Pit
HL2RP Events Staff | CA Faction Lead | CP OfC
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CA Faction Lead
City Admin
CCA RL
Events Team
HELIX-3
Helix Program
- Dec 7, 2025
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So this is a strange suggestion I admit and it's one I'm taking inspiration from a old clockwork server
but it was an interesting system feature. Sewer Fumes.
Now I do admit I'm unsure how hard it'd be to implement for the devs/whoever does map edits however I shall suggest it regardless.
The whole point of sewer fumes were it made sewers dangerous to traverse without the correct gear, that correct gear being a gasmask.
Now gasmasks are a craftable item in game for a average cost. They aren't too pricy but also not dirt cheap.
So I propose perhaps making plastic chunks or gasmasks available for purchase from the black market vendor at a to be detmined cost.
Sewer fumes was the term used for the deadly polluted gasses the combine pumped into the sewers beneath the city.
Without a propper form of protection from the fumes, the player would take damage over time comprable to 1 or 2 dmg a second.
Naturally Zombies, OTA, Cremators and Vorts had an immunity to the toxic fumes:
On the flip side CCA, CA's, CWU, Citizens/Rebels needed a gasmask item of some form.
NOTE: this is what used to be done on the clockwork server I am refrencing. Should we do the same? Maybe, after much constructive discution on the matter.
Additionally I am not advocating for implementing this on Terminal 6, the opposite in fact.
Terminal 6 is a map where getting into sewers is annoying at the best of times, no need to add an additional hurdle, but on maps where sewer entry is as easy as finding an entrance and strolling in while CCA aren't looking I'd say this could add a clear progression for rebels:
Finally I will say this. please be constructive with your critisms as opposed to dismissive, tell me why the idea is bad and do so politely please.
Also if implemented whenever we change maps and it proves to be problematic then I will be the last person to argue for the removal of the Sewer Fumes.
but it was an interesting system feature. Sewer Fumes.
Now I do admit I'm unsure how hard it'd be to implement for the devs/whoever does map edits however I shall suggest it regardless.
The whole point of sewer fumes were it made sewers dangerous to traverse without the correct gear, that correct gear being a gasmask.
Now gasmasks are a craftable item in game for a average cost. They aren't too pricy but also not dirt cheap.
So I propose perhaps making plastic chunks or gasmasks available for purchase from the black market vendor at a to be detmined cost.
Sewer fumes was the term used for the deadly polluted gasses the combine pumped into the sewers beneath the city.
Without a propper form of protection from the fumes, the player would take damage over time comprable to 1 or 2 dmg a second.
Naturally Zombies, OTA, Cremators and Vorts had an immunity to the toxic fumes:
- Zombies because they don't have functioning lungs anymore.
- Vorts because, well, alien biology I guess. *shrug*
- OTA because a transhuman has been augmented to the point where they have a built in gas filter.
- Cremators because again bult in gas filters.
On the flip side CCA, CA's, CWU, Citizens/Rebels needed a gasmask item of some form.
- CCA had to get a gas filter item from requisitions and equip it if they needed to sweep the sewers. If used it should be restricted to I-2+ units
- CA's shouldn't be in the sewers unless an event demanded it, in which case the item was given by an admin.
- CWU had hazard workers who could get gasmasks at a price from the CWU vendor, this was used if CWU wanted to rp a workshift in sewers under CCA/OTA oversight.
- Citizens and Rebels got them through crafting and trading amongst eachother.
NOTE: this is what used to be done on the clockwork server I am refrencing. Should we do the same? Maybe, after much constructive discution on the matter.
Additionally I am not advocating for implementing this on Terminal 6, the opposite in fact.
Terminal 6 is a map where getting into sewers is annoying at the best of times, no need to add an additional hurdle, but on maps where sewer entry is as easy as finding an entrance and strolling in while CCA aren't looking I'd say this could add a clear progression for rebels:
- In city early game rebels
- In sewers mid game rebels
- in outlands late game rebels
Finally I will say this. please be constructive with your critisms as opposed to dismissive, tell me why the idea is bad and do so politely please.
Also if implemented whenever we change maps and it proves to be problematic then I will be the last person to argue for the removal of the Sewer Fumes.