ROGUE CCA Units

MetrocopBrazil

New member
Dec 2, 2025
24
15
3
first of all

i will separate these into two different type of rogue CCA units

Barneycops(Informants)
Rebelcops(the actual rebel cops)

second of all: https://steamcommunity.com/workshop/filedetails/?id=2920298301
this suggestion requires the Willard Models V2 which i know would be a pain in the [censored] to add but still
now into the actual suggestion

RebelCops

rebelcops are CCA that managed to remove their biolink and started fighting against the combine
either because the combine killed someone they cared about or because they saw the horrors of what the combine do
rebelcops need to interact with a Rebel Engineer NPC in order to properly become rogue
(rebel engineer can be located at the OZ and Sewers)

soon as you interact with the rebel engineer your team will be changed to RogueCCA(yes it will be its own faction)
note: this process WILL sacrifice your original Civil Protection character as it will have his team changed to a new rebel-sided faction

only whitelist ranks cannot go rogue, all i4-i1s can go rogue to their heart content(not really, they have a 1 irl day cooldown)

Rebelcops can interact with loot containers, workbenches, craft weapons and basically everything a rebel can do, difference being that they already come with a Damage reduction and melee(or USP + ammo if the rogue unit was playing union)

Rebelcops have limited lives
get killed twice and the character is gone
(need to be killed by OTA or CCA for this to have effect)

Divisions starting kit:

UNION: Stunstick + USP(and ammo)
Helix: Stunstick + Medkit
Grid: Stunstick + Toolbox(lets rogue grids place hacked hopper mines and turrets) + Hacked Scanner
Jury: i couldn't think of anything for them but i think it could be something that makes them strategists

Rebelcops can repair ruined biolinks to keep an eye on what the combine are saying in the radio, they can also send messages on it(however will instantly break the biolink soon as you send the message, this CAN be used for ambushes)


Barneycops
far more simple to explain


barneycops are informants
i4s and i3s that have been given a modified biolink that lets them send messages to rebels with radios, those rebel radios that are used to activate IEDs can also receive the messages from the informant cops
you are instalocked on only being able to play i4 and i3 after equipping the modified biolink

these are far more RP based rogue cca than the rebelcops



also have a dumb render i made(its split because the site wasnt letting me put the full image)
1775938630983.png1775938623629.png
 
While a good idea on paper the rogue C.C.A format we currently use is fine as is, it's designed to prevent people abusing the ability to go rogue. The only real issue with rogue C.C.A's is encouraging diversity in what division you are when you go rogue. Since most everyone chooses helix for obvious reasons.

Now being a corrupt C.C.A is something that doesn't need any permissions at all. The only rule with it is don't get caught. There are some C.C.A that do corruption but it is very few. Since we have nothing the citizen can really bribe us with that we need. Since tokens have next to no use to anyone in the combine factions for now at least.
 
While a good idea on paper the rogue C.C.A format we currently use is fine as is, it's designed to prevent people abusing the ability to go rogue. The only real issue with rogue C.C.A's is encouraging diversity in what division you are when you go rogue. Since most everyone chooses helix for obvious reasons.
this wouldn't be abusable, as mentioned there would be a 1 irl day cooldown to go rogue again if your rogue cca gets killed by cca or ota twice

it also gives rogue cca more things to do such as looting, crafting and things rebel have the fun of doing but rogue cca cant

also with every division getting a different starter kit it would encourage rogue ccas to choose different divisions before going rogue

example: want a immediate way to defend yourself against antlions, headcrabs and zombies without getting close to them? go union, wanna use a scanner to spy cca and send that information to rebels? go grid, wanna heal people? helix

the lives rogue cca have could also be changed to only one life but i made it two so that your loot won't all be lost after the character dies permanently
 

Users who are viewing this thread