I won't get into here, but still. Rebels are presented challenge after challenge at every turn when they want to take player initiative to do their own thing. (This is all, conveniently, skipped when it's a CT/admin questline (looking at you Pathfinder)) And placing further challenges to this is only going to make them ask "why bother?". To which the only answer they find will be "Don't."

Also: I don't wanna have to post the plane image, but if I ever see another post claiming every rebel in the server is in t3 kevlar doing nothing but circlejerking, I will scream. Those are the only rebels you notice, because guess what? The ones infiltrating just look like regular citizens. Of course they don't look like rebels to you. I'm not going to metagame anything, but I can personally attest to the fact that there are plenty of shady folks in the city, if you know how and where to look.

...

Idk where I was going with this. There isn't a magical solution to please everyone when it comes to rebelRP. I guess just- stop treating a faction you don't play so uncharitably. Try playing a rebel character for once. Make a slummer and go about your business, do the things you suggest would spice things up, and tell me how many roadblocks you hit. Consider for a moment that rebel players don't exist solely to "generate content", but to enjoy their own characters as independent players separate from your own enjoyment of the server. And stop expecting every character to pull their weight and contribute to some "grand narrative". Nobody here's the main character. Hell we're all barely even side-characters. Love u all, pray to jesus amen
 
Being honest Rebels shouldn't be playing to win. It's impossible, we all know that. Instead they should be playing to make things interesting. The closest example I have to that is the CWU. It's a grueling, horrific gameplay cycle that only the self-loathing would main. But they do it to provide some semblance of content to the greater playerbase. Although many are just in it for the perks.

Which is why Rebels need to start getting perks, even if it means the removal of certain handouts. If Rebels create content, like being disruptive, they should be given better weapons. More stockpiles. Access to out of city events. Things that should be rewards for helping to keep the main server interesting.

Rebels will never win. But everyone wins when they do something interesting. That is the OOC mentality the faction should have.

Edit: Hell, every faction should have imo.

a good part of the server would need to be overhauled for this outlook to be a thing

i wouldn't mind creating new characters that slowly build up again if it didn't mean id have to grind 130 skill points at the most optimal level to make a rebel character that isn't a dead end because thats the only viable way to get the gear i need to make a impact on the server (i don't count spraying grafitti for the 3000th time or putting down propaganda for the 1251512th time as a """impact""" as only action that affects people creates change and causes people to change their mind on things, not graffiti and words)

take: Both the combine and the rebels are not content-generative factions like the CWU or MoE are. They're mainly reactive factions. Simply demanding rebels do things without first giving them opportunities to take advantage of is like asking the CPs to be more dystopian without giving them significant cause. It feels asspulled and random, rather then what it should be: story-driven and effective.

The rebels are not solely "rebellion generators" like so many people who just do not play a rebel like to think. Properly setting up big things takes time. It takes a lot of RP to form connections, gather info, and prepare. It takes one (or more!) auth apps that each take their own amount of time to be reviewed. It takes time to be fucking bothered to try when it seems so much easier to just make a character, craft a sharpened knife and kill a CCA. Or just slum about and never do anything.

Further gimping rebel's chances to do anything by making the few opportunities to get in some fun RP that don't involve risking your character into "perks" is stupid. No other faction has to do this, literally none. CPs can, if they want, stick to patrols, and hide/go offline when the big gunfights happen. OTA aren't characters. Loyalists never have to come into conflict if they don't want to, they can just stick to Victory or Willard street.

Forcing rebels, then, to come into conflict to have any semblance of RP outside of the dysmal slummer grind is pretty telling of how much knowledge you have about this faction in general, and also how much you care about their own experience. Seriously, nobody knows what to do with the slummer grind. It's very script focused (bad) but anything else seems equally bad. So we just let it be bad, I guess.

It doesn't help that this server's IC stance towards rebels seems majorly negative, and that is a consequence of a lot of things that I won't get into here, but still. Rebels are presented challenge after challenge at every turn when they want to take player initiative to do their own thing. (This is all, conveniently, skipped when it's a CT/admin questline (looking at you Pathfinder)) And placing further challenges to this is only going to make them ask "why bother?". To which the only answer they find will be "Don't."

Also: I don't wanna have to post the plane image, but if I ever see another post claiming every rebel in the server is in t3 kevlar doing nothing but circlejerking, I will scream. Those are the only rebels you notice, because guess what? The ones infiltrating just look like regular citizens. Of course they don't look like rebels to you. I'm not going to metagame anything, but I can personally attest to the fact that there are plenty of shady folks in the city, if you know how and where to look.

