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- Jul 1, 2022
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- #61
Well you've seen them more than i have.I’ve literally only seen the LFC during Operation ANVIL
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SignUp Now!Well you've seen them more than i have.I’ve literally only seen the LFC during Operation ANVIL
Are you still salty over scraver? Come on, and keep the thread clean.u really enjoy hanging out in sewers wearing your suit, don't you?
Bruh I haven't heard anything from the LFC in weeks or maybe even months, and when I do they're attacking an innocent motel and now just have a fleet, supply depot and arctic base. For a group that's supposed to be the *good* guys, I can't find anything they do as a good and often find myself on the side of the combine, against the LFC.
LFC even before becoming the rebel whitelist faction, had the fleet and arctic base, I think since they were created for the lore, it is extremely dumb. and the fact the LFC in game doesn't get any support from it even if it's part of the same faction as them. it is again weird and dumb, if you going to have the rebel mega fleet at least use it or get rid of it.Bruh I haven't heard anything from the LFC in weeks or maybe even months, and when I do they're attacking an innocent motel and now just have a fleet, supply depot and arctic base. For a group that's supposed to be the *good* guys, I can't find anything they do as a good and often find myself on the side of the combine, against the LFC.
I simply asked a questionAre you still salty over scraver? Come on, and keep the thread clean.
The LFC should become a rebel cell thats just a normal cell.Delete the LFC, Delete Clover, Delete the LFC's shitty base and sort out the fucking lore
Nah, wipe it all.The LFC should become a rebel cell thats just a normal cell.
I think this is mostly on the right track. There are a few things here that I disagree though.1- Change the current leadership of LFC, and give it to someone that isn't LOA (At least until the guy comes back), and knows how to manage an organization or cell (Has experience).
2- Change the way of managing the LFC, and focus it more on helping the playerbase instead of helping themselves.
3- Disband the LFC and turn it into a normal rebel cell, getting rid of its advantages fully.
At most 5 should be allowed in the whitelist. 10 is literally half the playerbase at the moment.I think this is mostly on the right track. There are a few things here that I disagree though.
When the 'rebel whitelist' was first created, I spent quite a bit of time talking with rad, atle, and eventually travis, about how it needs to be done. If it isn't done right, then it won't work at all. Its a very hard faction to get right. Trust me, I've done it before.
One of the main issues with this is that, for the most part, I believe that the greater HL2RP community has forgotten how to RP the resistance correctly. It seems that in the post LP era (sometime around 2016), the focus has shifted to fleshing out union factions (CCA, CMU, CWU, etc) very heavily, and forgetting mainly about resistance factions.
This makes City RP really boring. This is because the entire gamemode requires there to be a constant conflict; push and pull.
The greater HL2RP community over corrected to resolve this. From then on, every server seemed to have really militant, terrorist, gang-like resistance factions. This usually results in most citizens despising the resistance because, well, when they BOMB THE RDT, then it makes them appear as terrorists to the citizens. This further divides the playerbase, and typically results in the faction fizzling out. Then, without it, interest in the server tends to fizzle out over time as there is no conflict.
I think the LFC is just a mirror image of these past (failed) resistances. It is overorganized, too well protected, and does nothing to enhance roleplay for citizen characters.
Okay then, how do you fix it?
Allow me to illuminate my original plan for the faction.
The purpose of the faction is simple. It is there to act as a catalyst for citizen resistance characters.
The grind to become an established resistance character is huge, so players tend to become attached and get too scared to take risks. This results in the player resistance characters appearing as if they were dragons sitting upon a pile of gold.
Instead of having people spend who knows how long grinding trash spawners, then doing nothing with their spoils, lets use a whitelisted faction to grease the wheels so to say.
The LFC should appear a faction of mainly characters disconnected from each other, whos whole purpose is to build a network of proxies to accomplish the goals of the faction. Allow me to illuminate this with an example.
In this example, the player resistance & refugee characters get to do all the work, and all the roleplay. The LFC characters involved are merely there to direct the initiative, and to reward the characters that participated in it. With that, just a few LFC characters could be catalysts in setting up a proper society out in the slums made up of entirely players. The involved LFC characters have access to resources, which gives them the power and respect required to be able to direct players in such a way.
