Voices of the Void Inspired Crafting

AniMiles

HL2RP City Administrator
Dec 13, 2025
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Would be pretty cool to see a crafting system based on turning nothing into something, similar to how Voices of the Void does in. In Voices of the Void, your main base of operations is completely trashed upon arrival, and it's up to you to clean it. One of the ways is grabbing trash from piles of it and converting it into scrap, which can be used for things like building or tools. I think we should take a page out of that! You can find garbage among the city, and, instead of tossing it, you could instead pocket it to use on a workbench. The workbench would take your trash and condense it into scrap materials, which make it usable for things like tools and weapons. Blueprints could be found among the outlands to be used for constructing bigger weapons like spas-12s or sniper rifles, as I don't think a citizen fresh out of a train station would know exactly how to build a Mosin.

The trash you collect can also be used for employment work, grabbing what you can and condensing it into materials to turn in to a Combine refinery. This would give you a decent sum of points, but you'd miss out on crafting potential.
 
Well you dont come out of the train knowing how to make a FN FAL and a OTA vest. You gotta get your crafting up. I think the current XP system is serviceable, and arc raiders has taught me how to hate blueprint systems so i dont agree with you THERE, but i DO agree with being able to convert trash into random materials. At the very least it makes being able to scavenge in the city possible, and could be used to give workers something to do (Could be paid credits to dump trash before refuges can get their hands on them).
 
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+Support*

I think the crafting system could take some inspiration from Voices Of The Void, but not entirely like this.

Blueprints are a bad idea. As mentioned by LifetimeThiccness, you don't just know how to make the more complex things, you learn to make them as you gain more crafting level.

However, using trash to make scrap metal is a great idea, Trash could build up overtime along sidewalks and alleys, and the longer you wait the more trash you get to turn into scrap metal at a crafting table.


Another way the crafting system could take inspiration from Voices Of The Void, is the way crafting works at all in the game. In Voices Of The Void, you put your materials on the crafting bench physically, and then choose which recipe, which turns the items on the crafting bench into the selected item.
 
+Support*

I think the crafting system could take some inspiration from Voices Of The Void, but not entirely like this.

Blueprints are a bad idea. As mentioned by LifetimeThiccness, you don't just know how to make the more complex things, you learn to make them as you gain more crafting level.

However, using trash to make scrap metal is a great idea, Trash could build up overtime along sidewalks and alleys, and the longer you wait the more trash you get to turn into scrap metal at a crafting table.


Another way the crafting system could take inspiration from Voices Of The Void, is the way crafting works at all in the game. In Voices Of The Void, you put your materials on the crafting bench physically, and then choose which recipe, which turns the items on the crafting bench into the selected item.
I'm not gonna lie I think the levelling system (especially crafting) is kind of a violation of NLR in and of itself because of the fact you're able to retain the knowledge of how to craft advanced technology no matter what happens to you. I don't want people to be absolutely forbidden from attaining high power firearms, but I still want it to be a sensible challenge.

An attainable blueprint would make it so that there's irp-reason for a refugee to know how to construct something like a Spas-12 with a workbench without it being piss-easy for every single playthrough because you have a stockpile of materials at-hand. It would solve late-game issues by having rebel groups have to be incredibly coordinated in order to stage a literal uprising as seen in several other HL2RP servers, and I think blueprints shouldn't be able to be put in a storage chest to make them incredibly valued as a sort of rebel intel, that the combine can later find, putting a risk and reward to it
 
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+Support*

I think the crafting system could take some inspiration from Voices Of The Void, but not entirely like this.

Blueprints are a bad idea. As mentioned by LifetimeThiccness, you don't just know how to make the more complex things, you learn to make them as you gain more crafting level.

However, using trash to make scrap metal is a great idea, Trash could build up overtime along sidewalks and alleys, and the longer you wait the more trash you get to turn into scrap metal at a crafting table.


Another way the crafting system could take inspiration from Voices Of The Void, is the way crafting works at all in the game. In Voices Of The Void, you put your materials on the crafting bench physically, and then choose which recipe, which turns the items on the crafting bench into the selected item.
Oh lord no. Anerisum IV and kleptomaniacs did a real good job demonstrating why requiring players to drop shit in order to use a crafting bench just encouraged mingy behavior.

They'll just follow the clearly rich rebel around, and wait for him to use the bench so they can knick his shit. The potential drama to come from this addition is NOT worth it.
 
I'm not gonna lie I think the levelling system (especially crafting) is kind of a violation of NLR in and of itself because of the fact you're able to retain the knowledge of how to craft advanced technology no matter what happens to you. I don't want people to be absolutely forbidden from attaining high power firearms, but I still want it to be a sensible challenge.

An attainable blueprint would make it so that there's irp-reason for a refugee to know how to construct something like a Spas-12 with a workbench without it being piss-easy for every single playthrough because you have a stockpile of materials at-hand. It would solve late-game issues by having rebel groups have to be incredibly coordinated in order to stage a literal uprising as seen in several other HL2RP servers, and I think blueprints shouldn't be able to be put in a storage chest to make them incredibly valued as a sort of rebel intel, that the combine can later find, putting a risk and reward to it
Thats a hard disagree from me there. Besides, all it would take for a organized rebel group to be well armed is to have just ONE guy with a good gun blueprint. That just harms casual reb players more then anything else.

