Info [V2] [WIP] A Simple Guide to Resistance

Robert

British Swan
Staff Member
Server Council
Developer
Galunga Prince
Content Creator
Creative Team
Resistance & Lone Survival
By Robert
Introduction:
Whether you are a new or an old member of the Community, one question that will come up as Willard Transitions back to a more serious environment is, "How does Resistance work among these changes?". It is one a few want to be answered because, at this time, some have noticed Crafting is falling out of touch and slowly being phased out. Before I go into the full setup, however, I do wish to explain that Crafting is not disappearing but is slowly being modified to be dumbed down with fewer options which are easier to craft.

Trash Bags & Resources:
Starting with a quick one, Trash bags, where you tend to get most of your Rebel junk from, are pretty much near gone. With a new cooldown system and only 12 trashbags on the map in total, all within the City (0 trash is located in Sewers). They still exist but are limited in number. However, we got a replacement for them. Resource Nodes.

Resource nodes are represented by Scene Texts. These nodes can be harvested via the use of RP and your character's actions, sometimes even including a roll in deciding how much of X resource you get. A more RP-Friendly way of gaining resources vs the generic "press e".

Overall, if you wish to become a resistance member, why not explore some of our Nodes first?

Smugglers:
Secondly, Smugglers are pretty much staying the same as they are for now. Not much change here. But for those new, Smugglers are NPCs which rotate between locations and offer an array of items to buy/sell for a set price. It's one system people use to kickstart their first few chips. I recommend using this for starting out at first.

Traders & BMD (w/ Quests & Missions):
When it comes to general Rebel play, Quests & Missions from your BMDs & Traders is where you will get most of your funding and things to do from. Not only do they offer a limited selection of items, but they grant quests via their quest board found in the Slums. Anyone can accept these and can offer a selection of rewards ranging from funds, reputation, items, and intel parcels which can lead to Expeditions... etc.

But you may be confused about the fact there are BMDs and Traders. Not to mention Smugglers which was briefly mentioned above.

Smugglers as before are NPCs. They don't offer much and give set prices for items. Nothing special about them.
BMDs are what you are used to. Characters who rarely show up offering a diverse array of items to the players for a variety of pricing. They also give quests which tend to relate to the faction they are aligned with, given there is Nachtigallen, Wardens and LFC BMDs all representing different types of gameplay.

Finally, Traders you may be familiar with in Early Willard days follow a more common timetable than BMDs do. Their pricing, quests & missions and setup work entirely differently. Traders, unlike BMDs, do not offer Reputation and are not aligned to any faction; they are neutral, offering a small stock of gear which changes each time they appear. Their prices also drastically vary, with some items being sold under market value, sometimes the same, sometimes above it. They can also go broke if you're not careful with how you use them.

Event Rule changes (Risk & Reward):

Making a slight change to the event rules, CT can now give items for events.

This means that you, as a rebel as you play and explore the world passively, may encounter a random event just like the good ol' CW days. These can be unprompted /it's or events which explain something about the area you in. These are entirely random and can involve any number of people. Generally, we will try to do these when we can, but as for what they are for, well, depending on the event, it can grant you a variety of rewards in terms of both char dev and even in the essence of scripts.

Expeditions:
Expeditions can be done, which offer a large variety of opportunities and exploration. These are best for those who wish to do a bit more exploration which is outside of the standard CityRP. Though I do not have too much info on this right now til I check in with @RedHotGinger

Misc (Stealing, Rations & Eco, Sewers):
Stealing is one method of gaining items which could involve robbing the CWU, CMU and other such places. Not much to explain here; pretty self-explanatory.

Rations are being updated to give Ration Coupons, which will come after testing. These allow a slight economic change to take place, which offers bribery to Civil Protection via the use of your Coupons (As CPs now have to pay for their equipment once again). You can even use your coupons to trade with the BMDs and Traders who will accept them at a higher value; as for what the Credit to Chip value is, that will be dependent on the BMD or Trader you interact with.

Last thing to mention, Sewers is once again dangerous just like early V2 days and you playing as a Rebel will need to be careful when entering it. Everything down there has the potential to kill you and end your character's life. A place of High Risk & High Reward. Going down there unarmed or unprepared in general may be a death sentence and something this guide cannot recommend you do. Before heading down, you should at least ensure you have a weapon of some kind with some form of protection and medical gear.

Some other mentions include the standard:
- Skills (Crafting, Medical, etc.)
- Group play (Play with others or friends)
- Try not to kill each other (Trust me, you harm each other more by killing yourselves VS the actual threat)
 
what is meant by resource node? coal or scraps of metal that can be chipped off, or rocks that need to be melted by campfire?
 
what is meant by resource node? coal or scraps of metal that can be chipped off, or rocks that need to be melted by campfire?
A place where 50 people will gather around and request admin to give them scripts after doing the same /me. because developers thought removing the automated system of doing that and relying on admins who already take 30 minutes to respond to a @ request, would be the perfect solution to gathering resources.
 
A place where 50 people will gather around and request admin to give them scripts after doing the same /me. because developers thought removing the automated system of doing that and relying on admins who already take 30 minutes to respond to a @ request, would be the perfect solution to gathering resources.
only in willard 💯
you got a very fair point on the 30 minutes also, this is going to go bad in a way
 
Don’t think putting all nodes in the sewers is the most elegant solution as it is. We’ll have to come up with some alternatives as well. Surface-based, preferably.

The glaring issue with doing these in the sewers is the fact that you’re constantly racing against the clock. It takes just a few minutes for your screen to be covered in an ugly ring, and even longer for it to go away. Not to mention if you spend too long down there, you straight up die.

If we really want to commit ourselves to high quality roleplay in the form of detailed, creative writing with /me’s, is the sewers really the best place for it?

I suppose the “high-end” resource nodes can stay in the sewers, as a compromise.
 
Low teir resources, such as: scrap metal, wood, cloth, electronics, unrefined chems, regular adhesive, alochol, ect. Can be found in resource nodes in slums and the regular city, and add pure scrap resources nodes that just give you junk items to breakdown, this would eliminate crafting becomeing hard to level as you could still find scrap using resources nodes

Mid to high tier resources, such as Iron, Wood Boards, Military Electronics, Stitch cloth, ect. would be found in the sewers, high risk, high reward.

Also, depending on what the resource node provides, grant extra stuff gained from it by using a tool suited for the task. For example using an axe to harvest a wood resources node should give more wood, than using a less effective tool, or no tool at all.
 
Back
Top