(Before starting i'd like to apologize for any english mistakes or typos, english is not my main language and i am self taught so my english is not very good)
REMOVE COMERCIAL WORKER
okay, listen this is not as bad as it sounds, CWU are citizens who work for the Combine
and the Comercial Worker Being Part of the CWU doesn't really make sense because they are not directly contributing to the combine(Unlike CMU and Industrial)
So Instead of being part of the CWU i think that Comercial Workers Should be a Permit Citizens Can Buy, the Permit would need to be purchased only Once and you'll have it on that character until the character dies(or until you decide to change your permit)
CWU Engineers
the Combine Engineers from Half Life Alyx, their work would be to fix any type of machinery that breaks(YES I KNOW GRID ALREADY DOES THAT I'LL GET TO THAT SOON).
they would get 10 up to 40 Credits(or whatever money is called here) for repairing something, fixing a broken vending machine? 10 Credits, Fixing a Damaged Combine terminal? 16 Credits(and a bonus if the Civil protection officer feels like giving a bonus to the engineer), Fixing A Combine Forcefield? 20 Credits, and the more complex the machinery they fix the more money they get.
Now.. we get into the issue, GRIDS, yea the Civil Protection Engineers already do that but.. should they? they are Cops specialized in engineering, not simple engineers, in my opnion Grids should be limited to only fixing things if no CWU Engineers Are Active(and also fixing things that are out of the CWU engineers Permitted Areas), The Existance Of One Should Not Make The Other One Useless, GRIDS should still be useful even with the existance of the CWU Engineers as Only GRIDS can place down Forcefields, Change A Forcefield Mode, ETC.
COMBINE WORKERS EXTENDED
Simpler part of the suggestion, i honestly don't see how the Combine would trust a bunch of Civs working for them without a way of keeping track of all of them, what they are doing and knowing that they actually work for them, if you know well the combine its not too far to think that every worker would have a generic uniform similar to the combine engineers outfit, and this is where the addon Combine Workers Extended Comes in, it adds more variations to the hazmat workers and combine engineers, i attached some prints of how i think they could look like(CMU Supervisor is missing because i think a Medic Supervisor could just dress like irl doctors, and also because there isnt a texture that could be good for a Medic Supervisor sooo : P)
Industrial Workers Actually Being Important
Lets be honest, the Industrial Workers are useless here(like in every impulse server) Sooo making them a bit more like Synapse Workers wouldn't be a bad idea, Workshifts, them producing things actually being important for the sake of everything running smoothly(Rations, Supplies For The Combines and ETC), i really have to admit that if one thing synapse did right it was the Industrial Workforce, and more servers(serious, semi-serious or in between) should take the Industrial Workforce for synapse as a example for their own Industrial Workforce
LOYALIST SYSTEM
Thanks to seqelb i got some ideas to finally talk about this(i'll also be taking some ideas from synapse : P)
There Would Be 5 Loyalist Tiers, Tier 1 Being the lowest and Tier 5 being the highest.
you start with 20 Loyalist Points, Doing your work would Grant you 1-20 LP(Loyalist Points) and it maxes out at 500.
The Lower Your Loyalist Points Are The Worse Your Rations And Housing Would Be, The Higher Your Loyalist Points Are The Better Your Rations And Housing Would Be.
You get a Loyalist Tier Every 100 Points(Tier 1 = 100, Tier 2 = 200 Tier 3 = 300. i guess you get the point)
Things that subtract your loyalist points: Being Caught On Camera With Low Tier Contraband(-5), Being arrested(-10), Killing A Civil Protection Officer if seen on a camera without hiding your face(-45) Killing a OTA if seen on a camera without hiding your face(-150) & etc.
okay but what are the benefits of being a loyalist? GLAD YOU ASKED!(pretend you did ask)
The Benefits Include: Better Ration And Housing(as mentioned Before), Access To Better Clothes(some clothes would be locked exclusively behind Tier 5), Being Allowed To Run Around(Moderately If Not Tier 3 or higher), More Job Opportunities(For example being Part of the Combine Engineering Team Would require you to have 130 or more loyalist points), Access To More Comercial Permits and MORE!
