Oh dont get me wrong, I'm not saying muggings shouldn't be a thing. Quite the opposite as it can create some great interactions. My biggest concern as I mentioned before is the over-saturation of muggings occurring. Quite rightly, this will depend on the circumstances, and im sure cracking down on people pulling stupid shit in the plaza over thought out and engaging rp with an ambush in D2 will prevail.
For sure. Definitely will just have to try and keep a balance going on the muggings and try and show equal consequences that can happen to both sides so people understand what can happen from putting themselves at risk.
Firstly, congrats on taking on the mantle of running the CCA.
I'm glad we're continuing the multiple squad formula. I know in the past folks have said they'd prefer a singular massive squad and it just doesn't sit right with me.
It sounds like you've got a decent idea on how the squads will be managed so I look forward to seeing how folks progress within the faction :)
Same for how we manage the map and allow CPS to navigate around the area. No point fixing what aint broke right?
Thanks! I prefer having more than one squad as well unless it truly just makes proper sense to only have one. Feels easier to me to try and include more people into FC with at least two squads. And yeah, in that regard for patrol jurisdiction i feel just using the way we usually do it works out.
I'm quite happy with you mentioning how you'll be looping more people into FC. I feel that this is probably one of the biggest reasons why stagnation occurs so giving more players an opportunity to be in this role should help keep things flowing. I like the idea of FC members being more in the line of fire when it comes to TKs/PKs. And not just cause they were caught out by rebels. I love the idea of higher ups like Dvls, cracking down on incompetance/failure of doing their duty correctly.
Exactly. Even my role as lead I feel should be subject to the same rules I'm prescribing to field command. If I were to make a daunting mistake of deciding to enter the sewers in an unsecure manner I should be punished for putting myself out there if someone decides to take advantage of that. Having more positions and leaving pk's open ended feels like we can avoid complete stagnation.
I think to make the best of this you need a genuine effort from day one by whoever ends up in FC to all have the same angle for their particular squads.
The JUDGE drama of D47 was a fantastic example because from day one they made an effort to stand out and be corrupt in ways that the other squads just weren't. There were clashes there that lasted for months off of the back of that. In fact I'd say it was the best out of almost all of the examples I can think of.
WARD being the more 'police-esque' squad and BEAR being the violent criminals was another cool clash but that sorta hit its peak and fizzled eventually.
Really I think the 'fizzling' becomes the main issue to overcome and that squads slowly lose their identities over time. Not sure how to counter it, but food for thought.
Of course. Going to have to have my squad leads do their best to try and flesh out the vibe from their squad and let it grow from there. Best to let some of it form organically as well.
Firstly: One facet of CCA RP I liked later in HLNA's life cycle is having unit specializations. For example, you had a select few units be designated marksmen, others that were designated medical personnel, others still that were mechanics that worked on APCs and whatnot... Would there be any introduction to unit specializations early on in the server, or would that be delegated to later on in the iteration, if at all?
Specializations will make a return for sure. Working out the kinks on what we want with it still but expect a thread.
Second: I unfortunately missed out on the four squads dynamic early on in the server life cycle of HLNA, but how would squads play out? How many squads are planned on being rolled out in the beginning? Will each squad have its own ethos that drives total cohesion? If unit specializations are a thing, will one squad see more particular specs as opposed to a mostly even distribution amongst all squads?
We'll be throwing in two squads at the start. I feel that's a good starting point to promote having active units in each squad at launch. As mentioned above, it'll be up to the leadership of each squad to see what kind of vibe they want to have going through their ranks. For all we know, some units can reject that and try and push their own vibe. Kind of the organic growth of things, y'know? Applications will roll out pre-launch and we'll take what we got and draft as evenly as we can to each squad. Likely there will not be a bias to specializations per squad where one has more of one thing than the other.
Third and final: How will rogue units be handled, including the application process, the overarching roleplay leading up to, during and after going rogue, admin intervention, rebel interactions and the works? Can applications be made after an organic interaction when a rebellious flame is sparked in a unit and they try to go rogue? What will the policies be for rogue units? What sort of roleplay can be expected out of other CCA players when faced with a rogue unit, or worse, a group of rogue units besides the overall player-driven experience and influences they will have between themselves?
Rogue units will be handled the same as last iteration. Whether it be a mole/rogue role you plan on playing in the CCA, you will have to obtain authorization from leadership to be allowed to do so. I will be rolling out a thread detailing some examples of what would define a rogue unit to give players a general idea if they need to seek auths. If you're roleplaying a rogue unit, you're constantly going to have to make decisions that affects either of your two lives. Say you're entirely rogue and your best friend in the world is about to get executed by leadership as they have been compromised and no other route is presented besides execution (just going to worst case scenario here obv), would you stand idly by to stay true to whatever cause you follow even at the loss of someone who is dear to you? Do you still care for your coworkers in the CCA that you see day in and day out and wish to not bring harm to them but more so the organization as a whole? Complex roleplay can happen like that as a rogue, and that's likely why so many people end up interested in it. In the end, your choices will be yours. Just ensure you always ask a member of leadership (adj+) if you're truly unsure if something you're doing could be considered rogue, we can always clear it up for someone. Willingly being a fully rogue or mole unit without authorization will have you blacklisted from the faction and potentially banned from the server. As for what other CCA players can face when dealing with a rogue unit; If you are a rogue unit and get caught - you should know being rogue within the faction you openly have essentially pk auths on you from the start if you're caught. Part of undertaking such a big risk to infiltrate a police force run by alien oppressors.