- The head LFC char, lets say Jane Doe, is motivated to make the slums more hospitable and to take better care of the refugees living there.
- Jane instructs a subordinate character, lets say Jack Smith, to accomplish a couple of these goals.
- In order to prevent the LFC from potentially getting snitched on, these two characters rarely meet face-to-face.
- Rather, they speak through some sort of cypher. Like lets say these goals are passed down in some kind of encoded format, written on a paper, and put in a specific trash can every Friday at 2PM or something.
- Regardless of the transmisson method, Jack Smith recieves these instructions from Jane Doe:
- Pick a suitably large abandoned structure and take ownership of it.
- Instruct the refugees to clean it up
- Board up any windows, fix any broken doors, etc.
- Use your CWU insider to smuggle bed frames and mattresses there somehow.
- Set up a regular schedule for refugees to recieve food (recieved some specific railroad which the LFC controls)
- Delegate protection to specific refugees, and see to it that they are to get the weapons they need (again, from some LFC controlled railroad)
- Jack Smith gets these goals and spends weeks working on them- setting up a proxy network of his own. A CWU insider, and a couple of characters who will personally oversee that the goals are accomplished.
- The characters involved are reward for their participation with shelter, food, ammo, and other scripts.
Allow me to provide one more example.
In this example, the LFC gains information about the ongoings of the Civil Protection faction, while no one is made aware of their presence in the city. This allows them to gather intel, without betting the entire farm on sending their own people out there (who can be captured and interrogated)
- Jane Doe becomes interested in civil protection movements within the city.
- Jane Doe instructs John Smith to build a small intelligence network of citizens, refugees, CWU, CMU, etc.
- Their purpose is to watch and report on civil protection activity in the city.
- For each accurate report, the character is rewarded with something of value (food, chips, ammo, who knows).
Lastly:
In this example, the LFC gives out food to citizens in a way that protects them from being obvious to the Union. It puts them in a good light to the citizens and refugees in need, and lets the players make their own decisions.
- Jane Doe hears that there is a food shortage in the district.
- She instructs a different operative, Joe Smith, to go in and provide food for those in need; both citizens and refugees.
- Joe goes about reaching out to the network he has in the city. He instructs them to go pickup food items from certain pickup spots and to give them to those who are in need.
- Joe then reaches out to John's intelligence network in the city, and tells him to get his most trusted operatives to watch and make sure that the items are being given, not sold.
- Characters that decide to take the food and run are blacklisted and, if they go to the slums, he won't be able to stay at Jack's refugee camp.
- Characters that give out the food are then given something of value as a reward (ammo, food for themselves, better clothes, etc)
In summary, the system I proposed could be listed out in four points like this:
- The LFC has NO BASE and NO PROTECTIONS
- The LFC has access to certain resources for them to use to accomplish their goals. These resources need to be carefully tracked (probably with a spreadsheat or something. not that hard)
- The LFC whitelist is small (maybe 10 influential characters AT MOST)
- The LFC should rarely directly do anything. Rather, they are there to instruct others to do the things they want done, and reward them for doing so.
I like it a lot, we've started working on a quest system that is very very similar to this suggestion. But the problem of 'someone has to grind for the resources' stays, so IMO this is a great suggestion.I think this is mostly on the right track. There are a few things here that I disagree though.
When the 'rebel whitelist' was first created, I spent quite a bit of time talking with rad, atle, and eventually travis, about how it needs to be done. If it isn't done right, then it won't work at all. Its a very hard faction to get right. Trust me, I've done it before.
One of the main issues with this is that, for the most part, I believe that the greater HL2RP community has forgotten how to RP the resistance correctly. It seems that in the post LP era (sometime around 2016), the focus has shifted to fleshing out union factions (CCA, CMU, CWU, etc) very heavily, and forgetting mainly about resistance factions.
This makes City RP really boring. This is because the entire gamemode requires there to be a constant conflict; push and pull.
