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Reincorporate Actual Vortigaunt Escapes

RedHotGinger

The Owl
GALUNGA
Joined
Sep 25, 2020
Messages
847
Vortigaunt escapes were removed for a variety of reasons. The Number 1 reason they were removed was Vortiguant leads made the actual collar removal process the single most complicated, bloated and over-the-top function in all of Willard. Just to put it in perspective, this is only PART of the process Vortigaunt leads settled on, zoomed way out.

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(This still does not capture the entire ordeal)

This was half the reason the system was abandoned. The term "Vort Freeing' was a forbidden and dark term among any GM's. Every single one dreaded it immensely. It was, at best, a complicated mess. At worst, it turned into a disaster every single time due to 80 moving pieces never clicking (this was the most common result.)

The other half was that It's a process of S2K, rather than RP. There really is nothing more to it than that. S2K is inherently something that stirs drama and conflict.



That being said, here is why Vortigaunt freeing's should return

1. In a server where there is painfully little of consequence for rebels to do, not having Vortigaunt freeing's be an actual trial or process is a pretty insane oversight. Impact within Rebel RP is largely restricted towards S2K to begin with, but even shotcops are mostly pointless actions that only stack effect on repeated instances. A Vortigaunt freeing stands as one of the very few operations rebels could undertake that has an actual, tangible purpose.

2. S2K is ass period. It causes drama regardless. Yes, this will also cause drama. However, in these instances there is at least a purpose involved in it. They're going to shoot shit either way, may as well have it mean something.

3. Partially addresses the Vortigaunt balance issue. What state they're in right now, is hard to say. I don't mess with them, but I don't think I've heard anyone ever be bold enough to claim they're *right where they should be.* Having Vortigaunts be something you must trial yourself to free would justify their intensive power on the field.



So how should it look?



Basically mix the systems. Drop the extensively overcomplicated process and boil it down to this

- Application must be made. Date set
- Inform OTA faction of timeframe (Debatable, perhaps. Some may argue CP's should handle it. However, given how outclassed they are rn, I dont think this is a realistic option)
- Ensure /checkcrime is met. A dispatch player is online.
- Rebels RP removing the collar
- Combine forces have X amount of time to locate and capture the Vortigaunt. Once time runs out, they automatically withdraw. Like a crime-timer, except the players aren't forced to leave.

That's it.


Bonus suggestions, cause why not

- Have a Combine Lock Breacher be a tool that removes Vortigaunt collars. Even if only through RP. (still require application and proper setup). It would give the item some tangible use, and automatically set the crafting requirement high.
 
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