Catalyst Gaming
Backup Sections => Archive => HL2RP Development[ARCHIVE] => Half-Life 2 Roleplay => Topic started by: aeiou on December 28, 2012, 07:41:05 PM
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Hey. There are going to be some changes made to the server, most of them are unconfirmed but I can list the following anyways...
- Cybering is allowed as long as you're not doing it in public (as in the plaza for example)
- Rogue units will be allowed (to some extent, if you're going rogue I'd like to be notified at the very least and it will also be highly discouraged ICly)
- Weapons ban in plaza is being lifted. If you fuck up, I'll add the ban back again
- Resistance will continue to be entirely player-controlled, no admin intervention unless you are getting out of hand in some strange way
- Operator is no longer a rank in the administration but rather a punishment of sorts for administrators who screw up (roster is outdated, will be fixed)
- POSSIBLE administration run blackmarket ring (we won't be selling goods to consumers, but we'll be controlling it)
- Civil Administration will be a bit more independent of the Union with their new Embassy in the new C45 map
That's most of the changes I have so far. I'd like input from all of you and/or more suggestions. You can PM me about it if you are not comfortable discussing it in public.
For any concerns regarding my activity, I'll quote from my thread in the administration forum:
"First, for anyone who is concerned regarding my activity - that's perfectly understandable. If I do go inactive or for some reason lose motivation, I'll just inform RoflWaffle and he can find a suitable replacement."
If you have any concerns regarding me personally (being in power or anything like that), I'd prefer if you could PM me. Thanks!
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Server status: Script stuff
This post will be updated as we go and prepare the servers. I'll make another topic when the servers are up, too!
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Nice changes, so fucking psyched.
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- Rogue units will be allowed (to some extent, if you're going rogue I'd like to be notified at the very least and it will also be highly discouraged ICly)
Can anybody say "Spectre revival."?
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Rouge units should really be "kept on the leash". It can be a disaster of some idiot decides to go rouge. As long as the said units are watched closely by Alex or whoever, I don't see a problem with it.
All in all the changes are good, just some things need to have an eye or two on them.
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Can anybody say "Spectre revival."?
Spectre/ILLUSION is already a possible feature currently WIP
Section 2 has already started to draft out training/combat procedures when confronting rogue units.
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If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.
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This is gonna be good. I think the whole rogue unit thing could do /some/ good as long as it doesn't get out of hand. Hell, it'd create some interesting RP for the Resistance, as well as people in the Outlands.
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Perfect Changes, couldnt ask for a better one.
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Glad to hear you guys like the changes. Any other changes you'd like? Open to suggestions.
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If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.
To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.
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If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.
To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.
Why? No one is presenting a good argument for why I should make it require an auth
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If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.
To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.
Why? No one is presenting a good argument for why I should make it require an auth
I could just be writing it off too soon but I seems to be a bit easy. Yes it's discouraged and yes it makes it more realistic by giving units an unrestricted choice of defying the Union but what exactly is preventing a recruit from joining the CCA for like 3 weeks and then going 'lol i defect' and then going rogue to be a lolwebul and then all the other new recruits see this and are like 'hurr...i wanna b rogue badass webul too!" then before you know it, there's like a good handful of rogues. Again, I'm sure you wouldn't let it reach this point but I just think it should be a precaution.
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If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.
To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.
Why? No one is presenting a good argument for why I should make it require an auth
I could just be writing it off too soon but I seems to be a bit easy. Yes it's discouraged and yes it makes it more realistic by giving units an unrestricted choice of defying the Union but what exactly is preventing a recruit from joining the CCA for like 3 weeks and then going 'lol i defect' and then going rogue to be a lolwebul and then all the other new recruits see this and are like 'hurr...i wanna b rogue badass webul too!" then before you know it, there's like a good handful of rogues. Again, I'm sure you wouldn't let it reach this point but I just think it should be a precaution.
If the recruits defect after 3 weeks of being in the Union, do you not think something could be wrong internally rather than it simply being "ha im gonna be rogue because its fun!!!"? When you go rogue you are already dead if the Union knows what they're doing
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If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.
To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.
