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Server Idea List

Discussion in 'Lore Suggestions' started by Lung, Feb 28, 2019.

  1. Lung

    Lung Moderator Staff Member Moderator

    So, after doing some research for a couple days, digging through community forums, things I remembered from past servers, reading some different lore, and lastly going through handbooks for old servers. I've been compiling a sizable list of some ideas, rectified wrongs, etc.
    Some of these I feel are pretty obvious but I wanted to get the ball rolling.
    _____________________________________________________________________________________
    • First and foremost. We should allow citizens to pick their character model, without having some sort of bar from doing that. I've seen countless servers not only charge for models, but only bar them for their friends/staff. I don't agree with this. If you want to make the general playerbase happy, models should be free to choose without question. (Except for the obvious)
    • If we focus on performance, and make sure the server runs smoothly. It will add a huge playing value to the game. Smooth looks nice. No need for unnecessary addons or plugins that slow the engine/clockwork to a dull lag. I was discussing this point last night with Songbird. Lag and the likes of stuttering can be easily avoided by not only having a great server host, but limiting unnecessary features.
    • Work cycles and citizen inclusive work should be done by people who know what they're doing. I believe that specific units should earn their tags so to say so that they can lead work cycles. (Maybe have units train units into doing work cycles) That way we could have more units able to do work cycles so we don't reach the point of where there is nothing going on. To further explain my point on this we should have a work cycle schedule (Maybe every 1-2 hour(s)?) so that way there is always roleplay available in that aspect. They need to be simple to follow but can feature complex instructions. But easy enough so that they aren't chaotic.
    • The MPF Faction (Whatever we may plan on calling it via lore) should have VERY balanced personalities. On various servers that I've experienced they can either be too little or too heavy. They shouldn't be lifeless, but they also shouldn't be flamboyant. I believe the perfect balance lies in between, that way there is a serious attitude towards them but they tend not to be too personal. It's OK to have a quirky character, but there's a difference in quirks and being overbearing.
    • Rebel roleplay should be balanced, but an extremely hidden thing. To prevent metagaming we need to have restrictions to areas, or better coverage with patrols so players can't just simply run off to hidden areas. Again, I've seen this a countless amount of times in many servers. If people know the map, certain people will try to exploit that.
    • ERP (I know.) I know how everyone feels about that, it's either lets do it or lets not. Either side has it's arguments. If it's going to be done I feel the restriction should be that it HAS TO STAY in STEAM CHAT. That way there is a fair balance between both of them. I'm not a fan it either, and I think it's an eyesore for people who tend to come across it in game chat. That way it makes both parties happy. NO dedicated channels, no stupid NSFW board on discord or the forums.
    • Admins NEED to have care for name quality (This one is pretty obvious), stupid and simple names can't be allowed as it will make the server look bad and like the admins have no sense of injecting into or correcting stupid RP that can easily break RP and ruin immersion. This may seem completely obvious to a lot of people, I don't throw any names under the bus cause that's not how I operate, but I have seen PLENTY of servers do this, and just allow people to have the most ridiculous names.
    • If possible, edible items should not be useless, I'm not saying we should have hunger cause that ruins RP scenarios (In my opinion). But they should effect your attributes in some way if possible. That being items like foods, cigarettes, anything that you can possibly consume should create a change in your character.
    • I understand what we're trying to do with the CWU and elite worker classes, I don't think that there should be anything BUT admin oriented vendors. NPC Vendors severely deter roleplay situations. All shops, quartermasters, any sort of STORE should be RP based. Just clicking on a menu and selecting is boring. It gets rid of roleplay that could happen.
    • Events that are S2K should be CLEARLY ANNOUNCED (Another obvious one). That way there is no immersion breaking hesitation and absolutely stupid standstills when the limited action is happening. It can totally ruin a situation and leave a sour taste in a roleplayers mouth.
    • I completely support that IC-APPS should be a complete thing. Forum apps are immersion breaking and I don't personally enjoy them. HOWEVER. If possible, we should create some sort of baseline or agenda so that people who can actually roleplay and who are viable to learn in those positions get it. The last thing you want is some unit or rebel who can't roleplay to be in heavy RP oriented situation. This can seriously damage reputation with the server. People who can't RP can be easily seen, and stick out like a sore thumb. That being said, we should teach and provide instead of ignore and replace.
    • PIXELNETWORK: I had this issue with my server and community letting a certain someone control damage rp. Please no over saturated damage RP that allows absolutely stupid and overkill rolling situations. If you don't understand what I mean by damage RP: Damage RP is in essence having rolls effected by your stats and creating a not only unnecessary but over saturated damage system that brings RP to a standstill and requires an admin to constantly check an excel sheet (Yeah I was dumb for letting this happen).
    _____________________________________________________________________________________
    If you have any other ideas that you think should be mandatory, changed on here, or if you agree with anything, we should use this thread to discuss that.
     
    • Winner Winner x 4
    • Like Like x 1
  2. I think we should also have P2L system, not rolling.
     
    • Good Coder Good Coder x 3
  3. Lung

    Lung Moderator Staff Member Moderator

    Agreed highly, when I was running my community we always went for a P2L oriented system instead of just plain rolling.
    In my opinion it not only improves RP situations, but makes them 10x more enjoyable.

