Astro
Radio Bob Approved
- Joined
- Nov 15, 2021
- Messages
- 545
- Thread Author
- #1
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.
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.
First, let us outline some objectives that this thread aims to accomplish and, hopefully, address.
- Why do people "shotcop"? When is it too little, or too much?
- For Willard Networks V3, how can we design systems to disincentivize the prolific nature of shotcops on V2?
- How can the resistance impact the server's narrative meaningfully WITHOUT engaging in S2K?
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.