The greater HL2RP community over corrected to resolve this. From then on, every server seemed to have really militant, terrorist, gang-like resistance factions. This usually results in most citizens despising the resistance because, well, when they BOMB THE RDT, then it makes them appear as terrorists to the citizens. This further divides the playerbase, and typically results in the faction fizzling out. Then, without it, interest in the server tends to fizzle out over time as there is no conflict.
I think the LFC is just a mirror image of these past (failed) resistances. It is overorganized, too well protected, and does nothing to enhance roleplay for citizen characters.
Okay then, how do you fix it?
Allow me to illuminate my original plan for the faction.
The purpose of the faction is simple. It is there to act as a catalyst for citizen resistance characters.
The grind to become an established resistance character is huge, so players tend to become attached and get too scared to take risks. This results in the player resistance characters appearing as if they were dragons sitting upon a pile of gold.
Instead of having people spend who knows how long grinding trash spawners, then doing nothing with their spoils, lets use a whitelisted faction to grease the wheels so to say.
The LFC should appear a faction of mainly characters disconnected from each other, whos whole purpose is to build a network of proxies to accomplish the goals of the faction. Allow me to illuminate this with an example.
In this example, the player resistance & refugee characters get to do all the work, and all the roleplay. The LFC characters involved are merely there to direct the initiative, and to reward the characters that participated in it. With that, just a few LFC characters could be catalysts in setting up a proper society out in the slums made up of entirely players. The involved LFC characters have access to resources, which gives them the power and respect required to be able to direct players in such a way.
- The head LFC char, lets say Jane Doe, is motivated to make the slums more hospitable and to take better care of the refugees living there.
- Jane instructs a subordinate character, lets say Jack Smith, to accomplish a couple of these goals.
- In order to prevent the LFC from potentially getting snitched on, these two characters rarely meet face-to-face.
- Rather, they speak through some sort of cypher. Like lets say these goals are passed down in some kind of encoded format, written on a paper, and put in a specific trash can every Friday at 2PM or something.
- Regardless of the transmisson method, Jack Smith recieves these instructions from Jane Doe:
- Pick a suitably large abandoned structure and take ownership of it.
- Instruct the refugees to clean it up
- Board up any windows, fix any broken doors, etc.
- Use your CWU insider to smuggle bed frames and mattresses there somehow.
- Set up a regular schedule for refugees to recieve food (recieved some specific railroad which the LFC controls)
- Delegate protection to specific refugees, and see to it that they are to get the weapons they need (again, from some LFC controlled railroad)
- Jack Smith gets these goals and spends weeks working on them- setting up a proxy network of his own. A CWU insider, and a couple of characters who will personally oversee that the goals are accomplished.
- The characters involved are reward for their participation with shelter, food, ammo, and other scripts.
Allow me to provide one more example.
In this example, the LFC gains information about the ongoings of the Civil Protection faction, while no one is made aware of their presence in the city. This allows them to gather intel, without betting the entire farm on sending their own people out there (who can be captured and interrogated)
- Jane Doe becomes interested in civil protection movements within the city.
- Jane Doe instructs John Smith to build a small intelligence network of citizens, refugees, CWU, CMU, etc.
- Their purpose is to watch and report on civil protection activity in the city.
- For each accurate report, the character is rewarded with something of value (food, chips, ammo, who knows).
Lastly:
In this example, the LFC gives out food to citizens in a way that protects them from being obvious to the Union. It puts them in a good light to the citizens and refugees in need, and lets the players make their own decisions.
- Jane Doe hears that there is a food shortage in the district.
- She instructs a different operative, Joe Smith, to go in and provide food for those in need; both citizens and refugees.
- Joe goes about reaching out to the network he has in the city. He instructs them to go pickup food items from certain pickup spots and to give them to those who are in need.
- Joe then reaches out to John's intelligence network in the city, and tells him to get his most trusted operatives to watch and make sure that the items are being given, not sold.
- Characters that decide to take the food and run are blacklisted and, if they go to the slums, he won't be able to stay at Jack's refugee camp.