...

Idk where I was going with this. There isn't a magical solution to please everyone when it comes to rebelRP. I guess just- stop treating a faction you don't play so uncharitably. Try playing a rebel character for once. Make a slummer and go about your business, do the things you suggest would spice things up, and tell me how many roadblocks you hit. Consider for a moment that rebel players don't exist solely to "generate content", but to enjoy their own characters as independent players separate from your own enjoyment of the server. And stop expecting every character to pull their weight and contribute to some "grand narrative". Nobody here's the main character. Hell we're all barely even side-characters. Love u all, pray to jesus amen

one of my main gripes about rebelrp all in one big mega post

i (conveniently) skipped a lot of the hurdles regular rebels had to take thats outlined in this post because i was CM at the time so only like 4 other people could tell me my ideas were stupid, and they were all focused on IRL or backend parts of the server, so i basically could do anything as long as it wasn't super outlandish, and even with all of that power and authority it STILL took me OOC MONTHS of IC planning, creating connections, keeping my name and description hidden from both allies AND enemies, getting gear not only for myself but also my allies, grinding my stats up to maximum so i could create the gear i needed to make a splash, and even then i relied on a explosive auth that another character in my group made (who died shortly due to a bad amount of circumstances got put together as they tried dismantling a combine turret and got caught in the act) just to do one major attack with multiple other groups

i honestly couldn't imagine doing all of that again without the abilities of a CM; you basically have to have an admin backing your rebel group to go past a lot of the red tape so that you can actually do anything of substance on the server, which is just because of how many rules / regulations, auths, and general backend OOC talking you have to do with others to get things going
 
The City honestly is the worst place for rebels to do actual big things. Why? It's the middle of the Combine's stronghold, where they will swat you away with OTA like an annoying fly and move on with their day. The best you get is risking your life for a token attack that in 90% of the cases is forgotten by next week and likely sees you killed. 9% is big attacks that won't be forgotten but are a certain death. 1% are actual good strategic attacks that don't fuck over your expected lifespan.

I believe it is more than normal for actual rebel attacks in the City to be rare. It is how things should be, assuming the resistance is focused on other things.

Good rebels don't do anything on the City. Good rebels get expeditions run for them and fuck shit up where the Combine are weaker. Bigger impact, higher survival chance. And when the stars align, they stick it to the Combine in the City to remind everyone they are still there.

See, the best rebel is someone like Bob. Bob never touches his gear in the City. Bob lives a normal life, works the occasional shift for the CWU. Bob bides his time, plans for his next move. Bob occasionally goes to the outlands with his friends to shoot some stuff or perform some rapid unscheduled disassembly of Combine assets. Bob gets paid, then Bob continues his normal life again, licking his wounds and building up strength again. And one day the vice administrator or some other big figure attends the funeral of some combine traitor outside the nexus. He gets blown up by Bob, who has quietly stashed enough C4 to level half a building during the past six months (surprised adminge faces when they determine this is valid). He will kill the vice admin (or some other big figure), get declared anti-citizen one while being recruited by Civil Protection to put out his own fire because they don't know that Bob is Bob. The OTA will sweep circles in the sewers and slums while Bob sits on a bench in the plaza enjoying his fresh ration. The Combine hate Bob, because they will never see Bob coming, they will never catch Bob, and Bob will fuck shit up when he sees the right opportunity. Be like Bob.

Edit: I wanted to add, I believe it to be wrong to measure a rebel's 'effectiveness' by what he does in the City within only a period of weeks/months just as much as I believe it to be wrong to measure a rebels 'dangerousness' by how much gear/gun he walks around with. The real dangerous ones are those that can blend in while maintaining an ability to strike when they want to. They will pick their battles that they can win and are worth the risk and effort. By the time their strike happens, they likely are gone already. They are aware that no matter how much gun you have, you are always outgunned against the Combine/OTA. They could likely do more, but the Combine has the big propaganda advantage and will vilify them as terrorists. That is the one actual thing the resistance is failing at, and why a lot of people aren't willing to try anything either. What is a victory if your opponent uses it to turn the whole City against you?
You are completely wrong. Every single sentence is incorrect.

