Half Life 2 - City 13 FAQ

no psychic stuff but there r augments. there will probably be something more in depth posted by one of the writers
Hmm, i'm skeptical but interested. From what chatter I heard from during development. I'm hoping most of what I heard just fat that has been trimmed.
 
augments are cool thematically for a lot of the same reasons that theyre cool thematically in a cyberpunk style of setting. can be bad for the setting if used wrong or given to the wrong people but thats true of a lot of things. the more a hl2rp leans into the settings sci fi fundamentals the better it is.
 
Like, can we get some of the oppressions where they are trying for monoculturalism to an extent and trying to strip old culture from humanity? It would be cool to see thought policing in public to enable smaller scale passive RP events where people get a chance to express themselves and share in culture and histories? Cuz like, I've been trying for a while but the only iteration to come close to that environment was 2017 era.

Note - not fucking conduism fuck that. But like, actual enforcement of being free of instinct, and base animalistic forces within ourselves? Actually having people play into the science fiction transhumanism elements that drive for a monocultural species.
 
We're definitely going to be keeping an eye on how the oppression actually flows on server as we're well aware of how stifling it can be to roleplay to have overzealous CCA and how difficult it can be to get in the mood when there's a badly propped together stall with music and disco lights swirling around.

It's really going to be something that involves some growing pains so hopefully people can be patient. A big thing we want to push is no one is really safe from each other. Even units will be suffering their own kind of oppression with harsh expectations set by those that sit behind desks as they're hounded by systematic bureaucratic apathy that expects results no matter how they're provided. There's no special squad that exacts this pressure as it's all tied to the CA and how the CA is the ultimate arbitrator in granting certain benefits for units that would really make their lives a lot more comfortable and/or help to elevate them.

We want bleak but not complete grim dark. There's shops, dive bars, clubs, restuarants even. The citizens still eek out a life in whatever way they're permitted but it's intended to be a hopeless existence on the surface.
 
Some interesting points already raised.

This setting and the formula that has already been presented will prove for some great interactions.

I've had heavy hands dipped into both Resistance and Comine RP, experiencing some of the best iterations and some of the worst. This one seems like a fresh breath of air for both!

For the resistance - How do you intend to manage players from steam rolling into a "head honcho" position? With the last iteration it felt kind of rushed/oppressive in the ways certain players would assume control of the wider collective because they were given a gun.
Now I know you could just say "deal with it IC" and to some degree I can agree with a response like that.

On the otherside of things, when players actually go the distance and put in the time and effort to try and create a rigorous process or system that will if completed (and auth'd when required) affected the story on a larger scale it can be quite damaging. Now I'm not trying to say one person's vision and perspective should circumvent another's but you can see how both styles and effort can make all the difference.

Weapons - How are we intending on managing these? Is it gunna be a case of an admin being a smuggler leader again and then folks applying yo be apart of the faction?
Will muggings be the primary way anti civil players acquire equipment? And if so how will this policed?
We had issues before where muggings were practically happening all the time because people wanted a gun or some sort of CP equipment. I believe admins had to step in and issue a statement, could be wrong but wondering how we'll avoid it coming to something like that.

With the absence of a canals/outlands for the foreseeable future, are we establishing a sort of "safe haven" within the city? Or will it be a case of you can congregate wherever but don't expect to be 100% untouchable. Personally I like the latter, it will make for better team work if we're able to organise correctly. Things such as lookouts, runners etc.

Will there be an official story/timeline established for resistance players to get involved in? Or is it going to be more of a player created story?

Returning characters - for some of us, there will be characters that were heavily involved in anti civil activities and the chances of them getting into city 13 without being prosecuted. Their story may not be at an end yet. Is there a possibility for said characters to appeal their case to the admins and arrive to city 13, pre geared and ready to go with a timed TK in place (similar to how we did it with c18 to c8). I understand me proposing this idea like this could potentially open the flood gates to every Tom, Dick and Harry spamming the auth boards with requests (many being unrealistic in nature) but thought it be best some proposed the question.

For the Combine - How will Civil Protection be managed this time round? Will we be seeing multiple squads as before or just one big squad?

How will their jurisdiction be handled? Will we have an outlined map in which cops can and cannot venture to as a standard or will it be down to each patrol to decide how far they (within reason).

Progression within the CCA can and has been a difficult thing to overcome in the pass. Has there been any thought into how this can be managed? I know ideally players shouldn't be coming into the roll expecting to lead it but dedication should be rewarded.

Overwatch - my baby as many of you know.
What are your intentions for this faction? I wasn't thrilled with Erkors vision of making Overwatch be some kind of progressive and developing character/entity. They're an RP tool which should be used as such in effective and engaging ways that benefit people involved and enhance the story.

What kind of deployment system will be in place for Overwatch?

How do you intended on kitting out Overwatch and what sort of generational system will be in place? Personally I'd just like to see Overwatch be at the level we see in HL2.

Apologies for reaming off 2 fairly large portions of questions but many of you know how passionate I am about the HL setting. If I think of many more I'll be sure to post and I do realise I've only asked questions pertaining to resistance and cps and not to the civvies. Although civvies are important and I wouldn't want to discourage players from fulfilling that role, my main interests are of course on the two driving factions of the server so thought it be best to get some conversations going.

Apologies if any of this has come across as condescending or in bad taste. Just want the best out of this server as we can get :)

Cheers

Freeman
 
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For the resistance - How do you intend to manage players from steam rolling into a "head honcho" position? With the last iteration it felt kind of rushed/oppressive in the ways certain players would assume control of the wider collective because they were given a gun.
recent half life roleplays here have seen admin chars or chars around bmd connects becoming ‘head honchos’ because they supply the scripts and the plot moments. which creates the circle a lot of players flock too cuz it’s where they think the progression will come from and that ‘progression’ came in a form of more scripts and railroaded plot

another reason ppl get steamrolled into ‘head honcho’ is cuz shit gets dead then ppl have to attempt to use an admin to push the plot. which then results in that admin being the only walking character with plot power thus making them ‘head honcho’ with whoever they choose to at their side

no matter what there will and should be a ‘head honcho’ for the rebels. keeping them from rolling into a position of power cemented with offscreen plot and bmd assistance is something we gotta do. i think there being less focus on an overarching plot/big events and wanting the rebels to create their own story will help cuz that keeps things in the realm of the player and not adminge lore writer.

Bmd role in things is still in discussion
 
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On the otherside of things, when players actually go the distance and put in the time and effort to try and create a rigorous process or system that will if completed (and auth'd when required) affected the story on a larger scale it can be quite damaging. Now I'm not trying to say one person's vision and perspective should circumvent another's but you can see how both styles and effort can make all the difference.
double post

given there isn’t a starting plot that will last the whole server like “rebels need to accomplish x or x happens” idk if it will be that damaging. do whatever u want, write whatever u wanna possibly do, then hit up someone or the auths

with the focus on smaller dynamic plot lines and day to day stuff it should be hard to step on toes when writing shit on the rebel side. unless ur trying to do some large scale antics or invent something like a tesla grenade

to sum it up best thing that can be done here is communicate. u should be good
 
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