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slick's Civil Protection Reform Idea

slick

badm*n
Joined
Sep 9, 2019
Messages
67
Hey, all. I sent this in privately, but HC's asked me to post it publicly to you all to gauge community interest and discussion for the idea, which I'll oblige. Below is the post I sent, in full.

hey guys, had a few ideas and sources i wanted to bring to you for a potential rework of the cp faction along with my rationale behind them, feel free to ask questions and be sure to look at the original sources for context and what I might not've explained

The inspiration behind the idea is rooted from denied concept art for my previous community by its ex-lore manager, which I thought was particularly neat, so I'm bringing to you.

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I. APPEARANCE
The name of the game for this section of the overhaul is more freedom for the Civil Protection player to craft their character- that being through their appearance- I believe wholeheartedly that many Civil Protection characters are held back by their full anonymity, which disallows them from building relationships with citizenry and resistance members as they cannot ICly be distinguished from any other officer, promoting Robocops in the faction. As said in the original inspiration post, "the idea is to really give em that 'shitty people's militia' feel by having them wear their gear the way they find most comfortable, with guidelines being rarely enforced (if at all) as long as their identities arent disclosed", the idea is truly to allow Civil Protection players to harness one of the cornerstones of effective character creation: the look of a character. The look of a character is one of the defining factors of whether a potential interaction is to occur. A resistance member is seeking to bribe a Civil Protection officer, do they pick between the prim and proper looking rookie, or do they choose the lax uniformed officer wearing a looted watch? Currently, you have few ways to look at and define the character of a CP, outside of them being a high ranking officer or not. Overall, the idea of creating models and allowing Civil Protection characters to change their character's appearance in multiple ways is an overall plus to inter-faction interactions.

The models would obviously have to rely on a multitude of body groups, such as the citizen models do already, and our current models do current support some of the customization options. Below are a few ideas taken from the post + concept art, along with a few pieces of brainstorming I did.

The various sections will utilize the partitions from the current models for generalized categories

BASE
Original (Currently in)
Trenchcoat (Currently in)
Raincoat

CP BODY
No Armband
Colored Armband w/ CP logos (Currently in)
Armband w/ City logo
Sleeves Rolled Up (including variation of armbands) (Currently in)

GLOVES (NEW PARTITION)
Fingerless Gloves
Regular Gloves (Currently in)
Shoulder-length Gloves (Requires sleeves rolled up)

CP HEAD
Standard Issue Mask (Currently In)
Worn Standard Issue Mask (Mask with slight discoloration/damage done to it)
Balaclava Beneath Standard Issue Mask
OTA-lookin' Mask (Currently In)
Captain's Mask (?) (Currently In)

CP ARMOR
Normal Stab Vest (Currently In)
Heavy Vest (Currently In)
Kevlar Vest (Currently In)
No Vest (Simply a CP wearing the CP jacket, no protection)
Unzipped Stab Vest
Normal Stab Vest w/ Harness

CP BELT
2 Belts w/ Radio and Other Stuff (Currently In)
2 Belts w/ Radios, Zipties and Other Tools (Currently In)
One Belt
No Belt
Belt w/ Holster
Belts w/ Magazines

CP PANTS
Normal CP Boots w/ Pants Tucked In (Currently In)
Short Boots w/ Pants Tucked In (Currently In)
Normal CP Boots w/ Pants Untucked
Short Boots w/ Pants Untucked
Scavenged Citizen Boots (?)
CP Pants w/ Kneepads

CP BAG
Black Sling Bag (Currently In)
Dufflebag
Normal Backpack

SATCHEL
Back-facing Satchel (Currently In)
Front-facing Satchel

MISC ACCESSORIES
Loyalist Pins on Vest
Wristwatch (for sleeveless)
Random Wristbands (for sleeveless)
Leg Holsters
Ammo Belts
Random Riot Gear (Padding n' shit)
Other Looted Items

TLDR: give me hobocops

II. THE PEOPLE'S MILITIA
Following in the same vein as the movement in direction aesthetics-wise, I believe there needs to be a change of direction as it relates to multiple facets of the factions daily operation. As it stands, the district our setting takes place in is in a central location of the city, far away from the dangers of the outer-walls and exterior Xenian threats, but is directly outside of the city's largest slum. In every sense of the word, it makes sense for the district to be massively underfunded as it relates to equipping a large Civil Protection force, instead most of its funding being reserved for protection of the Nexus and the Administrator. This oversight allows for a more interesting setting and dynamic to be held in the Civil Protection faction. Instead of 1984 Thought Police, lets get 1990 Colombian Policemen, rife with corruption and a knack towards looting gear that's supposed to be headed towards an evidence locker.

