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Backup Sections => HL2RP Development[ARCHIVE] => Suggestions => Topic started by: Hazard Time on January 03, 2014, 05:45:08 PM

Title: Possible Changes to the CCA and OTA
Post by: Hazard Time on January 03, 2014, 05:45:08 PM
As the HL2RP veterans can remember, the CCA was far from perfect bad terribad FUBAR.  Here are some suggestions I thought up to make the CCA less OP.  Some of these have already been mentioned in the thread in General Discussion.

1.  Remove augmentations entirely.  The CCA does not need them and they only serve to enable elitism and Fail RP.  I will make a small exception to the OTA, as it makes sense for them to have heightened reflexes and a reasonable amount of superhuman strength, but we don't need robocops who can lift up cars like toys and hear/comprehend whispered conversations from 20 meters away.  Removed.

2.  If R&D makes a comeback, it needs to be populated by people who won't use it as an excuse to pull half-baked spy gadgets or super weapons out of their asses.  R&D should be about improving RP, not destroying it.

3.  Stop treating the CCA as a military organization.  Even in the actual source material, it was plainly obvious that the metrocops were never outfitted nor trained in counter-insurgency.  Their job was to keep the citizenry in line and occasionally bust up smuggling rings.  If rebels are located inside the city, then it should be left to the OTA.  Also tied in with this suggestion is hand-to-hand combat training.  Sure, you could simply play to lose in spite of the fact that you and every officer knows kung fu, but seeing as close to no one practices it and that very few people in the city would have the training or the strength to take on a CCA unit, it doesn't seem viable to have it.

That's as much as I can think of at the moment, I'll update with any more suggestions that come to mind.
Title: Re: Possible Changes to the CCA and OTA
Post by: Statua on January 03, 2014, 09:58:18 PM
In hl2 the cps used smgs as well as their pistols. In some of the radio chatter I recall there being something about an elite civil protection squad too. Having an elite squad at the start will be more beneficial then having ota which will hardly be used. This elite team can do standard patrols when not doing anything important.
Title: Re: Possible Changes to the CCA and OTA
Post by: Teitoku Ippan on January 03, 2014, 10:06:18 PM
In hl2 the cps used smgs as well as their pistols. In some of the radio chatter I recall there being something about an elite civil protection squad too. Having an elite squad at the start will be more beneficial then having ota which will hardly be used. This elite team can do standard patrols when not doing anything important.

sounds pretty much like ota but using a cca division instead
Title: Re: Possible Changes to the CCA and OTA
Post by: Statua on January 03, 2014, 10:36:30 PM
Ya basically. The only difference is they can patrol the plaza like other ground units. Maybe it could be temporary until we get big enough to actually need our own ota.
Title: Re: Possible Changes to the CCA and OTA
Post by: Hazard Time on January 04, 2014, 12:42:56 AM
In hl2 the cps used smgs as well as their pistols. In some of the radio chatter I recall there being something about an elite civil protection squad too. Having an elite squad at the start will be more beneficial then having ota which will hardly be used. This elite team can do standard patrols when not doing anything important.

I'm fine with there being an elite counter-insurgency squad until we are ready to launch OTA, but I don't want to see it be a regular thing.  I remember the CPs with SMGs from HL2, but they struck me more as a paramilitary force who were commissioned to conduct dangerous patrols through unregulated parts of the city.  I can best equate them to the Russian OMON police units: http://en.wikipedia.org/wiki/OMON (http://en.wikipedia.org/wiki/OMON)

What I mean to say is that we should not lose sight of the fact that the CCA is a constabulary organization, and their priority is to keep order.
Title: Re: Possible Changes to the CCA and OTA
Post by: tics on January 04, 2014, 01:05:43 AM
In hl2 the cps used smgs as well as their pistols. In some of the radio chatter I recall there being something about an elite civil protection squad too. Having an elite squad at the start will be more beneficial then having ota which will hardly be used. This elite team can do standard patrols when not doing anything important.