- Characters that give out the food are then given something of value as a reward (ammo, food for themselves, better clothes, etc)
In summary, the system I proposed could be listed out in four points like this:
- The LFC has NO BASE and NO PROTECTIONS
- The LFC has access to certain resources for them to use to accomplish their goals. These resources need to be carefully tracked (probably with a spreadsheat or something. not that hard)
- The LFC whitelist is small (maybe 10 influential characters AT MOST)
- The LFC should rarely directly do anything. Rather, they are there to instruct others to do the things they want done, and reward them for doing so.
One of the main issues with this is that, for the most part, I believe that the greater HL2RP community has forgotten how to RP the resistance correctly. It seems that in the post LP era (sometime around 2016), the focus has shifted to fleshing out union factions (CCA, CMU, CWU, etc) very heavily, and forgetting mainly about resistance factions.
This makes City RP really boring. This is because the entire gamemode requires there to be a constant conflict; push and pull.
Jesus, Can we do this resistance? I want this resistance this sounds great.I think this is mostly on the right track. There are a few things here that I disagree though.
When the 'rebel whitelist' was first created, I spent quite a bit of time talking with rad, atle, and eventually travis, about how it needs to be done. If it isn't done right, then it won't work at all. Its a very hard faction to get right. Trust me, I've done it before.
One of the main issues with this is that, for the most part, I believe that the greater HL2RP community has forgotten how to RP the resistance correctly. It seems that in the post LP era (sometime around 2016), the focus has shifted to fleshing out union factions (CCA, CMU, CWU, etc) very heavily, and forgetting mainly about resistance factions.
This makes City RP really boring. This is because the entire gamemode requires there to be a constant conflict; push and pull.
The greater HL2RP community over corrected to resolve this. From then on, every server seemed to have really militant, terrorist, gang-like resistance factions. This usually results in most citizens despising the resistance because, well, when they BOMB THE RDT, then it makes them appear as terrorists to the citizens. This further divides the playerbase, and typically results in the faction fizzling out. Then, without it, interest in the server tends to fizzle out over time as there is no conflict.
I think the LFC is just a mirror image of these past (failed) resistances. It is overorganized, too well protected, and does nothing to enhance roleplay for citizen characters.
Okay then, how do you fix it?
Allow me to illuminate my original plan for the faction.
The purpose of the faction is simple. It is there to act as a catalyst for citizen resistance characters.
The grind to become an established resistance character is huge, so players tend to become attached and get too scared to take risks. This results in the player resistance characters appearing as if they were dragons sitting upon a pile of gold.
Instead of having people spend who knows how long grinding trash spawners, then doing nothing with their spoils, lets use a whitelisted faction to grease the wheels so to say.
The LFC should appear a faction of mainly characters disconnected from each other, whos whole purpose is to build a network of proxies to accomplish the goals of the faction. Allow me to illuminate this with an example.
In this example, the player resistance & refugee characters get to do all the work, and all the roleplay. The LFC characters involved are merely there to direct the initiative, and to reward the characters that participated in it. With that, just a few LFC characters could be catalysts in setting up a proper society out in the slums made up of entirely players. The involved LFC characters have access to resources, which gives them the power and respect required to be able to direct players in such a way.
- The head LFC char, lets say Jane Doe, is motivated to make the slums more hospitable and to take better care of the refugees living there.
- Jane instructs a subordinate character, lets say Jack Smith, to accomplish a couple of these goals.
- In order to prevent the LFC from potentially getting snitched on, these two characters rarely meet face-to-face.
- Rather, they speak through some sort of cypher. Like lets say these goals are passed down in some kind of encoded format, written on a paper, and put in a specific trash can every Friday at 2PM or something.
- Regardless of the transmisson method, Jack Smith recieves these instructions from Jane Doe:
- Pick a suitably large abandoned structure and take ownership of it.
- Instruct the refugees to clean it up
- Board up any windows, fix any broken doors, etc.
- Use your CWU insider to smuggle bed frames and mattresses there somehow.
