➤➤➤ANNOUNCEMENT: TACO N BANANA HALF-LIFE 2 ROLEPLAY - CITY 13 REDUX

CMS inevitably becomes inactive. Same with CEC. In both cases, imho, this is because most of their roleplay essentially boils down to roleplaying at inanimate objects.

CMS roleplay at usually unconscious patients. CEC roleplay at like a power box. Neither is particularly interesting or rewarding.

Hard fuckin' agree. A lack of actual gameplay, as in, things to physically do that can be done whenever regardless of who is online, has historically been the bane of many factions and PBGs over the years. The story potential is there but people stay doing things because those things are ultimately fun and typing at no one who's listening is straight up not a good time.
 
Just a memo to rebels incase it was lost with the announcement: The database is ICly and OOCly being wiped. If you had a record, it’s gone. Obviously if someone recognizes you from having direct previous interactions that’s one thing, but you won’t be flagged by the cameras, RDC, etc.

This also means units aren’t going to immediately go OH MY GOD I know him unless you’re a very well known figure (AC1) or had personal interactions. If you feel like someone is being ?? about recognizing you, reach out to the team asap.
 
Just a memo to rebels incase it was lost with the announcement: The database is ICly and OOCly being wiped. If you had a record, it’s gone. Obviously if someone recognizes you from having direct previous interactions that’s one thing, but you won’t be flagged by the cameras, RDC, etc.

This also means units aren’t going to immediately go OH MY GOD I know him unless you’re a very well known figure (AC1) or had personal interactions. If you feel like someone is being ?? about recognizing you, reach out to the team asap.
This + a year has also passed IC so memories may be a lil foggy
 
Citizen agencies/factions besides the CCA were neglected this last bit 100%, no one denies that and you're right about avenues being unexplored that could be. The team's extremely eager to reward roleplay and people being creative themselves. We believe this will alleviate some of the issues you're presenting alongside the administration's less hands-on approach concerning limiting players' imagination/creativity. TLDR: The Administration is removing a lot of red tape you guys are used to dealing with.

You guys want to grow a garden on the rooftop to help during a period where rations are cut off? Go for it. However, CCA has the right to shut that shit down.

Units have in this last iteration gone to the CMS to be treated for minor things because ICly.. no one wants to be cooped up in the med bay.

Our main thing is, whatever you can think of and you believe would be believable to happen in a dystopian tyrannical alien regime, do it. If you're uncertain about it, ask. We want players to know they don't need to make authorization threads for regular day-to-day things any person living in this setting would do to try to better their life that isn't blatantly going against the Combine.. and if it is, hiding it.

As for CMS, I believe there's going to be a new spin on the CMS by @Jon and Snaffle Snaffle so it wouldn't hurt for you to reach out to them about further ideas. It all starts with the players though on actually utilizing the CMS.
i'm around for any questions, and i'd love to get in touch with those running the civil administration to work out some nice plans roleplay wise.

On another note. It’d be cool to see a shady clinic in a CCH (Dr. Zed from Borderlands type clinic or something). A place where criminals can go if CMS won’t help them or where rebels can go if injured. Profit off the injured.

Plus rebels can’t go to CMS for injuries often because the CMS is in the plaza and people are too scared they’ll get caught, rightfully so.

yeah, i do have ideas on the shady clinics, but its more generally i need to work with others to either get that perception away or find ways to maintain activity. the thing is is it has a lot of difficulties in running a loyalist civilian workforce if im honest. i'll get in touch with Jon and Decepti in tandem with the city administration peoples on a good plan.

i remember back in the old days you would have SHIELD and GRID or we'd shift over to certifications even in the CCA and it would be notorious that SHIELD is inactive, so people would just fuck around with "/me injects with biogel". that became a meme because of the inactivity.

outside of radios for the CMS, i do think, even in my own experience, its hard trying to do passive roleplay as a doctor/medical roleplayer only for somebody getting shot in an obscure part of the map needing treatment, and they go to the CMS but nobody is there. maybe if we could have a pager script item just for contacting members of the CMS (or we can make it for people in general), i think that'd be really cool. it comes with consequences of abuse of course.

that'd be really swell to be in a roleplay at the fat nargodian and you get paged so you have to go into work. that's just one idea i have, but like i said, i'll get with the brass on it.
 