I'm fine with there being an elite counter-insurgency squad until we are ready to launch OTA, but I don't want to see it be a regular thing.  I remember the CPs with SMGs from HL2, but they struck me more as a paramilitary force who were commissioned to conduct dangerous patrols through unregulated parts of the city.  I can best equate them to the Russian OMON police units: http://en.wikipedia.org/wiki/OMON (http://en.wikipedia.org/wiki/OMON)

What I mean to say is that we should not lose sight of the fact that the CCA is a constabulary organization, and their priority is to keep order.
The fire power of constabulary organizations typically increases dependent on the crime risk they face. In historical oppressive regimes, police had higher fire power; for example, the Volkspolizei in East Germany were given sub-machine guns and rifles when serving in areas likely to be targets of resistance attacks. It should be no different here.

Post Auto-Merged: January 04, 2014, 01:10:14 AM
Also, just because Statua does not want R&D to come back, doesn't mean that it won't. If you have a suggestion for it, then feel free to post it.
Title: Re: Possible Changes to the CCA and OTA
Post by: Hazard Time on January 04, 2014, 02:27:02 AM
The fire power of constabulary organizations typically increases dependent on the crime risk they face. In historical oppressive regimes, police had higher fire power; for example, the Volkspolizei in East Germany were given sub-machine guns and rifles when serving in areas likely to be targets of resistance attacks. It should be no different here.

Post Auto-Merged: January 04, 2014, 01:10:14 AM
Also, just because Statua does not want R&D to come back, doesn't mean that it won't. If you have a suggestion for it, then feel free to post it.

Don't get me wrong, I have nothing against the CCA being equipped to handle small insurrections, I just don't want too much reliance put on them as it was quite clear in HL2 that metrocops were viewed as expendable tools.  I'm also trying to make it so that CPs are no longer viewed as walking tanks with martial arts skills who can take on a group of citizens by themselves (However those armored facemasks did help discourage lolpunchers).  If I want anything to come out of this, I would prefer it if citizens actually had a legitimate chance instead of CPs having to P2L out of pity.
Title: Re: Possible Changes to the CCA and OTA
Post by: smt on January 04, 2014, 02:28:48 AM
it was quite clear in HL2 that metrocops were viewed as expendable tools.

this is the reason why hl2rp in general is stale and boring, cca rp is just the place you get too and never leave, your cca units should always be at risk of being Pk'd not just nlr/tk even though no one wants that
Title: Re: Possible Changes to the CCA and OTA
Post by: Statua on January 04, 2014, 03:04:36 AM
Actually I would like to see r&d come back. I was just under the impression nobody wanted it back.
Title: Re: Possible Changes to the CCA and OTA
Post by: raged on January 04, 2014, 03:16:13 AM
this is the reason why hl2rp in general is stale and boring, cca rp is just the place you get too and never leave, your cca units should always be at risk of being Pk'd not just nlr/tk even though no one wants that

i will change this
Title: Re: Possible Changes to the CCA and OTA
Post by: Anzu on January 04, 2014, 06:15:55 AM
it was quite clear in HL2 that metrocops were viewed as expendable tools.

this is the reason why hl2rp in general is stale and boring, cca rp is just the place you get too and never leave, your cca units should always be at risk of being Pk'd not just nlr/tk even though no one wants that

this  x 100

Units were hardly ever PKed, the only times I remember seeing units PKed was if they suicided or decided to leave CG/not play HL2RP anymore and planned an RP scenario that resulted in their IC death. CCA units need just the same chance of getting PKed in RP as the rest of the players, whether that's citizens, workers or overwatch

Also, we don't need overwatch to start out with, so I say we shouldn't have any "elite" type squad just yet, leave that up to whoever is in charge of that stuff later on, I highly doubt there is going to be needed an elite team for the first few weeks.
Title: Re: Possible Changes to the CCA and OTA
Post by: rBST Cow on January 04, 2014, 04:29:29 PM
For this "elite division", only make it so they appear when it's like Judgement wavier or something big is happening. Even then, let CP's get in on some of the action. In HL2 after you go to Eli's Lab there's tons of CP's all around, even though there's helichopters and everything, it's not JUST ota/this elite group. Oh and make PK's happen more and NLRs less. It should be switched around entirely. Instead of PK's being rare and NLRs happening as if it was nothing(Because that's the way it was before), make it NLR's being rare and PKs happening as if it was nothing. It'll stop people from being stupid and not worrying about dying because they know they'll just get an NLR.
Title: Re: Possible Changes to the CCA and OTA
Post by: ???????£??Rose Nocturna??? on January 04, 2014, 09:52:00 PM
In hl2 the cps used smgs as well as their pistols. In some of the radio chatter I recall there being something about an elite civil protection squad too. Having an elite squad at the start will be more beneficial then having ota which will hardly be used. This elite team can do standard patrols when not doing anything important.

