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.
The whole point for Civil Protection is to be anonymous. This way, their operation can not be disturbed in any form or way. If a member of the resistance, e.g., knows an officer, he can easily make the decision to either make him "disappear" or he should be able to ask a trusted officer about the upcoming operations. The whole idea of their anonymity is to secure every possible mission/operation. Either as a sweep or just patrolling on the streets.
promoting Robocops in the faction.
This depends on how the player itself roleplays. Even though we all look the same, you can still be a nice cop. Chat with some citizens, as long as Dispatch doesn't catch you. A friend of mine (
@Vinyl ) even walks into the Pint every now and then. Having a small chat and ordering a coffee in between the shifts. Even though he looks the same as everyone else, his personality is far from a Robocop. TL: DR; uniforms don't make the Robocop. Players do.
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.
City 24 is one of the biggest cities. It also looks like it has the funds to make sure everyone is well equipped. Even though it might be close to a big slum area, the Civil Protection should be far from corrupt. Especially if it's near a big slum area. The last thing the Combine wants is corrupted officers near a big slum area, perhaps filled with rebels that want to overthrow the Combine. Of course, it is still allowed to go rogue in-game, yet this has to be done through IC means. Not OOC enforced.
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.
I somewhat agree with this. Back on Lancer Networks, we had a vendor that only handed out an item every hour or so. This made sure that you need to be careful with your equipment. We also had to import and export stuff. All the weapons and ammo, etc, were imported into the city. Giving everyone a limited amount of guns and ammo to use. If we can make sure that some sort of system like that gets implemented into Willard, people would need to be more careful. Maybe even use SC to re-buy any equipment?
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.
Practically what I said above, so yeah, I agree.
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.
This is "technically" what we've got right now. Dispatch is only online to have an overview of the city. It isn't allowed to give orders that much. This is something that I personally don't like. Dispatch should be the leader of the officers on the field. Such a request was already made by me so I won't go further on this.
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.
I agree! We can instead give citizens a memory replacement of some sort. Maybe do some manual harbor. Killing a character because of a small transgression should be avoided at all times. I'd rather do a roleplay situation that makes their life hard than roleplaying throwing them in a pit.