Why? No one is presenting a good argument for why I should make it require an auth
I could just be writing it off too soon but I seems to be a bit easy. Yes it's discouraged and yes it makes it more realistic by giving units an unrestricted choice of defying the Union but what exactly is preventing a recruit from joining the CCA for like 3 weeks and then going 'lol i defect' and then going rogue to be a lolwebul and then all the other new recruits see this and are like 'hurr...i wanna b rogue badass webul too!" then before you know it, there's like a good handful of rogues. Again, I'm sure you wouldn't let it reach this point but I just think it should be a precaution.
If the recruits defect after 3 weeks of being in the Union, do you not think something could be wrong internally rather than it simply being "ha im gonna be rogue because its fun!!!"? When you go rogue you are already dead if the Union knows what they're doing
Not all recruits realize this. In fact, a majority of recruits may not even understand the gravity of a lot of their decisions. I know when I was a recruit, I didn't.
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If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.
To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.
Why? No one is presenting a good argument for why I should make it require an auth
I could just be writing it off too soon but I seems to be a bit easy. Yes it's discouraged and yes it makes it more realistic by giving units an unrestricted choice of defying the Union but what exactly is preventing a recruit from joining the CCA for like 3 weeks and then going 'lol i defect' and then going rogue to be a lolwebul and then all the other new recruits see this and are like 'hurr...i wanna b rogue badass webul too!" then before you know it, there's like a good handful of rogues. Again, I'm sure you wouldn't let it reach this point but I just think it should be a precaution.
If the recruits defect after 3 weeks of being in the Union, do you not think something could be wrong internally rather than it simply being "ha im gonna be rogue because its fun!!!"? When you go rogue you are already dead if the Union knows what they're doing
Not all recruits realize this. In fact, a majority of recruits may not even understand the gravity of a lot of their decisions. I know when I was a recruit, I didn't.
I'll give it a trial run - if I see a lot of units defecting in a short timespan then something is obviously wrong, but when/if that time comes I'll approach Jonco about it.
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If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.
To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.
Why? No one is presenting a good argument for why I should make it require an auth
I could just be writing it off too soon but I seems to be a bit easy. Yes it's discouraged and yes it makes it more realistic by giving units an unrestricted choice of defying the Union but what exactly is preventing a recruit from joining the CCA for like 3 weeks and then going 'lol i defect' and then going rogue to be a lolwebul and then all the other new recruits see this and are like 'hurr...i wanna b rogue badass webul too!" then before you know it, there's like a good handful of rogues. Again, I'm sure you wouldn't let it reach this point but I just think it should be a precaution.
If the recruits defect after 3 weeks of being in the Union, do you not think something could be wrong internally rather than it simply being "ha im gonna be rogue because its fun!!!"? When you go rogue you are already dead if the Union knows what they're doing
Not all recruits realize this. In fact, a majority of recruits may not even understand the gravity of a lot of their decisions. I know when I was a recruit, I didn't.
I'll give it a trial run - if I see a lot of units defecting in a short timespan then something is obviously wrong, but when/if that time comes I'll approach Jonco about it.
Sounds fair enough to me.
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Units who defect typically want to be the snowflake in the resistance - somebody who stands out and generally they don't discard their armour/CCA equipment either even though it'd make them a big target. I've only met a few units who have deserted for good and properly roleplayed reasons.
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If the rogue units get out of hand, I'll make it a requirement to get an auth from an admin.
To be entirely honest, I think if you are going to allow rogue units, it should need an auth right off the bat. If not an auth from an admin then at the very least have them make an auth app.
Why? No one is presenting a good argument for why I should make it require an auth
My opinion is it should be an auth for higher ranks, say rct-03 can go with notification to us, whereas higher ones(brainwashed) need to talk to admin or sa with good reasons etc for going.
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I think 01 and above could need auth - but I'll bring it up internally with the team and Jonco when I come back. (Sleep)
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The thing that worries me the most about unauthed rogue units, is that people all think it's badass and cool to be a rogue unit, and hence use any simple excuse to become rogue. Recruits become demanding, because if they don't get what they want, they become rogue. And that will result in untrustworthy units breaking into the armory, and leaking a lot of weapons to citizens who shouldn't get weapons in the first place. And we all know from experience what happens if minges get hold of weapons in the city.
Sure, you can trail this entire thing. But expect to have a major weapon wipe when things go wrong, because IMO those chances are about 80%.