Razor needs to make its comeback.  And so does unit 913 :D

It served a good purpose really, acting as just standard foot troops until something higher was needed, then they would step up so that OTA wouldnt be called every twenty minutes or so.  Some of our past best units were Razors once.  Like Statua, him and I were made Razor at the exact same time. Tell me to patrol? Fuck you.  Gimme a wrench? Fuck the world!

And I would like to see a REAL R&D come out, like in the early days when I was had been a commander.  Back when Nick was the one who ran Gear.  Those days up to the days that toy stepped down, roughly, were the best R&D days I ever truly saw.  Everything after that was either dull, copy/paste, or just kinda pushed out of the way only to be performed by a couple of people that actually cared.  I for one, hated doing anything other than actually developing things to further RP, rather than just hindering it.
Title: Re: Possible Changes to the CCA and OTA
Post by: Statua on January 04, 2014, 11:35:18 PM
In hl2 the cps used smgs as well as their pistols. In some of the radio chatter I recall there being something about an elite civil protection squad too. Having an elite squad at the start will be more beneficial then having ota which will hardly be used. This elite team can do standard patrols when not doing anything important.

Razor needs to make its comeback.  And so does unit 913 :D

It served a good purpose really, acting as just standard foot troops until something higher was needed, then they would step up so that OTA wouldnt be called every twenty minutes or so.  Some of our past best units were Razors once.  Like Statua, him and I were made Razor at the exact same time. Tell me to patrol? Fuck you.  Gimme a wrench? Fuck the world!

And I would like to see a REAL R&D come out, like in the early days when I was had been a commander.  Back when Nick was the one who ran Gear.  Those days up to the days that toy stepped down, roughly, were the best R&D days I ever truly saw.  Everything after that was either dull, copy/paste, or just kinda pushed out of the way only to be performed by a couple of people that actually cared.  I for one, hated doing anything other than actually developing things to further RP, rather than just hindering it.
That was my plan. When I created R&D with 399, it wasn't intended to be mechanical related. It was supposed to be research of new drugs, medical equipment WITH THE HELP OF GRID, and biological research (such as on headcrabs)
Title: Re: Possible Changes to the CCA and OTA
Post by: Delta1116732 on January 05, 2014, 12:42:41 AM
In hl2 the cps used smgs as well as their pistols. In some of the radio chatter I recall there being something about an elite civil protection squad too. Having an elite squad at the start will be more beneficial then having ota which will hardly be used. This elite team can do standard patrols when not doing anything important.

Razor needs to make its comeback.  And so does unit 913 :D

It served a good purpose really, acting as just standard foot troops until something higher was needed, then they would step up so that OTA wouldnt be called every twenty minutes or so.  Some of our past best units were Razors once.  Like Statua, him and I were made Razor at the exact same time. Tell me to patrol? Fuck you.  Gimme a wrench? Fuck the world!

And I would like to see a REAL R&D come out, like in the early days when I was had been a commander.  Back when Nick was the one who ran Gear.  Those days up to the days that toy stepped down, roughly, were the best R&D days I ever truly saw.  Everything after that was either dull, copy/paste, or just kinda pushed out of the way only to be performed by a couple of people that actually cared.  I for one, hated doing anything other than actually developing things to further RP, rather than just hindering it.
That was my plan. When I created R&D with 399, it wasn't intended to be mechanical related. It was supposed to be research of new drugs, medical equipment WITH THE HELP OF GRID, and biological research (such as on headcrabs)
That isn't a bad idea really. Be cool if R&D could do operations on headcrabs since I believe the fast ones, and poison headcrabs are changed up by the Union. Would be cool to see some RP based off of that. Possibly a couple medical units working on one, studying it, preforming dissections
Title: Re: Possible Changes to the CCA and OTA
Post by: ???????£??Rose Nocturna??? on January 05, 2014, 02:24:07 AM
The amount of things we did in R&D were stupendous.  From little things like optimizing radio broadcasters and vaccinations to mass transit systems.  We need this back.
Title: Re: Possible Changes to the CCA and OTA
Post by: smt on January 05, 2014, 02:32:42 AM
The amount of things we did in R&D were stupendous.  From little things like optimizing radio broadcasters and vaccinations to mass transit systems.  We need this back.

