Character development

So with characters now being added, I think the next natural and big step is to give people the ability to develop the character.

- Make a feature to let people recognise you
- Make it so instead of people picking certain factions when creating a character, they have to go out their way and join that faction through roleplay e.g. speaking to a NPC or something when the combine are doing recruitments.
- Loyalty system
- Rather than just having a City Admin, make like a City administration faction, which has multiple positions responsible for different things. E.g. Minister of Labour, Minister of Propaganda which can all make changes to how the city is run/works.
- PK's sometimes characters have to go, whether it be a lone union not valuing his life and rushing into 5 rebels with sub machine guns because he knows he can just respawn, or a rebel being cornered about to be captured and pulls out a gun. Also adds importance to faction leaders.
- Lore events - Build a story people are invested in. None of that random CvR map change event cause we bored.
 
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hmmmmm.... hmmmmmmmmm....

another edition I'd like to see is the possibility of a transhumanization process, as for example in synapse they have transhumanization, where you RP going to a table within their 'nexus' and go through a short RP process, if we add ICT this can be done, as scientists are included inside of metrocop's recommendation. I also think, once you reach i1, you should have the ability to go through this process, and the faction could be turned into a whitelist one, instead of an XP one, however you still have to go through XP ranks, to then get to the whitelist faction. I understand this may complicate many things, but to be fair this would promote people getting on CP, and people who already have OTA characters, can easily just go on their characters since they have the whitelist. I'm not sure how this would fare in development, but its interesting at the very least.

+1 Though.
 
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+1, Simple And Straight To The Point i like it : D
i only have issue with the PK because i'm mostly used to Semi-Serious servers(which most of the times don't have it), but i'd be fine with it as long it was event only
 
I actually LIKE the idea of PKs, infact id like to heavily lean into them while having new characters start out with some levels that you can allocate into skills as you see fit (so you don't start off at square one with a new character. Also it gives the sense of your character living in the world and having some actual work experience before you possess them)
 
I actually LIKE the idea of PKs, infact id like to heavily lean into them while having new characters start out with some levels that you can allocate into skills as you see fit (so you don't start off at square one with a new character. Also it gives the sense of your character living in the world and having some actual work experience before you possess them)
Personally for le its about just not treating your characters life like its nothing, just because you can respaw
 
I personally think the best way to achieve that is to implement PKs. I also believe that it would help encourage actual "serious" RP without actually forcing anybody to (if the gamemode is less "gamey" people are more willing to take it seriously, even at just a subconscious level. If Larry gets shot in the head and dosent get back up, it naturally makes the game more tense, and serious.).

It would also help with the rebel gear hoarding problem.

But in order to implement PKs in a way thats bearable to the kind of people who likes impulse (myself included) PKs shouldn't put you at the COMPLETE bottom.
 
I personally think the best way to achieve that is to implement PKs. I also believe that it would help encourage actual "serious" RP without actually forcing anybody to (if the gamemode is less "gamey" people are more willing to take it seriously, even at just a subconscious level. If Larry gets shot in the head and dosent get back up, it naturally makes the game more tense, and serious.).

It would also help with the rebel gear hoarding problem.

But in order to implement PKs in a way thats bearable to the kind of people who likes impulse (myself included) PKs shouldn't put you at the COMPLETE bottom.
I mean yea. I feel like having your previous character at a certain level should grant credit to your new characters.

And to make PKs bearable, I'd say doing more with fearrp and not valuing your life. E.g. going out alone and trying to mow down an entire squad
 
I mean yea. I feel like having your previous character at a certain level should grant credit to your new characters.

And to make PKs bearable, I'd say doing more with fearrp and not valuing your life. E.g. going out alone and trying to mow down an entire squad
I personally think if you die in a manner that isint obviously source engine BS, you have to make a new character, but you start off with 10 levels to invest how you see fit. Also having different union jobs require different skills could help people invest their levels in different way, and not just "Which skills help me bebble the most?"

So laborers favor strength, factory mechanics favor crafting, so on and so forth.

Doing those jobs could also be how you can improve those skills WITHOUT going refuge/rebel. After all, a experienced factory engineer is probably gonna have better luck building a gun, and makeshift armor then a vagrant who steals rations for a living.
 
I disagree because that should also then apply to the combine faction which would leave it in disarray from 1 fire fight. And then at this point money becomes pointless and so does your life if you just get decent skills everytime
 
I disagree because that should also then apply to the combine faction which would leave it in disarray from 1 fire fight. And then at this point money becomes pointless and so does your life if you just get decent skills everytime
Combine can be handled one of two ways: Either PKs don't apply to them, or they do but you keep your ranks and perms. You just play as another combine with said position.

Your life and money dosent become useless because you still have to rebuild up the rest of your skills, money and stash.

You die you still have to start over. What im suggesting simply makes recovery from death more bearable, but its still sure as shit gonna sting.
 
Combine can be handled one of two ways: Either PKs don't apply to them, or they do but you keep your ranks and perms. You just play as another combine with said position.

Your life and money dosent become useless because you still have to rebuild up the rest of your skills, money and stash.

You die you still have to start over. What im suggesting simply makes recovery from death more bearable, but its still sure as shit gonna sting.
My only issue is that it then becomes pointless to the rebel who also has to grind
 
Pointless how?
If a CP can die and retain his rank, then rebels should die and be able to retain their loot..

Otherwise it becomes unfair + a CP dying and retaining rank makes no difference.
 
If a CP can die and retain his rank, then rebels should die and be able to retain their loot..

Otherwise it becomes unfair + a CP dying and retaining rank makes no difference.
The way i see it, the main advantage of the combine is "a overwhelming numbers advantage" (Read: No real death penalties) while the rebels main advantage is research (making progressively better shit until they can straight up rival the OTA), and traps.

Having a significant death penalty for rebs (so long as the recovery isint frustrating) and having local storages instead of ender chests kinda heavily encourages rebels to share what they have with eachother, and to actually guard the sewers instead of simply allowing themselves to die to shadowraids/zombie attacks and tank the death to save the bullets.

I probably should have mentioned this earlier, but i also intended for rebs to be a bit snowbally, and potentially powerful- they can make explosives, and traps, combine drop all their shit on death to be looted, but you can (generally) stop the snowball by routinely sending lots of combine down during peak hours to purge the scum, and confiscate their arsenals before they get out of hand.
 

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