this is the Part one of the CWU Suggestion, Part 2 Will Be Exclusively made For The Infestation Control Units(Hazmat Workers)
also feel free to say your own ideas or say if you disagree with anything here
REMOVE COMERCIAL WORKER
okay, listen this is not as bad as it sounds, CWU are citizens who work for the Combine
and the Comercial Worker Being Part of the CWU doesn't really make sense because they are not directly contributing to the combine(Unlike CMU and Industrial)
So Instead of being part of the CWU i think that Comercial Workers Should be a Permit Citizens Can Buy, the Permit would need to be purchased only Once and you'll have it on that character until the character dies(or until you decide to change your permit)
CWU Engineers
the Combine Engineers from Half Life Alyx, their work would be to fix any type of machinery that breaks(YES I KNOW GRID ALREADY DOES THAT I'LL GET TO THAT SOON).
they would get 10 up to 40 Credits(or whatever money is called here) for repairing something, fixing a broken vending machine? 10 Credits, Fixing a Damaged Combine terminal? 16 Credits(and a bonus if the Civil protection officer feels like giving a bonus to the engineer), Fixing A Combine Forcefield? 20 Credits, and the more complex the machinery they fix the more money they get.
Now.. we get into the issue, GRIDS, yea the Civil Protection Engineers already do that but.. should they? they are Cops specialized in engineering, not simple engineers, in my opnion Grids should be limited to only fixing things if no CWU Engineers Are Active(and also fixing things that are out of the CWU engineers Permitted Areas), The Existance Of One Should Not Make The Other One Useless, GRIDS should still be useful even with the existance of the CWU Engineers as Only GRIDS can place down Forcefields, Change A Forcefield Mode, ETC.
COMBINE WORKERS EXTENDED
Simpler part of the suggestion, i honestly don't see how the Combine would trust a bunch of Civs working for them without a way of keeping track of all of them, what they are doing and knowing that they actually work for them, if you know well the combine its not too far to think that every worker would have a generic uniform similar to the combine engineers outfit, and this is where the addon Combine Workers Extended Comes in, it adds more variations to the hazmat workers and combine engineers, i attached some prints of how i think they could look like(CMU Supervisor is missing because i think a Medic Supervisor could just dress like irl doctors, and also because there isnt a texture that could be good for a Medic Supervisor sooo : P)
Industrial Workers Actually Being Important
Lets be honest, the Industrial Workers are useless here(like in every impulse server) Sooo making them a bit more like Synapse Workers wouldn't be a bad idea, Workshifts, them producing things actually being important for the sake of everything running smoothly(Rations, Supplies For The Combines and ETC), i really have to admit that if one thing synapse did right it was the Industrial Workforce, and more servers(serious, semi-serious or in between) should take the Industrial Workforce for synapse as a example for their own Industrial Workforce
LOYALIST SYSTEM
Thanks to seqelb i got some ideas to finally talk about this(i'll also be taking some ideas from synapse : P)
There Would Be 5 Loyalist Tiers, Tier 1 Being the lowest and Tier 5 being the highest.
you start with 20 Loyalist Points, Doing your work would Grant you 1-20 LP(Loyalist Points) and it maxes out at 500.
The Lower Your Loyalist Points Are The Worse Your Rations And Housing Would Be, The Higher Your Loyalist Points Are The Better Your Rations And Housing Would Be.
You get a Loyalist Tier Every 100 Points(Tier 1 = 100, Tier 2 = 200 Tier 3 = 300. i guess you get the point)
Things that subtract your loyalist points: Being Caught On Camera With Low Tier Contraband(-5), Being arrested(-10), Killing A Civil Protection Officer if seen on a camera without hiding your face(-45) Killing a OTA if seen on a camera without hiding your face(-150) & etc.
okay but what are the benefits of being a loyalist? GLAD YOU ASKED!(pretend you did ask)
The Benefits Include: Better Ration And Housing(as mentioned Before), Access To Better Clothes(some clothes would be locked exclusively behind Tier 5), Being Allowed To Run Around(Moderately If Not Tier 3 or higher), More Job Opportunities(For example being Part of the Combine Engineering Team Would require you to have 130 or more loyalist points), Access To More Comercial Permits and MORE!
this is the Part one of the CWU Suggestion, Part 2 Will Be Exclusively made For The Infestation Control Units(Hazmat Workers)
also feel free to say your own ideas or say if you disagree with anything here
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