As it stands, any member of the Civil Protection faction can spawn in, head to a vendor, spawn themselves X amount of guns with infinite boxes of ammo, and go out and die with it, then respawn and do it again. They get an endless supply of food and water from their ration machine and other sources. They're supplied enough credits. They don't need anything, and there's a problem that stems with that: corruption roleplay is non-existant, making bribery impossible. No Civil Protection officer will turn a blind eye on a minor crime for a few credits. There's not the strive to survive that comes with any other type of roleplay that comes on the server, no progression outside of which gun you get to shoot, etc.

Limit the amount they can receive on a weekly basis, place it in containers in an armory to be rationed out by higher ranks and when they use their week's supply? No more for that week. Take away the credits given in their rations and replace it with a payday at the end of each week, a hundred credits or so, have them "make their own money" out in the city while on the job. Have the rations have downsides to them, negative traits that can be avoided by going out into the city and purchasing food from the stores or stealing it. Create events around the CP checkpoint in the sewers of a resupply being sent into there, have the officers desperately fight rebels for that extra supply because their supply is limited in the district.

In general, promote the same sense of gear-fear that the resistance have to even the playing field between the two while still having a clear advantage over their opponent in numbers and logistical power while promoting the roleplay of a corrupt, underfunded, unorganized HUMAN police force that'll steal from citizens, take bribes, etc. Give opportunities for new events and interactions with citizens. I'm rambling, at this rate.

III. DISPATCH & TAGS
To further impact the opportunities for roleplay to be had amongst CPs for corruption or otherwise, shift the system to rely more on RLs and the Captain for command, rather than Dispatch. Bring Dispatch down to be active in more high tense scenarios, such as sweeps to enforce that sense of "you have no other choice but to go and fight", and leave it to RLs to command units during regular patrols in the City.

My belief is that tags should be loosened, and killing should be a final resort. Ending a character's story because they had one too many pieces of trash or a radio on them is the antithesis of roleplay, making it incredibly undesirable to simply surrender. Running away from Civil Protection should simply be a re-education, rather than a crime punishable by death. In a world where the population is limited, killing people for petty crime isn't the way to extract all of the resources out of a planet. Make it make some shred of sense and do away with the age old traditions of everyone must die for doing XYZ.

IV. CONCLUSION
To be quite honest with you, reading this back is quite ramble-y and not quite my best writing, but I hope you three can make a shred of sense from my ideas and make something of it. A lot of it is incredibly opinionated and of the viewpoint of a rebel main, but I think there's at least something to work with here. I'd love to talk about it more when I have some more shut-eye in my system.


Full credit for the initial suggestion goes to the creator and poster of the concept art, hoovie.​
 
I like the idea, but I would rather not see Civil Protection walking around looking edgy as fuck. The second part of the post is interesting and I would love to see it implemented.
 
I like the idea, but I would rather not see Civil Protection walking around looking edgy as fuck. The second part of the post is interesting and I would love to see it implemented.
I'd say the uniformity is a tad bit more edgy than some simple customization options such as a relaxed uniform. The entire point is to allow for less 'robocop' type characters.
 
I like the idea, but I would rather not see Civil Protection walking around looking edgy as fuck.
I'd be okay with more options if they weren't used all the time because faceless bad guys crave individuality. Having scruffy cps with mismatched shoes, unkept armor, and no gloves would be an interesting sight during events though. Would also support rebel outfits using CP gear as a base (rebel shot a cop and stole his fancy trenchcoat because it's cold)
 
A unique take on CPs, but I just don't think it really works in City 24, since it's some fancy-ass loyalist city and all
 
A unique take on CPs, but I just don't think it really works in City 24, since it's some fancy-ass loyalist city and all
As mentioned in the post, our district is a heavily militarized one due to the Civil Adminstrator holing up in the Nexus, meaning the focus is placed on the defense of the Nexus and on the Overwatch garrison. The massive slums right next door is a big detractor to placing the needed resources in the district, when you have the Outerwalls and other, more important industrial districts to defend in the City. This district is largely residential, meaning it is not of strategic importance outside of the walls of the Nexus.

It's entirely reasonable, even in the fancy loyalist city, as are the massive riots, fires and Xenian incursions that are happening in character RIGHT NOW.
 
Im all for it.
But remember, this is a destopia. Even in real life, people are shot from running from the police, justice should be hard, brutal, and violent. CPs curb and stamp out every little thing that inconveniences them. That should be encouraged if you want scary cops.
 
Im all for it.
But remember, this is a destopia. Even in real life, people are shot from running from the police, justice should be hard, brutal, and violent. CPs curb and stamp out every little thing that inconveniences them. That should be encouraged if you want scary cops.
Scary cops can be had, cops, even under this reform, can shoot people when they run. It's just a matter of not enforcing it.
 