On another note. It’d be cool to see a shady clinic in a CCH (Dr. Zed from Borderlands type clinic or something). A place where criminals can go if CMS won’t help them or where rebels can go if injured. Profit off the injured.

Plus rebels can’t go to CMS for injuries often because the CMS is in the plaza and people are too scared they’ll get caught, rightfully so.

someone should make a 'doctor' (he refuses to tell you where he got his degree) who might forget to sterilize his tools or might have to cut your foot off after you spent too long in the canals
 
someone should make a 'doctor' (he refuses to tell you where he got his degree) who might forget to sterilize his tools or might have to cut your foot off after you spent too long in the canals

this sounds like a great RP idea, im going to use this. some real scp-049-j shit.


anyone who asks too many questions is infected and must have their humors realigned.
 
Snaffle Snaffle
yeah, i do have ideas on the shady clinics, but its more generally i need to work with others to either get that perception away or find ways to maintain activity. the thing is is it has a lot of difficulties in running a loyalist civilian workforce if im honest. i'll get in touch with Jon and Decepti in tandem with the city administration peoples on a good plan.
I was more so thinking itd be like an illegal clinic. They steal medication, supplies, etc. Charge people for their time and supplies. If you went that route you wouldn’t have to work w a loyalist group.
 
Snaffle Snaffle

I was more so thinking itd be like an illegal clinic. They steal medication, supplies, etc. Charge people for their time and supplies. If you went that route you wouldn’t have to work w a loyalist group.

makes sense. that can work too! sorry for the misunderstanding on my end.
 
I think the number one issue I had with last iteration is the lack of player driven roleplay events. I do hope with all the changes you guys hope to implement it'll change the feeling of the server overall. Im sure it's a sentiment that has been regurgitated a thousand times but playing anything besides "Rebel mc bad guy" or "Cop mc shut down" rp was null and void.

I don't remember which admin helped me do it but I felt really empowered back in the day when I tore out the electrical wires above Aegis club and made it black out. Although It did feel slightly lack luster when the power was back on in honestly less than an hour. Rebel activity should feel like it has some either immediate or delayed response to your actions depending on the severity of it all. The reaction to an officer being shot and killed vs a warehouse being broken into shouldn't be one in the same.

Hands off approach when it comes to rebel RP is perfect IMO, now when it comes to Unit rp I do enjoy the hands off idea but having a dedicated player(s) who are in charge of making a more railroaded story for the units to interact with that of course is effected and changed depending on rebel activity would be awesome. In the past we've had players act as a disembodied voice of the unions higher ranking personnel. This should be a more consistent role, same with camera activity. As boring as this may seem on the surface I'd love for rebels to have to genuinely fear doing any business around cameras, scanners, outposts etc. (Which they shouldn't be doing anyway).

-P.S. please let cameras 'hear' what people are saying around them thank you.
 
Hands off approach when it comes to rebel RP is perfect IMO, now when it comes to Unit rp I do enjoy the hands off idea but having a dedicated player(s) who are in charge of making a more railroaded story for the units to interact with that of course is effected and changed depending on rebel activity would be awesome.
While I appreciate your sentiment I think the latter half of your post misses the mark in my view with what we are trying to do this time around. Railroading should be avoided altogether for all factions whenever possible otherwise we run back into the same issues as before. It is pretty cool when an officer reacts to your roleplay, but it will not be that fun when all the available units are out on some 'special' deployment for the rest of the day.