- Set up a regular schedule for refugees to recieve food (recieved some specific railroad which the LFC controls)
- Delegate protection to specific refugees, and see to it that they are to get the weapons they need (again, from some LFC controlled railroad)
- Jack Smith gets these goals and spends weeks working on them- setting up a proxy network of his own. A CWU insider, and a couple of characters who will personally oversee that the goals are accomplished.
- The characters involved are reward for their participation with shelter, food, ammo, and other scripts.
Allow me to provide one more example.
In this example, the LFC gains information about the ongoings of the Civil Protection faction, while no one is made aware of their presence in the city. This allows them to gather intel, without betting the entire farm on sending their own people out there (who can be captured and interrogated)
- Jane Doe becomes interested in civil protection movements within the city.
- Jane Doe instructs John Smith to build a small intelligence network of citizens, refugees, CWU, CMU, etc.
- Their purpose is to watch and report on civil protection activity in the city.
- For each accurate report, the character is rewarded with something of value (food, chips, ammo, who knows).
Lastly:
In this example, the LFC gives out food to citizens in a way that protects them from being obvious to the Union. It puts them in a good light to the citizens and refugees in need, and lets the players make their own decisions.
- Jane Doe hears that there is a food shortage in the district.
- She instructs a different operative, Joe Smith, to go in and provide food for those in need; both citizens and refugees.
- Joe goes about reaching out to the network he has in the city. He instructs them to go pickup food items from certain pickup spots and to give them to those who are in need.
- Joe then reaches out to John's intelligence network in the city, and tells him to get his most trusted operatives to watch and make sure that the items are being given, not sold.
- Characters that decide to take the food and run are blacklisted and, if they go to the slums, he won't be able to stay at Jack's refugee camp.
- Characters that give out the food are then given something of value as a reward (ammo, food for themselves, better clothes, etc)
In summary, the system I proposed could be listed out in four points like this:
- The LFC has NO BASE and NO PROTECTIONS
- The LFC has access to certain resources for them to use to accomplish their goals. These resources need to be carefully tracked (probably with a spreadsheat or something. not that hard)
- The LFC whitelist is small (maybe 10 influential characters AT MOST)
- The LFC should rarely directly do anything. Rather, they are there to instruct others to do the things they want done, and reward them for doing so.
Don’t speak on a faction you know nothing about. CP’s lose everything and get set back to i5. Even RLs. This includes inventories, skills, and the character.same should go for other factions like CPs. They get a de-rank so
I was an i3 goose I hardly think I know "Nothing about it" So don't come swinging at me on the forums like I'm a new player talking out my ass. In CP if you die you lose your SMG or whatever you spent SC on, Your character however receives a demotion. I would take a death demotion and getting standard gear to return back to life over a PK anyday.Don’t speak on a faction you know nothing about. CP’s lose everything and get set back to i5. Even RLs. This includes inventories, skills, and the character.
No, it’s change since you were last an i3. As I said, you don’t know the basic fundamentals of the faction. You are speaking out of your ass when you are stating something that isn’t even remotely true. When a CP dies, they lose everything. The character, the skills, the inventory, and get sent all the way back to i5 as a new person.I was an i3 goose I hardly think I know "Nothing about it" So don't come swinging at me on the forums like I'm a new player talking out my ass. In CP if you die you lose your SMG or whatever you spent SC on, Your character however receives a demotion. I would take a death demotion and getting standard gear to return back to life over a PK anyday.
Well, I apologize then if that's true I didn't know that. That being said it's easier to build someone from the ground up as a CP with the whitelist then it is for a rebels which is sort of the point I was making admittedly you caught me off guard quoting an days old arguement.No, it’s change since you were last an i3. As I said, you don’t know the basic fundamentals of the faction. You are speaking out of your ass when you are stating something that isn’t even remotely true. When a CP dies, they lose everything. The character, the skills, the inventory, and get sent all the way back to i5 as a new person.
I could swear RLs could just make a new RL Character. But damn that is really scary for RPing as CP for Month and becoming a Rank Leader which is so dangerous and when you die everything just gone. The Duty Retirement at I2 means something eh?Don’t speak on a faction you know nothing about. CP’s lose everything and get set back to i5. Even RLs. This includes inventories, skills, and the character.