And although im not opposed to making things more difficult on rebels, id rather if that was in the form of less restrictions on CPs entering the 404 zone, then mechanical nerfs.
 
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Oh lord no. Anerisum IV and kleptomaniacs did a real good job demonstrating why requiring players to drop shit in order to use a crafting bench just encouraged mingy behavior.

They'll just follow the clearly rich rebel around, and wait for him to use the bench so they can knick his shit. The potential drama to come from this addition is NOT worth it.
Honestly didn't play those, so that didn't come to mind.
Looking back on it, yeah, that would happen in a multiplayer setting.

As for retaining crafting knowledge on death being seen as NLR, with that logic, combine players should be loosing their ranks, and respawning as an I4 whenever they die. Cause otherwise that'd be NLR, right?
Following the exact same logic, storage should be wiped after death as well, since it would break NLR for you to be able to use something you had in your previous life




IIRC landis's deathsting would remove some of your skill XP when you died,
no one liked it.
 
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Honestly didn't play those, so that didn't come to mind.
Looking back on it, yeah, that would happen in a multiplayer setting.


Following the exact same logic, storage should be wiped after death as well, since it would break NLR for you to be able to use something you had in your previous life




IIRC landis's deathsting would remove some of your skill XP when you died,
no one liked it.
I'm going to randomly chime in here regarding Death's Sting since I wrote the concept up with Fiddlesticks back in the day. How the idea would work is that a little bit of one random skill will be taken away upon death. The reason this addition would be helpful is to place more value on those who want to protect their lives, and it would also make people with higher skills more valuable. Users shouldn't grind out their skills for one week and then never again need to improve/update their levels.

Death's Sting was unpopular when it launched because it was botched by the developer at that time. The bug was that it took a decent chunk of XP from EVERY skill upon death-- which is not what we wanted. People don't really mention this part and assume that the whole idea was a flop. After that bug was patched, I didn't really push for the idea anymore. It is important to mention that there were other elements to Death's Sting as well, but I'm not going to go into detail about it here.
 
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I'm going to randomly chime in here regarding Death's Sting since I wrote the concept up with Fiddlesticks back in the day. How the idea would work is that a little bit of one random skill will be taken away upon death. The reason this addition would be helpful is to place more value on those who want to protect their lives, and it would also make people with higher skills more valuable. Users shouldn't grind out their skills for one week and then never again need to improve/update their levels.

Death's Sting was unpopular when it launched because it was botched by the developer at that time. The bug was that it took a decent chunk of XP from EVERY skill upon death-- which is not what we wanted. People don't really mention this part and assume that the whole idea was a flop. After that bug was patched, I didn't really push for the idea anymore. It is important to mention that there were other elements to Death's Sting as well, but I'm not going to go into detail about it here.
DO NOT ADD DEATH STING!!!!!!!!!!!!!
 
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Would be pretty cool to see a crafting system based on turning nothing into something, similar to how Voices of the Void does in. In Voices of the Void, your main base of operations is completely trashed upon arrival, and it's up to you to clean it. One of the ways is grabbing trash from piles of it and converting it into scrap, which can be used for things like building or tools. I think we should take a page out of that! You can find garbage among the city, and, instead of tossing it, you could instead pocket it to use on a workbench. The workbench would take your trash and condense it into scrap materials, which make it usable for things like tools and weapons. Blueprints could be found among the outlands to be used for constructing bigger weapons like spas-12s or sniper rifles, as I don't think a citizen fresh out of a train station would know exactly how to build a Mosin.

The trash you collect can also be used for employment work, grabbing what you can and condensing it into materials to turn in to a Combine refinery. This would give you a decent sum of points, but you'd miss out on crafting potential.
never seen you rebelling or the slightest bit of RP/PVP as a rebel to be making these suggestions, sorry but the audacity to suggest something you- yourself wont even use hence being a combine/loyalist/CA main is crazy

btw are yall forgetting this is semi-serious, wtf is with these harsh punishing mindsets, more unique content should be getting added not complex systems like this. blueprints? demotions to i4 every death?? storage wipes every death???? lets be for real

legit not even SERIOUSRP DOES THIS STUFF
 
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Honestly didn't play those, so that didn't come to mind.
Looking back on it, yeah, that would happen in a multiplayer setting.


Following the exact same logic, storage should be wiped after death as well, since it would break NLR for you to be able to use something you had in your previous life




IIRC landis's deathsting would remove some of your skill XP when you died,
no one liked it.
1768948326812.png
 
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Reactions: ThePanMan
I'm going to randomly chime in here regarding Death's Sting since I wrote the concept up with Fiddlesticks back in the day. How the idea would work is that a little bit of one random skill will be taken away upon death. The reason this addition would be helpful is to place more value on those who want to protect their lives, and it would also make people with higher skills more valuable. Users shouldn't grind out their skills for one week and then never again need to improve/update their levels.

Death's Sting was unpopular when it launched because it was botched by the developer at that time. The bug was that it took a decent chunk of XP from EVERY skill upon death-- which is not what we wanted. People don't really mention this part and assume that the whole idea was a flop. After that bug was patched, I didn't really push for the idea anymore. It is important to mention that there were other elements to Death's Sting as well, but I'm not going to go into detail about it here.
Im somewhat against death sting for the simple fact that some occupations are gonna have you dying alot more then others.

Think CPs or zombies as the biggest example of super lethal jobs.
 

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