1- The city is as unsafe as the slums to do big things thanks to how things are set up (You get a full squad to OTA as if it was an attack on triumph for anything you do anywhere, even the slums)
2-Attacks on the city are rare because any time there is an attack on the city the combine overreacts, activating fucking 100 million resources that somehow arrive in minutes (A full squad of fully armed and ready OTA), and there is no way to win anything from said attack(Even if you say: "OH, you should try destroying combine shit on expeditions, or destroying their railways, or doing this, or doing that. That never happens. Firstly because there is no system that actually makes that work, currently. Second, even if you did do it, OTA would still have their guns, and CP too, so you can't do ANYTHING to weaken combine in or outside the city thanks to how the server is set up.)
3- There are no expeditions. They have disabled a long time ago, and now the only expeditions available are the ones that happen once each month and are carried out by admins, and give shitty rewards (Not only on scripts, but lore-wise too), as they have 0 effect on the main server, and if not 0, then 0,00001 effect.

4-Funny. Really funny.
"Bob doesn't take his gear to the city and occasionally goes to the outlands with his friends to shoot some stuff up or dismantle combine shit"
BUT THEN YOU SAY:
"And one day the vice administrator or some other big figure attends the funeral of some combine traitor outside the nexus. He gets blown up by Bob, who has quietly stashed enough C4 to level half a building during the past six months (surprised adminge faces when they determine this is valid). He will kill the vice admin (or some other big figure), get declared anti-citizen one while being recruited by Civil Protection to put out his own fire because they don't know that Bob is Bob"
What an insane amount of expectance from Willard.
I'll discuss this last part on two different issues:
1- He never carries his stuff to the city, but SOMEHOW he is able to build a bomb in seconds/minutes of seeing a high up in the city, which would require him to go to the slums, get his shit, then makes an auth for the bomb, then builds the bomb, then brings it back to the city (And that if no one gets him). You obviously CAN NOT make an auth for a fucking bomb, take your shit from the slums, build it, and then plant it in so little time. And EVEN IF YOU PLANNED TO MURDER HIM WITH A WEAPON, 1º: YOU AREN'T GUARANTEED A KILL, as they have OTA with them, and the gun that deals the most damage is the SCAR, and that's hard as fuck to get, and requires good aim and 4 shots to the head, and 2º: Once he fires, if he killed the high up, what does he do to survive? Toss the fucking scar that is so hard to get? And even if he did toss it, that doesn't guarantee he won't get found.
2-It is hard as fuck to join civil protection and become a corrupt/rogue, as if you die as that character, you lose your CP whitelist, which makes people not want to be rogue.

And to finish, I'd love it if you could tell me A SINGLE REBEL that does what you said and succeeds in it. A SINGLE ONE (That walks on the city silently, and when he sees something big happen, interferes) You can't just say "Mabre", or "rice" as both of them do not strike on the city ever against anyone to later come back to where they were as normal civvies. That is just insanity.
 
You are completely wrong. Every single sentence is incorrect.

1- The city is as unsafe as the slums to do big things thanks to how things are set up (You get a full squad to OTA as if it was an attack on triumph for anything you do anywhere, even the slums)
2-Attacks on the city are rare because any time there is an attack on the city the combine overreacts, activating fucking 100 million resources that somehow arrive in minutes (A full squad of fully armed and ready OTA), and there is no way to win anything from said attack(Even if you say: "OH, you should try destroying combine shit on expeditions, or destroying their railways, or doing this, or doing that. That never happens. Firstly because there is no system that actually makes that work, currently. Second, even if you did do it, OTA would still have their guns, and CP too, so you can't do ANYTHING to weaken combine in or outside the city thanks to how the server is set up.)
3- There are no expeditions. They have disabled a long time ago, and now the only expeditions available are the ones that happen once each month and are carried out by admins, and give shitty rewards (Not only on scripts, but lore-wise too), as they have 0 effect on the main server, and if not 0, then 0,00001 effect.

4-Funny. Really funny.
"Bob doesn't take his gear to the city and occasionally goes to the outlands with his friends to shoot some stuff up or dismantle combine shit"
BUT THEN YOU SAY:
"And one day the vice administrator or some other big figure attends the funeral of some combine traitor outside the nexus. He gets blown up by Bob, who has quietly stashed enough C4 to level half a building during the past six months (surprised adminge faces when they determine this is valid). He will kill the vice admin (or some other big figure), get declared anti-citizen one while being recruited by Civil Protection to put out his own fire because they don't know that Bob is Bob"
What an insane amount of expectance from Willard.
I'll discuss this last part on two different issues:
1- He never carries his stuff to the city, but SOMEHOW he is able to build a bomb in seconds/minutes of seeing a high up in the city, which would require him to go to the slums, get his shit, then makes an auth for the bomb, then builds the bomb, then brings it back to the city (And that if no one gets him). You obviously CAN NOT make an auth for a fucking bomb, take your shit from the slums, build it, and then plant it in so little time. And EVEN IF YOU PLANNED TO MURDER HIM WITH A WEAPON, 1º: YOU AREN'T GUARANTEED A KILL, as they have OTA with them, and the gun that deals the most damage is the SCAR, and that's hard as fuck to get, and requires good aim and 4 shots to the head, and 2º: Once he fires, if he killed the high up, what does he do to survive? Toss the fucking scar that is so hard to get? And even if he did toss it, that doesn't guarantee he won't get found.
2-It is hard as fuck to join civil protection and become a corrupt/rogue, as if you die as that character, you lose your CP whitelist, which makes people not want to be rogue.