i dont think anyone has an issue with it as long as it's just properly rp'd and not *today i realized how to cure every disease with this simple fluid pls inject to every unit*
Title: Re: Possible Changes to the CCA and OTA
Post by: Statua on January 05, 2014, 02:45:36 AM
I think the idea of r&d was kinda broken lol. Radio transmitters should be grid. Not Nova.

And yes smt that would be what it should be set to. When i was developing that torture drug, it was based off realistic theory of actual drugs.

Are we talking about the same r&d as I'm thinking of that was a subdivision of Nova which focused on biological research and medical development?
Title: Re: Possible Changes to the CCA and OTA
Post by: smt on January 05, 2014, 03:00:39 AM
I think the idea of r&d was kinda broken lol. Radio transmitters should be grid. Not Nova.

And yes smt that would be what it should be set to. When i was developing that torture drug, it was based off realistic theory of actual drugs.

Are we talking about the same r&d as I'm thinking of that was a subdivision of Nova which focused on biological research and medical development?

for me i think if we're scrapping the idea of augs then a lot of what r/d in both grid and nova would have to be change to make cca have less of a solution to everything by just researching it even if its based on real life stuff
Title: Re: Possible Changes to the CCA and OTA
Post by: Teitoku Ippan on January 05, 2014, 05:51:54 AM
its funny but most of the shit i saw coming out of r&d was retarded stuff like power fist gloves and retarded jumping leg things that made a unit jump from the ground onto buildings

if r&d came back, id really want that sort of shit cracking down on
Title: Re: Possible Changes to the CCA and OTA
Post by: Anzu on January 05, 2014, 06:11:41 AM
its funny but most of the shit i saw coming out of r&d was retarded stuff like power fist gloves and retarded jumping leg things that made a unit jump from the ground onto buildings

if r&d came back, id really want that sort of shit cracking down on

R&D should only come back if exactly those things will not be made. Small scale stuff.. small importance, not overpowered stuff like they decided was proper stuff.
Title: Re: Possible Changes to the CCA and OTA
Post by: kmp on January 05, 2014, 07:43:09 AM
its funny but most of the shit i saw coming out of r&d was retarded stuff like power fist gloves and retarded jumping leg things that made a unit jump from the ground onto buildings

if r&d came back, id really want that sort of shit cracking down on

R&D should only come back if exactly those things will not be made. Small scale stuff.. small importance, not overpowered stuff like they decided was proper stuff.

Well, why don't we have a thread detailing what the CCA needs, which can be updated by any HC Unit. An example could be that the Medical division needs a more efficient way of transporting wounded men so the R&D team design a portable stretcher that can fit into the Units storage webbing. Helps out the CCA but not really being anything more then a stretcher... unless someone goes crazy and adds some weird lighting rod thing that kills all the webuls while flying around transporting 10 units at a time.
Title: Re: Possible Changes to the CCA and OTA
Post by: Anzu on January 05, 2014, 07:45:27 AM
its funny but most of the shit i saw coming out of r&d was retarded stuff like power fist gloves and retarded jumping leg things that made a unit jump from the ground onto buildings

if r&d came back, id really want that sort of shit cracking down on

R&D should only come back if exactly those things will not be made. Small scale stuff.. small importance, not overpowered stuff like they decided was proper stuff.

Well, why don't we have a thread detailing what the CCA needs, which can be updated by any HC Unit. An example could be that the Medical division needs a more efficient way of transporting wounded men so the R&D team design a portable stretcher that can fit into the Units storage webbing. Helps out the CCA but not really being anything more then a stretcher... unless someone goes crazy and adds some weird lighting rod thing that kills all the webuls while flying around transporting 10 units at a time.

