Community Input: Sterilization Credits

Hey everyone,

In a recent poll conducted with members of our HL2RP community, we discovered that the topic of sterilization credits is one of the prevailing subjects our user base wants us to focus on. This thread will act as the official way for our community members to help us generate ideas on how to make clothing an interesting and dynamic system for the server. Please be as thorough in your response as you can. Remember: We want to make gameplay features that tie into already released content or planned additions to create more synergy in RP.

Here are some general questions I've come up with to get the ball rolling and aren't all-encompassing. Please try to look beyond the questions provided.

  1. How can we make sterilization credits reward users for RPing?
  2. What bonuses should/can units get for doing their jobs?
  3. How are credits awarded?
  4. Should credits have a hand in promotions?
  5. How should units lose credits?
  6. What activities grant a user credits?
 
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I believe it should run like a sort of synapse-'y' way and a general Impulse way, what I mean by this is that we should make it so that credits account for the promotion, 40 credits are needed for i3 and then 90 for i2 and then 150 for i1, as well Supervisors can choose to give members who are acting well a maximum of 20 credits, meaning instead of just xp benefits, they'd have to patrol and then insert themselves well enough to win combat scenarios or be competent to gain credits.

To gain them I believe supervisors and contraband should be the main two routes, and for supervisors I believe we can just give them weapons for every SC they can get. I don't think much more then that, anyone can add to this if they want too.
 
I believe it should run like a sort of synapse-'y' way and a general Impulse way, what I mean by this is that we should make it so that credits account for the promotion, 40 credits are needed for i3 and then 90 for i2 and then 150 for i1, as well Supervisors can choose to give members who are acting well a maximum of 20 credits, meaning instead of just xp benefits, they'd have to patrol and then insert themselves well enough to win combat scenarios or be competent to gain credits.

To gain them I believe supervisors and contraband should be the main two routes, and for supervisors I believe we can just give them weapons for every SC they can get. I don't think much more then that, anyone can add to this if they want too.
So a mixture? XP + Credits and then a promotion, once the officer sees that the unit has met the requirements? I like this idea
 
So a mixture? XP + Credits and then a promotion, once the officer sees that the unit has met the requirements? I like this idea
I think thats a good idea, but mine was entirely with credits; though I can see XP being added as a mixing sort.
 
  1. How can we make sterilization credits reward users for RPing?
    The question is whether doing their job as it is would be considered RP. Unlike in HL2, where there is constant pressure pushing CPs towards aggression against citizens, any real action by CPs beyond PvP is inherently roleplay-based. Activities such as investigating bodies, conducting block searches, tagging rebels as a scanner, or repairing Combine infrastructure are all core game mechanics that could potentially be rewarded in some way. Conversations, oppressing people in non-PvP ways (like running checkpoints, conducting searches, or making someone pick up that can), are difficult to track without a supervisor directly overseeing their actions.
  2. What bonuses should/can units get for doing their jobs?
    Primarily, custom non-standard issue equipment could serve as the PvP side of rewards. However, I would also like to see some kind of progression system for CPs, where they are given the ability to improve their standards and quality of life as both CPs and citizens. This would work best within a multi-character system. For example, benefits similar to those we know from Half-Life 2: better rations, supplements, and perhaps even augmentations? This would connect mainly to the features we have already.

  3. How are credits awarded?
    I mostly observed rewards being given either automatically for completing certain tasks or through supervisors who could distribute credits. However, I believe that passive systems would be preferable. Leaving it in the hands of players can lead to favoritism and the creation of "suck DVL's cock for credits" memes, which are a real concern and could have negative effects on the community.

  4. Should credits have a hand in promotions?
    No.
  5. How should units lose credits?
    It depends on how the credits are intended to be used. Are they meant for acquiring equipment or unlocking temporary perks to enhance themselves? If so, then yes, that makes sense. However, it really depends on what items or benefits are available for them to "buy."
 
I think sterilization credits would make CP more interesting to play and could make it more rewarding, considering sterilization credits are basically a measuring unit for how well you do as civil protection, I think you should be able to use them to buy gradual permanent upgrades to stuff like weapons, armor, ammo count (with obviously a rank limit on how much you can upgrade, so an i4 doesn't have something they logically shouldn't) and perhaps even how much credits rations give you. As for how to gain them, it can be easily abused, so I think it should only be given by an OfC+ with a set limit depending on what the CP did instead of being automatically given to prevent favoritism. I'll give a few examples for how they can be used;
  • Officer (i1+) starts with no SPS, but can spend 100 SC to upgrade to 15 SPS, then 350 to upgrade to 25, the maximum for i1 being 25. SC for this reason should be pretty difficult to gain.
  • Officer (i2+) starts with a lower-level SMG like an MP5k, but can spend 50 SC to upgrade to an MP7.
  • Officer (i3+) starts with a low reserve ammo count for their USP, like 18/50, but can gradually upgrade how much they can carry using SC, so it entices more people to actually do well as CP to get their stuff instead of just using it as a source for free shooting-at-people devices.
Apart from combat, SC can also be used for promotions, and I also agree that CPs should lose a bit of SC everytime they die.
 
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