    Edit: Now that I think about it a little more, I agree with Duck. There are certain situations that need to be roll oriented.
     
    Last edited: Feb 28, 2019
  4. duck

    duck Phant0m Legend

    I don't think there should be a set-in-stone rule for this. If it makes more sense to roll in a situation, then they should roll.
     
    • Agree Agree x 2
  5. Maniac

    Maniac Clockwork Customer

    I think either should necessary unless agreed upon, therefore staff can see the logs so If it’s abused it’ll be dealt with.
     
  6. I think that rolling would be allowed if both parties agree
     
    • Like Like x 1
  7. Duspende_

    Duspende_ Legend Clockwork Customer

    Rolling should be reserved for when the situation really is a game of odds.

    We are however gonna need some rules set in stone, such as when PKs are acceptable.
     
    • Agree Agree x 2
  8. I say rolling should nessecarily be used in stuff like gambling
     
    • Agree Agree x 1
  9. TacticalToaster

    TacticalToaster Clockwork Customer

    PK rules need to be strict if you don't want people trying to do stupid shit. This is especially good for keeping the rebels down to a realistic amount, because people will need to examine it this way: risk my life to join the rebels, or continue a relatively safer life of oppression. To also prevent people from cheesing certain areas on the map or just acting dumb, getting killed due to the environment (falling off a ledge, trying to run into poison water, other areas that might have point_hurts, ect.) should be a PK. Back when I was staff for a server with such rules, we had people constantly messing with some poison water. We changed the PK rules to include environmental kills, and after the first ban or so, people treated it realistically: like poison water.

    Also, back to the rebel point. Making the journey to the actual rebels hard is a must. First, it limits the main group's power, which is important in keeping a balance to the server and making sure the story doesn't turn rebel sided. Second, it creates a sense of accomplishment for anyone who actually gets to them. Their journey is going to actually be apart of the character development of their character, not just the destination. Finally, it promotes citizens setting up their own rebellion. If they have no knowledge, or no capability to get to the rebels, they're going to try to establish their own cell. This rarely happens because its quite easy to actually get to the rebels in many servers, or certain areas of the map are left unmonitored, both by admins and CPs. An actual competent, rebel cell operating inside the city would be not only badass, but spark some really, really interesting and tense roleplay for those involved.

    Finally, the main rebel group shouldn't just be a group of shotcoppers. Everyone has probably said this before, but they should act like the resistance from the actual games, helping citizens and refugees, giving supplies out, and getting people out of the city. The shotcopping rebels are always boring and really just kill themselves with the amount of attention they garner. An actual rebel group that uses real clandestine tactics to damage the Combine while helping citizens out will create a perfect rebel faction that will be capable of keeping the factions in balance and provide for the story of the server.
     
    • Winner Winner x 2
  10. Sixx

    Sixx presidential #1 Legend

    Moved to Lore suggestions, but I do like this list and we'll get into talking about it more soon in a meeting I'm going to announce. Watch out for that!
     
    • Like Like x 2
  11. Lung

    Lung Moderator Staff Member Moderator

    Thanks @Sixx, wasn't sure if it was the right location. Was bent between putting it in either Lore or Content.

    Hard agree with this, they SHOULD be secretive and out of the way. If we give minimal knowledge on whereabouts and it's on a need to know basis it makes things a lot better for rebel RP. As I was saying we should take active routes to make sure that patrol routes are correct, timed, and almost scheduled. That way MPF and Rebel RP can tie in extremely well and there is a great balance and no greater power of the two. Having there be an in city cell, with an out of map hideout could be the best option for this. With EXTREMELY limited ways or one way to access said area.
     
    • Like Like x 1
  12. I think the two big things that make an interesting server are
    An actual story rather than everything being constantly the same (same old hl2rp is stale at this point tbh)
    and
    Player led actions and events, if everything is done by staff members and factions without player ingenuity it feels like an on rails shooter or even like you're watching everyone else do the interesting shit while you're sitting around doing fuck all.

    For how an actual story here, what I'd have in mind would be something like:
    You start off in early occupation with a set plan of events and things happening between them, you have a set time where you want an important event and then a timeskip while something else happens and you move forwards x amount of time. Then you have late early occupation, where things are slightly stricters and more intense but we're not yet full on. Mid occupation where you'd see something similar to what we see in the game, late occupation in which either there are strong rebel movements going around doing shit or the Union has changed significantly from what we've seen in the game. Through a variety of time-skips say every few months (if the server would survive a year or two) then you can end up exploring a wide variety of interesting settings through a single server, and have characters with meaningful and interesting stories. In the middle of this, you would have to tackle the player autonomy and freedom which may become a difficult to interlope with dramatic events that are planned but by working with the coimmunity and doing interesting shit I think something like this could work - if organised properly before hand.

    sorry if this seems a bit rambled and thrown together, just went at it but i do have some more in depth ideas about a story progression behind this
     
    • Agree Agree x 3
  13. Duspende_

    Duspende_ Legend Clockwork Customer

    I think we should make the ultimate choice of setting this in an alternate timeline. One where Gordon doesn't exist and won't, and the full Uprising is possible and dependent on the resistance.

    Usually, all resistance is futile before Gordon shows. If we eliminate him entirely and maintain there is hope without him, the chances become exponentially more.
     
    • Agree Agree x 2

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