Yeah, that's a good idea to prevent R&D from becoming dumb. Your example is also a good one for what they could develop.
Title: Re: Possible Changes to the CCA and OTA
Post by: ???????£??Rose Nocturna??? on January 05, 2014, 03:22:06 PM
its funny but most of the shit i saw coming out of r&d was retarded stuff like power fist gloves and retarded jumping leg things that made a unit jump from the ground onto buildings

if r&d came back, id really want that sort of shit cracking down on

R&D should only come back if exactly those things will not be made. Small scale stuff.. small importance, not overpowered stuff like they decided was proper stuff.

Well, why don't we have a thread detailing what the CCA needs, which can be updated by any HC Unit. An example could be that the Medical division needs a more efficient way of transporting wounded men so the R&D team design a portable stretcher that can fit into the Units storage webbing. Helps out the CCA but not really being anything more then a stretcher... unless someone goes crazy and adds some weird lighting rod thing that kills all the webuls while flying around transporting 10 units at a time.

Yeah, that's a good idea to prevent R&D from becoming dumb. Your example is also a good one for what they could develop.

Im with him on this one.  Great idea, and yeah, lets prevent shit like super powers from being made.  Now Statua, Im speaking of when both Grid/Gear and Nova/Adrenalin had their respective R&D's, cause R&D is not just medical or mechanical.  There was a point where we were supposed to work together, but no one could be assed because everyone from grid hate nova and vice versa :/, I think I was one of the only grid units that ever spent time with other divisions.  And from what I saw, you were one of the few nova that did otherwise.  Also, another note, we need to keep an idea of a division that takes care of the "workplace" so to speak, like we had, BUT, instead of them being fucking obvious and shit, give it to random worthy units in random ranks and divisions, so that we have a REAL internal affairs.  No more of that obvious shit.
Title: Re: Possible Changes to the CCA and OTA
Post by: Statua on January 05, 2014, 04:02:17 PM
The reason R&D in nova was specifically Biological Research and Medical Development (that was its name before someone took over) was because I dont want to see people who are jack of all trades scientists who know biology, chemistry, physics, nuclear engineering, etc. It seems a little OP. NOVA's R&D was intended to split it up and if divisions cant work together, internal affairs officers need to step in.
Title: Re: Possible Changes to the CCA and OTA
Post by: raged on January 05, 2014, 07:36:20 PM
i still think r&d should be made up of nurses and mechanics than nuclear physicists
Title: Re: Possible Changes to the CCA and OTA
Post by: Yak on January 06, 2014, 01:30:40 AM
when raged and sometimes me started mugging units he got told to tone it down
i think if he gets the green light units wont feel safe
Title: Re: Possible Changes to the CCA and OTA
Post by: Lone Wanderer on January 08, 2014, 12:57:24 AM
I always found that units were always acting like they were the following:

a) elite tactical snipers with all guns after 2 months of weapons training
b) buff champion fist fighters that could kill apes after 2 months of training
c) immune to bullets/knives/explosions/anything because of kevlar (because that's really realistic)
d) tactically advanced and can do elite formations and really beat everybody because i have training for 2 months

I mean, with the skills people had their units develop, it would take YEARS in real life time to learn. But units were getting to the position where they were extremely skilled doctors, who knew how to shoot very well, could operate like a Navy Seal in the field, and then fix a robot in their spare time. I mean, units in NOVA would have had to train for years before they could do what they do. People in GRID would have to do the same. And it's extremely unlikely that, just because you've been trained for a certain amount of time, that you're guaranteed to hit a moving target at x feet.

Basically, units were given supernatural, unrealistic powers. Metrocops are HUMANS, so they should be like HUMANS. We can't just learn how to lock on to a target and fire at it. We can't learn a surgical procedure (without practice mind you) in 20 minutes. Metrocops in HL2 were not expert soldiers/tactical teams. Sure, they had tactics and equipment, and more than likely some training. But in no way were they walking death machines. Often, CP's would make mistakes such as charging your position openly, or exposing their flanks. They fired from the hip, which doesn't key towards accuracy at all. They were more like a police force made for management, which we didn't have them as. We made them into an elite, oppressive, and robotic task force, which is what OTA was supposed to be.
Title: Re: Possible Changes to the CCA and OTA
Post by: Hazard Time on January 08, 2014, 10:42:56 AM
I always found that units were always acting like they were the following:

a) elite tactical snipers with all guns after 2 months of weapons training
b) buff champion fist fighters that could kill apes after 2 months of training
c) immune to bullets/knives/explosions/anything because of kevlar (because that's really realistic)
d) tactically advanced and can do elite formations and really beat everybody because i have training for 2 months

