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The S2K Pandemic

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Astro

Radio Bob Approved
Joined
Nov 15, 2021
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545
Let me start this thread by prefacing that no individuals, groups, or factions are responsible for the constant fighting that the server has been subject to. This thread is not blaming anyone, but only the systems at play.

First, let us outline some objectives that this thread aims to accomplish and, hopefully, address.

  1. Why do people "shotcop"? When is it too little, or too much?
    1. For Willard Networks V3, how can we design systems to disincentivize the prolific nature of shotcops on V2?
  2. How can the resistance impact the server's narrative meaningfully WITHOUT engaging in S2K?
Currently, as it stands, the resistance has no real way of impacting the main server without performing a massive S2K operation. This has sorta been the case for two or more years.

I think, as @RedHotGinger outlined in the earlier discussion on this topic in the Rebel Discord, it is because of two reasons. One, any roleplay that they do in fact end up doing ends up sinking into the void, where it is not very noticeable. Two, because for better or for worse, S2King your way through a problem is rewarded far more than something done through roleplay.

In retrospect, this is largely true. In the most recent case with the assault on the SeCon meeting, players were "rewarded" with the death of multiple influential characters in the CCA, as well as the bounty of one of them. Then, they held out due to the oncoming swarm of Combine and further was rewarded with scripts from the death of that Combine. Perhaps this is not the best case. What about in the first cycle of Industrial 24? Too many to list and recall from those times. S2K is rewarded far too much. But, this is no fault of anyone. This is the product of the design of V2. For the future in V3, how can we learn from V2 so these same glaring problems are not rearing their ugly heads in?

In V2, to play as a resistance fighter who takes arms up against the Combine, you spawn in and grind. Then you use what you grind to kill cops on main. There, you either die and restart, or you keep grinding to repeat the cycle. The server is script-centric, and it always has been. Obviously, there is no way to completely revamp the core gameplay cycle of V2 without making it V3. The systems of Willard are too intertwined, unless someone is willing to pull out these systems. But I believe that there are some things that can be done to remedy this.

We could reimplement Willard's turn-based combat that V2 was built on. Not only does this make encounters significantly more deadly, but it also makes the skills of a character more important. The other upside is that this also equalizes encounters between people of different connections and weapon classes. However, reimplementing TBC is unrealistic because it requires significant tooling to make it functional again, and it is a band-aid solution.

Another solution is to incentivize pushing those who reached the "end-game" of Willard's gameplay loop off to the expo servers to do whatever they want to do. Not only does this give resistance groups a chance to impact the narrative away from the main server, but it also gives them things to shoot at that are not main server cops or administration. But the crux of this is that these expos CANNOT be S2K-centric. S2K-centric expos have a place, but should never take the forefront of a narrative, large or small. Perhaps this is also a band-aid solution.

One other solution that requires probably less effort than the other two I have listed is to simply reward and amplify the consequences that roleplay provides. Perhaps also lessen the impact of the consequences that S2K brings. Maybe Johnny Rebel sneaks into a meeting and roleplays out shooting the CA rather than whipping out a gun and blasting him immediately on the spot. Or, a group comes together and conducts projects in the slums to help out your average Joe Shmoe - attracting the attention of the local BMD group or Lambda (as an example). This seems like a no-brainer, but evidently, this has not happened.

Maybe you disagree with one or all of my potential solutions I have brought forth. If this is the case for you, then I implore you to reply to this thread to offer criticisms or bring up your own solutions. I want this discussion to remain civil and collegial, as no one is here with ill intent toward one side or another, but with mutual concern for the future of the server and our community.
 
But it isn't between CivPro and Rebels.

It's between the citizen factions and Rebels this time.

CCA are still under the umbrella of the larger Combine faction, they may be PassiveRp oriented, but it's doens't change that each time something happen it's always the same chain of events with various discord & forums thread on the matter.

Today it's between CCA and rebel, tomorrow it's going to be between Vort and OTA, and the day later between rebel and CivPro, and so on...
 
...While there's a "Big Thread" up, I'm just gonna ask it here:

Why do we allow Overwatch/CP faction leads and OTA whitelist holders to have rebel characters? It's ridiculous and you're lying if you think otherwise.
We don't kinda?

I've been denied from entry into OTA due to my status as a prominent rebel player. And i'm fine with it, it makes sense that a known rebel player would have a big conflict of interest in OTA.