You know, you could have this trail thing going on, but if you make rogue units allowed, but only with administration auth! then you can see how things work out with rogue units, but don't go out of hand. If someone wants to be rogue, he has to ask an administrator and explain why he wants to be rogue. Then the admin can approve him or deny him. (Doesn't have to be a whole application/auth app bullshit, but at least inform the administrator and ask him if it's OK to be rogue to keep it a bit under control.)
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Could you go into a bit more detail on the independance of CA's? Any specific or significant changes?
By controlling the black market ring, I presume you mean you'll be selecting dealers or? If you're not selling directly.
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Anyone who brings up that one rouge we had a while back should realize that was the most horrible RP I've ever seen on Outlands.
But it shouldn't taint the whole units going rouge(Though there should be some restrictions, like admin auths).
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Anyone who brings up that one rouge we had a while back should realize that was the most horrible RP I've ever seen on Outlands.
But it shouldn't taint the whole units going rouge(Though there should be some restrictions, like admin auths).
That RP had its moments, but I agree it went rather derpy as it progressed.
I support admin auths.
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Anyone who brings up that one rouge we had a while back should realize that was the most horrible RP I've ever seen on Outlands.
But it shouldn't taint the whole units going rouge(Though there should be some restrictions, like admin auths).
That RP had its moments, but I agree it went rather derpy as it progressed.
I support admin auths.
But in reality, it's not like we're going to have three units all pop along to the armory and then rampage all at once. Regardless it is still something that should be given an admin green-light before it happens.
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Regarding units going rogue, if we're going to allow it, I agree with what's been said about having admin auths on it, but also, how realistically easy would it be for a unit to even go rogue? I mean the only way they could really go rogue is to sneak out of the Nexus or sneak off during a patrol and never come back or something. What are they going to do? Stand at the Nexus steps and say they're going rogue and just walk off, just to get shot by another unit? And plus, whenever a unit logs in, they spawn in the Nexus. So the only way having a rogue unit would work ICly would be for them to delete their unit and make a citizen representing their character that was once a unit and just RP taking off their uniform and weapons, etc.
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Don't they have biosignals on their uniforms anyway? Meaning unless they wanted to be caught they'd need to remove them meaning they'd use a citizen model anyways.
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Don't they have biosignals on their uniforms anyway? Meaning unless they wanted to be caught they'd need to remove them meaning they'd use a citizen model anyways.
If they were GRID wouldn't they have knowledge that would help them to disable the signal or some other such IC stuff? I believe something like that happened before.
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Restrict rogue units entirely. I have tried it before even with heavy supervision, it will not work like you hope it to. Because it will turn into a "Why does he/she get to be rogue and not me its not fair!!!1!11!!!!" then next thing you know they decide to go rogue when no admins are on and distribute weapons like candy. Just don't do it.
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If units bitch about going rogue to the point that they're fighting to get the chance to leave when they actually wanted to be part of the CCA, then they shouldn't have been recruited at all. You're not giving this a chance Kyle.
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If units bitch about going rogue to the point that they're fighting to get the chance to leave when they actually wanted to be part of the CCA, then they shouldn't have been recruited at all. You're not giving this a chance Kyle.
Agreed. Rouge units will die within the week of going to the Outlands due to Anti-Union fanatics and gun weilding pyscopaths. RCT's-03
s think they are strong as shit and their Kevlar is tougher than titainum. But when a shotgun comes through, they will become highly upset/dissapointed and try to re-apply for the Union. This is where my idea comes in. Basically, they have to receive administration authorizations. Then if they actually avoid death in the City, they will be forever banned from the Union OOCLY and ICLY. So if they die they will never be able to reapply. Which is why they should add a section in the CCA Forum detailing the digits of rouge units to keep an orginized tally on who left.
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I have yet to meet a RCT-03 that think they are strong as shit - if they do, then that's their fault. I guess I'll take it up internally and with Jonco and see what they want, too. As far as I understand, most of you want either on the spot authorizations or no rogues at all?
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I would like there to be rogues, just with a little-- Not extreme amount, of admin auth to be involved.
side-note: 400th post!!!111
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Spoke to Jonco, it'll require on the spot admin auth. There's some other stuff for admins to handle, too, but that'll stick to being private in the admin forum. So to sum up: requires admin auth (on the spot).