I mean, with the skills people had their units develop, it would take YEARS in real life time to learn. But units were getting to the position where they were extremely skilled doctors, who knew how to shoot very well, could operate like a Navy Seal in the field, and then fix a robot in their spare time. I mean, units in NOVA would have had to train for years before they could do what they do. People in GRID would have to do the same. And it's extremely unlikely that, just because you've been trained for a certain amount of time, that you're guaranteed to hit a moving target at x feet.

Basically, units were given supernatural, unrealistic powers. Metrocops are HUMANS, so they should be like HUMANS. We can't just learn how to lock on to a target and fire at it. We can't learn a surgical procedure (without practice mind you) in 20 minutes. Metrocops in HL2 were not expert soldiers/tactical teams. Sure, they had tactics and equipment, and more than likely some training. But in no way were they walking death machines. Often, CP's would make mistakes such as charging your position openly, or exposing their flanks. They fired from the hip, which doesn't key towards accuracy at all. They were more like a police force made for management, which we didn't have them as. We made them into an elite, oppressive, and robotic task force, which is what OTA was supposed to be.

Basically the point I was trying to make with my third topic.
Title: Re: Possible Changes to the CCA and OTA
Post by: rBST Cow on January 09, 2014, 12:52:20 AM
I always found that units were always acting like they were the following:

a) elite tactical snipers with all guns after 2 months of weapons training
b) buff champion fist fighters that could kill apes after 2 months of training
c) immune to bullets/knives/explosions/anything because of kevlar (because that's really realistic)
d) tactically advanced and can do elite formations and really beat everybody because i have training for 2 months

I mean, with the skills people had their units develop, it would take YEARS in real life time to learn. But units were getting to the position where they were extremely skilled doctors, who knew how to shoot very well, could operate like a Navy Seal in the field, and then fix a robot in their spare time. I mean, units in NOVA would have had to train for years before they could do what they do. People in GRID would have to do the same. And it's extremely unlikely that, just because you've been trained for a certain amount of time, that you're guaranteed to hit a moving target at x feet.

Basically, units were given supernatural, unrealistic powers. Metrocops are HUMANS, so they should be like HUMANS. We can't just learn how to lock on to a target and fire at it. We can't learn a surgical procedure (without practice mind you) in 20 minutes. Metrocops in HL2 were not expert soldiers/tactical teams. Sure, they had tactics and equipment, and more than likely some training. But in no way were they walking death machines. Often, CP's would make mistakes such as charging your position openly, or exposing their flanks. They fired from the hip, which doesn't key towards accuracy at all. They were more like a police force made for management, which we didn't have them as. We made them into an elite, oppressive, and robotic task force, which is what OTA was supposed to be.

I couldn't agree with you any more.

"Basic Combat Training for all Military Occupation Specialties (MOS) in the Army lasts 10 weeks. Infantry and Armor OSUT lasts from 14 to 16 weeks depending on your soldier’s MOS."
( http://www.benning.army.mil/common/faqs/BCTfaq.html )

10 weeks, thats more than two months (just look at lone wander's post to see what I'm talking about). Even then for the more specialized soldiers it takes 14 to 16! And guess what! They are still only Privates after the basic training! I know people in real life who've been in an actual firefight, and contrary to what so many fucking HC/admins say about how "Oh you get cold on the inside and it doesn't bother you anymore", no, they are still people and one only has to look at the Vietnam war. So many people were diagnosed with PTSD, some of which were very severe. They didn't become "cold", they are still human with human emotion, which ALL UNITS ARE. It took a toll on them, but didn't make them somehow invincible to human emotion. It takes a very long time to become an NCO, but magically you can become a high command unit(similar to NCO ranks) in three months. Just go look at challenge of death sex. Never saw someone blast through the ranks so fast.
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