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The future of Rebel RP, my take on it

ItsLiam

LeBron James of Rebel RP
GALUNGA
Joined
Jul 3, 2021
Messages
1,108
Hello there, it's me again. Yes, I know, I've been pumping out these suggestions like crazy for the past few days. However, I do think it's genuinely needed since we are moving closer and closer to the "new era" of Rebel RP and I wish to let my opinion be known.

So at the moment, I think everyone can agree on this; the Rebel "RP" is non existant and generally just a mindboggingly grind which only encourages players to find loopholes, exploits, or whatever you want to call it. You invite those type of players and you push away the people who are primarily there for Roleplay by having a grind so mindnumbingly braindead that people would rather risk getting banned than actually grind, since you'd genuinely save time. (Not saying the people banned for the chip looping didn't RP, I'm just using an example).
But, how is this able to be fixed?

In one of my previous threads, I said this.
Personalized Smugglers
Now, I know this is more of a development suggestion than anything, and developers are also busy and everything. However, I don't think anyone has ever made smth like this, so if possible I would still like this to be looked at. I will now quickly explain how it would work.

Currently, you have the "COLLECTIVE" smuggler, where the smuggler has 2000 chips and 200 stock and everyone can sell things to lower the chips and fill the stock, buy things to higher it or to lower the stock. However, this is just easily abused by some high tiered rebel groups who make it impossible for new players to progress. My suggestion would be implementing a system where every player has their own personalized smuggler, they will all have maybe 500 chips and 50 stock, or 1000 chips and 100 stock, whatever feels needed.

BMDs Part 1
So, we have the new BMD system incoming, but like I said there is 0 player input (as far as I know). I do have some suggestions for this new system, so I might as well name them here if I'm busy.

So, instead of having it be like
>Receive order
>Put Chips in Crate
>Wait 3-4 business days
>Deliver order

Have it be like this; you have the bartering section, change it so you have a section called "BMD" or whatever you want to call it, where everything costs chips. It would be like the Smuggler section of the skills, but this time with the bartering things, so you order something and wait around 30 minutes for it to be delivered (Like the Smuggler) before you can pick it up in a nice dropoff point, then you can craft the materials/deliver them, and boom, order done.

BMDs Part 2
To continue off of the last part, I think instead of having this whole BMD system we should have the Rebel Leaders have a set amount of wage they get for simply having "PLAYTIME". This would help them be more active on the server, spend their time Passive RPing with other rebels to earn their wage and have them get chips.

Now, why is this as a "BMD" section? It's because in my opinion the Rebel Leaders should gain access to their very own BMD section as I explained it in Party 1, now, yes, this might mean more people will circlejerk... And it's harder to find out if they are self-supplying, but this will go a long way in making the grind easier, thus giving people more time to roleplay and to interact with eachother.

Why?

Why did I choose for these suggestions and why do I think they could actually work?

To start off, I think we all know that clientside crates, trash bags and smugglers would greatly increase the efficiency that one could grind at. This means that instead of 7 people fighting over 14 crates, we have 7 people each having 14 crates for their own use. This alone already makes it much easier for everyone to do things at their own pace and not having to worry about others fighting over their "loot". This encourages people to just passive RP while they do whatever to wait for the cycle to be over, and this causes them to not be like [LOOC] John Rebel: "Timer resetting in 5 minutes, GTG!" and fuck off out of every roleplay scenario ever.

The BMD sections; I said it'd be great for BMDs to be a more personalized item, that Rebel Leaders can have access to certain flags and that they can buy things for a moderately expensive price (Still cheaper than the smuggler) and deliver it rather quick. I said that the waiting time could be around 30 minutes, this encourages rebels to just passive rp with their group, get to know eachother more IC'ly and create bonds that will go a long way on a roleplay server.

What to add/change?

This will be one of the larger sections of the thread, so prepare yourself already because I will try to summarise it as best as I am able to.


So, back in 2021 when I played before my hiatus throughout the whole of 2022 and start of 2023, the grind was unbearable. There were no illegal ways to get any adhesive, all you were able to do is grind trash that you could break down without toolkit and sell it to the smuggler in the hope you will one day get enough smuggling levels to then be lucky and get the right smuggler npc (4 of them, 2 hour cycle per, they spawn at random. This could easily take you 6 hours) and then buy adhesive for a shitload of price.

Now, yes, this was absolutely unbearable however... I don't think it's an extremely bad idea to go back to that time regarding the grind. Now, before you grab your pitchforks and you start antagonising me, hear me out.

Back when the grind was unbearable, the only ways to get "easy" scripts was to join the CWU, start a store, get employed at a store, CMRU, workshifts... This made it so that Infiltration RP was heavily looked upon with a gracious smile, since it was actually one of the only ways to be able to get adhesive for the toolkit you so wanted, or for the bastard SMG you so wanted... This means that the City was actually the most populated place and people were actually all unique characters because everyone was there for their own reason. You had people trying to infiltrate, you had loyalists, you had people simply waiting on benches for workshifts. Yes, the stores were inactive back then but I think together with my other suggestion ( https://willard.network/forums/threads/the-dob.10889/ ) and the discussion brewing in that thread, they could be more active.

This way, you have a platera of unique people all with different goals. You will still have the people who will sit to the extreme grind, you will still have people who only play to try and chiploop and exploit... However, you now have an easier way of getting those things, via workshifts, or joining the CWU, setting up a store, being employed by a store...

I think if we implement this, and mix it with the two ideas from my previous thread where the incentive lies in passive rping and waiting out your delivery timer or your wage timer... This could fix a lot of problems we currently have.
 
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