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I have yet to meet a RCT-03 that think they are strong as shit - if they do, then that's their fault. I guess I'll take it up internally and with Jonco and see what they want, too. As far as I understand, most of you want either on the spot authorizations or no rogues at all?
Trust me man there are tons. You just have to see them when they are fighting Citizens.
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I was hoping to know there will be changes to OTA or anything, specifically for storm.
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I was hoping to know there will be changes to OTA or anything, specifically for storm.
Up to Jonco
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Hate to pester you about it, but is there an exact date for the completion of HL2RP? Too many people are asking me, so I just want to send them to this thread after this is answered.
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Hate to pester you about it, but is there an exact date for the completion of HL2RP? Too many people are asking me, so I just want to send them to this thread after this is answered.
Not yet, hoping it won't take too much time, though...
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Hate to pester you about it, but is there an exact date for the completion of HL2RP? Too many people are asking me, so I just want to send them to this thread after this is answered.
Not yet, hoping it won't take too much time, though...
Alright, thank you.
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Quick note: Removed HL2RP and Outlands from the status bar until the servers are back.
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Any time update or is it unknown?
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Any time update or is it unknown?
From looking at the to-do list I got earlier; soon...
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Any time update or is it unknown?
From looking at the to-do list I got earlier; soon...
Soon as in within 24 hours? Or soon as in within a few days- a week?
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Any time update or is it unknown?
From looking at the to-do list I got earlier; soon...
Soon as in within 24 hours? Or soon as in within a few days- a week?
Not my call to make.
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Any time update or is it unknown?
From looking at the to-do list I got earlier; soon...
Soon as in within 24 hours? Or soon as in within a few days- a week?
Not my call to make.
Right, well thanks anyways for the small amount of info, hope to see you on outlands.
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Any time update or is it unknown?
From looking at the to-do list I got earlier; soon...
Soon as in within 24 hours? Or soon as in within a few days- a week?
Not my call to make.
Right, well thanks anyways for the small amount of info, hope to see you on outlands.
Depends how fast alex and khub go about stuff and commitments.
It could be coded and sorted tommorow, or it could be into next week.
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Knub said yesterday in the Shoutbox that it will be done next week. IE Jan 1 - 7
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thats the plan
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I'm very much liking the Idea of an admin run Black-Market sort of thing. I've seen other servers do it before, it worked pretty well, but caused a bit of strain on the CCA... Which we need a bit more of in the city.
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I'm very much liking the Idea of an admin run Black-Market sort of thing. I've seen other servers do it before, it worked pretty well, but caused a bit of strain on the CCA... Which we need a bit more of in the city.
Admin run would bring in the question of a community sanctioned resistance wholesale, which would bring unspeakable drama levels.
I like the idea of admins monitoring the flow of weapons through the players that distribute them though as was suggested, better than nothing now that firearms restrictions are gone, as they should be IMO.
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Admins are obviously going to be involved in the blackmarket trade, especially when it does come to things like weapons. Just because the admins are involved in that kind of stuff, doesn't mean there's a 'community sactioned group' that exists. Recently on the City server (being like around like May - server downtime of last year), the Resistance groups were clearlymade/defined by the playerbase, not by the administration support they recieved. I highly doubt an admin acting as a black market dealer that happens to sell weapons to them makes the main resistance group. That's just my take on it at least.
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I dunno about this admin ran black market. If its for guns, them im all for it, as long as they don't get in the wrong hands. If its more medical supplies, food, ect then I think it might take away from the people that want to rp doing that kind of stuff, and they actually enjoy doing it rather than an admin going "brb, Gunna give some stuff to citzens." It would be a lot less meaningful.
Idk, just what I think.
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The blackmarket won't be run by the administration team entirely for weapons - it's just for distributing said weapons to the dealers, which will most likely be players
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The blackmarket won't be run by the administration team entirely for weapons - it's just for distributing said weapons to the dealers, which will most likely be players
Hmm...sounds good but I think if we do this the said player will need to get a "yes" from 2 admins, then a roster type thing on the private forums so we can keep track of them. And the fact that if somehow an irresponsible player gets one, then that's not good lol.