You cited Club Aegis for example which to my knowledge was set up by officers and citizens interacting organically together with minimal admin interference and how you then sabotaged the club. It is hard for me to understand why the conclusion from that would be for us to return to railroading for units, when it has been shown that CCA units are capable of making stuff happen without a storyline.

Nonetheless I am definitely glad that you felt empowered doing that and this is something we want to see more often with players taking things into their own hands, even if there's a little encouragement from us on an occasion. This time around citizens, rebels, loyalists and CCA should react dynamically how they see fit, and neither side has to necessarily wait on the other to do something in that regard.
 
While I appreciate your sentiment I think the latter half of your post misses the mark in my view with what we are trying to do this time around. Railroading should be avoided altogether for all factions whenever possible otherwise we run back into the same issues as before. It is pretty cool when an officer reacts to your roleplay, but it will not be that fun when all the available units are out on some 'special' deployment for the rest of the day.

You cited Club Aegis for example which to my knowledge was set up by officers and citizens interacting organically together with minimal admin interference and how you then sabotaged the club. It is hard for me to understand why the conclusion from that would be for us to return to railroading for units, when it has been shown that CCA units are capable of making stuff happen without a storyline.

Nonetheless I am definitely glad that you felt empowered doing that and this is something we want to see more often with players taking things into their own hands, even if there's a little encouragement from us on an occasion. This time around citizens, rebels, loyalists and CCA should react dynamically how they see fit, and neither side has to necessarily wait on the other to do something in that regard.
Perhaps I explained poorly and used bad verbage. I don't want an actual railroaded story. That would be unfun and boring as fuck.


I'm viewing this almost like a DND session. Admins set up a story, players change the story, admins then react and adapt the story to the players. This isn't me wanting another hlna spire, or legacy large scale rebellion story. I'm saying something as simple as "The city is going to be building a new outpost for the civil protection units/ a new CMS building is going up"


Then players interact with this by aiding or sabotaging the story until it either falls apart organically or goes along without player aid. I suppose I'd like the world to move in the background as well instead of it being dropped only in the players laps. Sadly we've seen it before where players burn out and if everything is only in their hands then the servers story will grind to a halt.


Part of the world, not the world.

-edit
Things should be happening set up by staff members that the players can interact with if they'd like to, and not if they'd rather not.
 
If what you mean is more set pieces and things happening on the server where the outcome is not predetermined, sure. Events are generally expected and par for the course but they are going to be less common and far more open ended, where players and factions can choose to react or ignore them if they please. The player burn out phenomenon that people mention is usually when the creative energies of a few players are burned up trying to entertain the rest of the playerbase without much reciprocation.

We will try to support anyone that wants to set up their own stories and anything they require as long as it leads to further roleplay opportunities and non-linear interactions. It is a two-way street after all.
 
I'm viewing this almost like a DND session. Admins set up a story, players change the story, admins then react and adapt the story to the players.
There certainly will be some events like this, but for the most part, the paradigm is going to be "players set up a story, admins facilitate the story, and the outcome is decided mostly by the resultant roleplay".
 
To add onto that (or repeat slightly), the admin team should reiterate that we’ll occasionally have admin events (NOT RAILROADED WITH PREDETERMINED OUTCOMES). Basically to have things going on in the city's background to give an overarching thing going on based on what the players are actively doing on the server. As mentioned above, having a new building to up or something that maybe the resistance wants to fuck with, or perhaps the loyalists ensure it happens. The role GM is also returning and the sole purpose of said role is to add atmospheric things that are realistic to the HL2 universe for players to respond to (DND!!!). We also are going to be more accommodating/open with giving temp flags (observe/building) for people that need said perms to create/set up an event. One of the original things the planners discussed was that we are going into this with WAY less red tape up and encouraging players to be creative and take initiative themselves and as a team, giving them the resources/help they need to achieve that. That's what we as a team are here for and will happily reward people doing such.
 
re: CMS, I think there will be a lot of new interest in it this time around with the system i just made (think ss13)
 

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