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Suggestion to change PK rules.

Alaenoor

Member
GALUNGA
Joined
Jun 14, 2025
Messages
35
As the title says really.

Change the PK rules (In S2K) to require you to go down a few times in a set amount of time.
It would stop random deaths, and actually make Rebels feel willing to do more instead of pop up, go pew, then hide.

It'd also stop random rubbish happening, like people with buffed (and unfair) HP, killing someone 'cause they out survive you 'cause they have 2-3 times your HP, which would make it more enjoyable than anything for Rebels.

PK in RP should 100% be valid, and enforced.. but not in S2K to the extreme that it's in currently.
 
On one hand, this is good from the angle of character longevity.
On the other, this is going to return us to how it was when S2K was NLR. Constant firefights that made the server just feel like a deathmatch server. It's going to get gamed to its absolute brink as well.
 
Change the PK rules (In S2K) to require you to go down a few times in a set amount of time.
This is what it used to be in the past. It didn't exactly work out due to many people taking bold risks, and the cherry on top: it was removed because people would just constantly run back into combat after being downed, prolonging fights.

Not to mention that it isn't realistic. You're all bandaged up and let's say you're shot in the leg: there needs to be an incentive to discourage this and I think the PK rules accommodate that perfectly.
 
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It'd also stop random rubbish happening, like people with buffed (and unfair) HP
If you're going to post a suggestion, I'd recommend not filling it with unrelated remarks that clearly show a bias/emotional origin.

Look at a fight like this: if you go down, you've lost that engagement. It is then up to you if you decide to re-join knowing full-well that is your last-hurrah. Your death isn't 'random' when you're PKed in S2K, you made the active decision to go and get your (already dying character) peppered with bullets for a second time.
 
This is what it used to be in the past. It didn't exactly work out due to many people taking bold risks, and the cherry on top: it was removed because people would just constantly run back into combat after being downed, prolonging firefights.

Not to mention that it isn't realistic. You're all bandaged up and let's say you're shot in the leg: there needs to be an incentive to discourage this and I think the PK rules accommodate that perfectly.

NLR rules should stop that, in theory.
 
I mean, technically speaking, I would actually prefer if rebels did more than just pop up, go pew then hide, and I'm not talking about long firefights here. I'm talking actual espionage, but no, that's the only thing rebels think of.

Changing PK to NLR in s2k is a bad decision as it's just going to prolong the firefights, and people re-entering the fight might be hit with FailRP for failure to RP injuries, so it'd be a massive warn/ban bait.
 
This is what it used to be in the past. It didn't exactly work out due to many people taking bold risks, and the cherry on top: it was removed because people would just constantly run back into combat after being downed, prolonging fights.

Not to mention that it isn't realistic. You're all bandaged up and let's say you're shot in the leg: there needs to be an incentive to discourage this and I think the PK rules accommodate that perfectly.
A remedy to this would be to suffer severe penalties to your stats and aim after being downed. That way, you can't just get back into the action like nothing happened. I would only want this for the main because, could you just imagine how annoying a feature like this would be for the expo server? Good God. Another issue with this is that TTK is somewhat low, at least it feels that way for me; I'm certain others would disagree. So you could get downed once, then get revved, only to be useless in a gunfight. Maybe make the penalty less in favour of stacking the penalties with each down?
 
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I mean, technically speaking, I would actually prefer if rebels did more than just pop up, go pew then hide, and I'm not talking about long firefights here. I'm talking actual espionage, but no, that's the only thing rebels think of.

Changing PK to NLR in s2k is a bad decision as it's just going to prolong the firefights, and people re-entering the fight might be hit with FailRP for failure to RP injuries, so it'd be a massive warn/ban bait.
My guy, people have tried. Trying to do any sort of espionage has the be staff-sanctioned, and it is incredibly tedious and difficult to do. You're saying this as though people haven't already done it or tried to do it.
 
As the title says really.

Change the PK rules (In S2K) to require you to go down a few times in a set amount of time.
It would stop random deaths, and actually make Rebels feel willing to do more instead of pop up, go pew, then hide.

It'd also stop random rubbish happening, like people with buffed (and unfair) HP, killing someone 'cause they out survive you 'cause they have 2-3 times your HP, which would make it more enjoyable than anything for Rebels.

PK in RP should 100% be valid, and enforced.. but not in S2K to the extreme that it's in currently.
okay it seems like this fellow did not read anything in the PK appeal and is still salty about pushing 12 cops all geared up with less than 10.

No. This is stupid, or specifically "you to go down a few times in a set amount of time." if you push up against a high threat and die. It is your fault and not "Game bugs, bad faith or some other dumb shit".
I mean, technically speaking, I would actually prefer if rebels did more than just pop up, go pew then hide, and I'm not talking about long firefights here. I'm talking actual espionage, but no, that's the only thing rebels think of.

Changing PK to NLR in s2k is a bad decision as it's just going to prolong the firefights, and people re-entering the fight might be hit with FailRP for failure to RP injuries, so it'd be a massive warn/ban bait.


Yeah icl i aint doin espionage. It takes a week+ of grinding to get in a faction then it takes you another 2-3 weeks to bypass rogue regulations and then it takes maybe a week or two to get to know everyone and then another week or so to get into the security council that doesn't exactly give you much. Then you slave yourself for 2 months to get into a managerial position and then I guess you can do something. Just not worth it especially with the fact that you can't do too much damage or give a proper blow to the faction and realistically you only have one faction that you can do some proper damage because the other one is super inactive.

but yeah NLR with no refund with serious debuffs could make things better but thats hoping we don't turn willard into a death match lobby.
 
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