And to finish, I'd love it if you could tell me A SINGLE REBEL that does what you said and succeeds in it. A SINGLE ONE (That walks on the city silently, and when he sees something big happen, interferes) You can't just say "Mabre", or "rice" as both of them do not strike on the city ever against anyone to later come back to where they were as normal civvies. That is just insanity.
This is exactly the idea that admins have about rebels because they can just spawn their shit in and rp as whatever the fuck they want without actually having to do the process by themselves, so they don't know how impossible what they're describing is, as well as how stupid it is to expect a rebel to make an elaborate plan that requires auths(Which they can do by themselves, as they're adminges) in so little time.
 
EVEN IF YOU PLANNED TO MURDER HIM WITH A WEAPON, 1º: YOU AREN'T GUARANTEED A KILL, as they have OTA with them, and the gun that deals the most damage is the SCAR
The Haruto Ito fairground incident
 
You are completely wrong. Every single sentence is incorrect.

1- The city is as unsafe as the slums to do big things thanks to how things are set up (You get a full squad to OTA as if it was an attack on triumph for anything you do anywhere, even the slums)
2-Attacks on the city are rare because any time there is an attack on the city the combine overreacts, activating fucking 100 million resources that somehow arrive in minutes (A full squad of fully armed and ready OTA), and there is no way to win anything from said attack(Even if you say: "OH, you should try destroying combine shit on expeditions, or destroying their railways, or doing this, or doing that. That never happens. Firstly because there is no system that actually makes that work, currently. Second, even if you did do it, OTA would still have their guns, and CP too, so you can't do ANYTHING to weaken combine in or outside the city thanks to how the server is set up.)
3- There are no expeditions. They have disabled a long time ago, and now the only expeditions available are the ones that happen once each month and are carried out by admins, and give shitty rewards (Not only on scripts, but lore-wise too), as they have 0 effect on the main server, and if not 0, then 0,00001 effect.

4-Funny. Really funny.
"Bob doesn't take his gear to the city and occasionally goes to the outlands with his friends to shoot some stuff up or dismantle combine shit"
BUT THEN YOU SAY:
"And one day the vice administrator or some other big figure attends the funeral of some combine traitor outside the nexus. He gets blown up by Bob, who has quietly stashed enough C4 to level half a building during the past six months (surprised adminge faces when they determine this is valid). He will kill the vice admin (or some other big figure), get declared anti-citizen one while being recruited by Civil Protection to put out his own fire because they don't know that Bob is Bob"
What an insane amount of expectance from Willard.
I'll discuss this last part on two different issues:
1- He never carries his stuff to the city, but SOMEHOW he is able to build a bomb in seconds/minutes of seeing a high up in the city, which would require him to go to the slums, get his shit, then makes an auth for the bomb, then builds the bomb, then brings it back to the city (And that if no one gets him). You obviously CAN NOT make an auth for a fucking bomb, take your shit from the slums, build it, and then plant it in so little time. And EVEN IF YOU PLANNED TO MURDER HIM WITH A WEAPON, 1º: YOU AREN'T GUARANTEED A KILL, as they have OTA with them, and the gun that deals the most damage is the SCAR, and that's hard as fuck to get, and requires good aim and 4 shots to the head, and 2º: Once he fires, if he killed the high up, what does he do to survive? Toss the fucking scar that is so hard to get? And even if he did toss it, that doesn't guarantee he won't get found.
2-It is hard as fuck to join civil protection and become a corrupt/rogue, as if you die as that character, you lose your CP whitelist, which makes people not want to be rogue.

And to finish, I'd love it if you could tell me A SINGLE REBEL that does what you said and succeeds in it. A SINGLE ONE (That walks on the city silently, and when he sees something big happen, interferes) You can't just say "Mabre", or "rice" as both of them do not strike on the city ever against anyone to later come back to where they were as normal civvies. That is just insanity.
I thought If u die as cp you just get a new one
 
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