I think this would be good as long as the customization options weren't extremely jarring like the dumb-looking OTA helmets. I think it all should just be variations of the default CP look. The concept art is a good example of CP customization
 
I think this would be good as long as the customization options weren't extremely jarring like the dumb-looking OTA helmets. I think it all should just be variations of the default CP look. The concept art is a good example of CP customization
You’re simply repeating my point back to me.

Doubt the robocops will disappear
Awful pessimistic, but that would just call for more reforms and more progress. This is just what I believe is a step in the right direction.
 
your ideals are commendable, especially on striking a balance between portraying a brutal, thuggish functionary entrusted loosely with keeping their fellow people in check

that said, i dont believe they should have an outright dirty or bummy appearance. miscellaneous customization and personalization is fine, but i dont want to see units walking around missing boots or having toes poking through, i also dont want to see them wearing anything that differentiates from the established uniform wildly i.e. no different pants, no sneakers, no t-shirt. as long as they can keep within the boundaries of established uniformity to a degree... thats fine. think soldiers in vietnam for example, same principle of uniform with an emphasis on customization.

most important tho is loosening up killing just for hearing a units tagline. its a tagline, its meant to be heard... because its impersonal... its okay for units to build relationships, pos or neg with people... allow rp to flourish instead of destroying it at every turn

also id really like to see an undercover/investigative arm charged with social manipulation, embedding in the populace, surveilling loyalists, even breaching malignant groups to gather intel. god this is the kind of shit i WANT to do.
 
Heya,
While I am not against most of the changes, as an active CP player I forsee major issue with the following.
No Civil Protection officer will turn a blind eye on a minor crime for a few credits. There's not the strive to survive that comes with any other type of roleplay that comes on the server, no progression outside of which gun you get to shoot, etc.

Limit the amount they can receive on a weekly basis, place it in containers in an armory to be rationed out by higher ranks and when they use their week's supply? No more for that week. Take away the credits given in their rations and replace it with a payday at the end of each week, a hundred credits or so, have them "make their own money" out in the city while on the job.

1. Limited ammunition
On a weekly basis this is impossible, I get 3 magazines on Monday, and due to being active every day all my ammunition is gone by Wednesday.
I now have two choices, go around essentially defensless or simply stop playing the character till Monday when I get more ammunition.
Players that play less frequently will have less trouble with that, as they won't get into as many firefights, thus being rewarded for not playing...

2. Taking bribes.
Love the concept, but the way willard has implemented currency makes this too dangerous to be viable.
In the ''normal'' hl2rp system, money is physical, and you'd have to be ratted out by the people who can see you at the moment when collecting some coins from a perpetrator.
In willard, you as CP would have to drag the citizen to a terminal (which are usually in plain sight), then tell them your CID (Major no no in the faction), and then you receive the money while everything is logged in the system.

An added thing is, for some players, credits are more valuable than punishment. Because they're playing a character. If their character gets beaten the aren't enforced to rp injured, if you take some money that translates directly to a player's time. Big difference there for some people.

But hey that's just my 2 cents.
 
2. Taking bribes.
Love the concept, but the way willard has implemented currency makes this too dangerous to be viable.
In the ''normal'' hl2rp system, money is physical, and you'd have to be ratted out by the people who can see you at the moment when collecting some coins from a perpetrator.
In willard, you as CP would have to drag the citizen to a terminal (which are usually in plain sight), then tell them your CID (Major no no in the faction), and then you receive the money while everything is logged in the system.
You can get a POS terminal from the armory.
 
You can get a POS terminal from the armory.
Still logs the transaction so when an MoC member decides to do a funny and audit CPs you're going to get a bullet in the back of your head.
So unless all the way from the CCA to HC decide to just not crack down on corruption, brashly taking bribes in the form of currency is borderline FailFearRP to me.

Now taking some guy's credit coupons, that's viable.
 
Still logs the transaction so when an MoC member decides to do a funny and audit CPs you're going to get a bullet in the back of your head.
So unless all the way from the CCA to HC decide to just not crack down on corruption, brashly taking bribes in the form of currency is borderline FailFearRP to me.

Now taking some guy's credit coupons, that's viable.

Not sure how auditing works but if the only log is on the POS thing itself you can easily just replace your POS terminal often. You can also charge people as a form of re-education or something iirc, as an extra punishment for crime, with little regulation.
 
Not sure how auditing works but if the only log is on the POS thing itself you can easily just replace your POS terminal often. You can also charge people as a form of re-education or something iirc, as an extra punishment for crime, with little regulation.
There's also logs on your CID profile. Yes things are logged by the POS but afaik transactions also show up when checking the datafile.
 
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