On the other hand a faction like CivPro are more lenient on this since the faction does not rely on S2K.
 
CCA are still under the umbrella of the larger Combine faction, they may be PassiveRp oriented, but it's doens't change that each time something happen it's always the same chain of events with various discord & forums thread on the matter.

Today it's between CCA and rebel, tomorrow it's going to be between Vort and OTA, and the day later between rebel and CivPro, and so on...
What about the fifteen other civis the Rebels shot? Are we just gonna ignore that they exist - not as CCA, but as citizens?

I know it's an NLR + Refund verdict for the citizens, but this unironically happens every time a roleplay function tries to occur.
 
What about the fifteen other civis the Rebels shot? Are we just gonna ignore that they exist - not as CCA, but as citizens?

I know it's an NLR + Refund verdict for the citizens, but this unironically happens every time a roleplay function tries to occur.
This happens too often, indeed.image-183-2.png
 
What about the fifteen other civis the Rebels shot? Are we just gonna ignore that they exist - not as CCA, but as citizens?

I know it's an NLR + Refund verdict for the citizens, but this unironically happens every time a roleplay function tries to occur.
I don't want to sound mean or harsh, but well, they were in the wrong place at the wrong time.

They got an refund, and that's it, why would the citizen faction be immuned to action from both sides ? It's one of the hardest faction to get into something as they are often seen as the "starter faction", so I only saw an opportunity for the civvies faction to be part of something for once.
 
People'll bring up TBC (the superior combat method) then go 'its not realistic' NO IT IS JUST CODE IT BACK IN PLEASE IDC HOW LONG IT TAKES.
 
People'll bring up TBC (the superior combat method) then go 'its not realistic' NO IT IS JUST CODE IT BACK IN PLEASE IDC HOW LONG IT TAKES.
why is it so hard for devs to meet in the middle and do some kind of character skill oriented s2k where people with shitty gun skill “miss” more shots. implement weightiness to the guns and make reloading longer and add a suppression mechanic and prevent jump spam and crouch strafing and

fucking homigrad has a more enjoyable and grounded combat system
 
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why is it so hard for devs to meet in the middle and do some kind of character skill oriented s2k where people with shitty gun skill “miss” more shots. implement weightiness to the guns and make reloading longer and add a suppression mechanic and prevent jump spam and crouch strafing and
I personally think this is a great middle ground and properly makes use of the incredibly underutilized skill system.

The argument that’s going to be used against this is the same one people use against dice rolls and S2RP.

“I don’t want to lose my character to a dice roll.”
When in reality dice rolls are a integral part of RPGs.
 
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I personally think this is a great middle group and properly makes use of the incredibly underutilized skill system.

The argument that’s going to be used against this is the same one people use against dice rolls and S2RP.

“I don’t want to lose my character to a dice roll.”
When in reality dice rolls are a integral part of RPGs.
>HL2RPG
>Has aspects of an RPG that get gutted or cut out entirely.
>Turns into CvR

Sorry for the meme format, but you're 100% right, these systems have been ignored and underutilized. Devs and staff need to cooperate to overhaul the skill system and incorporate it into general RP better, imo.
 
Why do we allow Overwatch/CP faction leads and OTA whitelist holders to have rebel characters? It's ridiculous and you're lying if you think otherwise.
Absolutely no reason.

Copy pasting directly from when I tried to bring this up in #secon-general, having direct oversight over an entire faction and then having a character that performs armed uprisings against said faction gives you an inherent and unavoidable out of character edge that makes any IC rebellious acts tainted by default.

The response I got to this was a combination of "why not" and "stop forcing me to play a certain character", which is very out of touch with reality. Even if you never ever meta, which I can easily believe, the potential and risk of metagaming given your position should bar you from ever doing rebellious acts.
 
I don't honestly see a problem in Cop players having Rebels and vice-versa (not OTA though).

Why? Because locking people into specific factions just breeds an "us vs them" mentality. if I'm not allowed to play a rebel because I main cop, why am I going to give much of a shit about the RP experience of a faction I can't even play? And vice-versa if I have a rebel and get locked out of being a cop of any real rank.

That sounds cruel but its genuinely how people work. That goes double for faction leads, who need the insight to do a better job imo. Also you can hardly say the current Combine leads are biased bc they have rebel characters with some of the recent sweeps lol.
 