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The blackmarket won't be run by the administration team entirely for weapons - it's just for distributing said weapons to the dealers, which will most likely be players
Hmm...sounds good but I think if we do this the said player will need to get a "yes" from 2 admins, then a roster type thing on the private forums so we can keep track of them. And the fact that if somehow an irresponsible player gets one, then that's not good lol.
If an irresponsible player gets one, its the authorities job to rectify the issue upon notice, not ours. When they start massively deathmatching, it's our job. Who the weapons go to is for fate to decide really. There'll be a structured blackmarket but that'll come in later and not at release.
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can i actually kill this admin character who gives out guns or does he have godmode
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can i actually kill this admin character who gives out guns or does he have godmode
I did say, he's "killable", since it isn't realistic if he had godmode on. He isn't a specific NPC, but a player controlled person, who can also die.
I'd say, if an "admin only" blackmarket character died, I think the admin would let the market die out, maybe wait a couple of weeks, before a new blackmarket person was sat in place.
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cool i'll camp his respawn point with 5 zealot operatives
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I couldn't care less if the blackmarket died, just means people weren't careful enough
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The blackmarket won't be run by the administration team entirely for weapons - it's just for distributing said weapons to the dealers, which will most likely be players
Hmm...sounds good but I think if we do this the said player will need to get a "yes" from 2 admins, then a roster type thing on the private forums so we can keep track of them. And the fact that if somehow an irresponsible player gets one, then that's not good lol.
If an irresponsible player gets one, its the authorities job to rectify the issue upon notice, not ours. When they start massively deathmatching, it's our job. Who the weapons go to is for fate to decide really. There'll be a structured blackmarket but that'll come in later and not at release.
Could this also apply to Outlands?
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The blackmarket won't be run by the administration team entirely for weapons - it's just for distributing said weapons to the dealers, which will most likely be players
Hmm...sounds good but I think if we do this the said player will need to get a "yes" from 2 admins, then a roster type thing on the private forums so we can keep track of them. And the fact that if somehow an irresponsible player gets one, then that's not good lol.
If an irresponsible player gets one, its the authorities job to rectify the issue upon notice, not ours. When they start massively deathmatching, it's our job. Who the weapons go to is for fate to decide really. There'll be a structured blackmarket but that'll come in later and not at release.
Could this also apply to Outlands?
Blackmarket?
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Could this also apply to Outlands?
Blackmarket?
Yes, I think this would be a good thing for outlands. We need traders for ammunition and supplies seeing as spawner is gone.
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I couldn't care less if the blackmarket died, just means people weren't careful enough
Ah man, this is gonna be fun. Now people actually have to be more careful instead of just flaunting around like some used to do and be even more secretive than before. :D
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Could this also apply to Outlands?
Blackmarket?
Yes, I think this would be a good thing for outlands. We need traders for ammunition and supplies seeing as spawner is gone.
The spawner will be added back in, and I still haven't written any specifics about the blackmarket, so we'll see... So far, however, I don't expect the blackmarket to be released within one or two weeks after release. I want to wait and see how the server does without it's restrictions for a bit first, then make my decision.
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Aiming to do an open "alpha" later today, if everything goes as planned. I'll come back with more information as soon as I can, but my hopes are it'll be up before 00:00 GMT +1. For reference:
Click here (http://www.timeanddate.com/countdown/to?p0=%3a&year=2013&month=1&day=5&hour=0&min=0&sec=0)
It is not a promise, just stating that right now before anyone assumes so. If it does come up, it will be an alpha, nothing more. Expect bugs, expect things not to work the way you want to or it used to. There'll be things missing. All I want to do right now is get the server up so you can at the very least roleplay.
I aim to have the City server up first, and Outlands up as soon as humanly possible after.
Note: It's in a playable state unless you count not having your model automatically set as unit a gamebreaking thing. If you do, it really sucks to be you and I am so sorry for you.
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Is this going to be a consistant server, e.g it'll be alpha and progress without the server going down after a while, or will it be an open alpha period then close to get feedback and open up in a few more weeks again?
Verr verr excite
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It'll be consistent, we'll use the development server for making updates, and I aim to publish updates on Fridays unless it's a hotfix
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Sorry to get your hopes up everyone. Some bugs popped up while doing the final testing, will have to wait until tomorrow when Khub and I are awake. Locking topic for now.