I don't honestly see a problem in Cop players having Rebels and vice-versa
That's why I said faction leads. Regular Cop players don't oversee everything about a faction and subconsciously know everything about how it's operating behind the scenes.

Also you can hardly say the current Combine leads are biased bc they have rebel characters with some of the recent sweeps lol.
I didn't call them out for this in the slightest, but it's simply convenient how the one time OTA support to the council wasn't granted, we got an attack of this scale. This is exactly what I am criticizing about the current system. If you have access to internal relays OOC, anything you do in a rebellious IC capacity can never be genuine.
 
That's why I said faction leads. Regular Cop players don't oversee everything about a faction and subconsciously know everything about how it's operating behind the scenes.

I misread and that's my bad - but I still stand by the idea that denying faction leads access to the other side is going to promote more of them to not care as much as they reasonably should if they can't play them anyway.

For a lot of leads I've known in the past, being able to "unwind" by playing something like a rebel also helps them see what rebels go through and gives them more of a reason to care about how they approach things. Its one thing to read mounds of complaints against your faction with almost no context, its another to see it and go "oh, I get it. Okay."
 
People'll bring up TBC (the superior combat method) then go 'its not realistic' NO IT IS JUST CODE IT BACK IN PLEASE IDC HOW LONG IT TAKES.
Capture.PNG
Apparently they didn't back the TBC code up after the Terminal 6 switch. So it's just gone, which sucks. It's genuinely the best system we had and would've been even better if it was ironed out properly (aka had auto S2K switches for 10+ players and didn't add every citizen that passed by to the combat queue).
 
Even if you never ever meta, which I can easily believe, the potential and risk of metagaming given your position should bar you from ever doing rebellious acts.

if you have any investment in your characters or your group (or winning) and you’re also a member of the opposite side, you are subconsciously metagaming. it’s not possible to simply block out the basic knowledge from the other role, and it’s also not possible to enforce a rule about it so just make it against the rules to hold both whitelists
 
That's why I said faction leads. Regular Cop players don't oversee everything about a faction and subconsciously know everything about how it's operating behind the scenes.


I didn't call them out for this in the slightest, but it's simply convenient how the one time OTA support to the council wasn't granted, we got an attack of this scale. This is exactly what I am criticizing about the current system. If you have access to internal relays OOC, anything you do in a rebellious IC capacity can never be genuine.
Not sure why people are perpetuating this same lie from the secon discord, but I (the OWF lead) had zero part in denying any requests on the Combine end while I played a rebel for this attack. Eviction and Dispatch players handled all requests; OTA were pinged to get on by Callaway and they just chose not to do so. Conveniently, 10 flagged up for the sweep right after, so this was a choice by the whitelist holders rather than them not being available (not that I think they should be forced to get on, just an important note) or by someone denying the request for a reason I am unaware of.

The only influence I had was when I was direct pinged asking for synthetics to be deployed, to which I basically said 'I have a conflict of interest atm but I would not say no to any deployments, defer to Eviction who is OTA lead'.

This was a relay that every Combine player had access to, so me being the faction leader offered me no more information than anyone else with CivPro whitelist as to what would be in the meeting. We already fully expected OTA and Synths for killing the CA so there wasn't really much to metagame either even if I wanted to.

I've made the fact that I have a rebel char clear to other CP leads and admins on many occasions and it's never been brought up as an issue to me.
 
OTA were pinged to get on by Callaway and they just chose not to do so. Conveniently, 10 flagged up for the sweep right after,
This actually explains everything. OTA players chose themselves to not flag on for guard duty, while they immediately flagged on for the counter-sweep. So this is not a problem on how "Liberators have CP/OTA chars they shouldn!t!!1 its conflict of interest" rather that other OTA players not willing to hop on for guard duty.
 
This actually explains everything. OTA players chose themselves to not flag on for guard duty, while they immediately flagged on for the counter-sweep. So this is not a problem on how "Liberators have CP/OTA chars they shouldn!t!!1 its conflict of interest" rather that other OTA players not willing to hop on for guard duty.

LOCAL REBEL MAIN HAS NO IDEA PASSIVERP CAN BE BORING BECAUSE HE HAS NEVER DONE IT!!!!

MORE AT 6
 
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