TnB Community Announcement - TRP

TC had an Air Force squad, the 91st. They were a squad like Alpha, Bravo, Charlie.

Think he’s asking if TC will have a 91st this iteration like TRP2.

I see now. My apologies I now realize that isn't something I addressed, and a lot of you may think TC will retain a similar structure.

TC will not be. There will not be a TC aviation squad or a TC recon squad or so on so forth. That isn't to say there can't be specialists in that field.

For those of you who know what 40k kill team is, that's essentially what TC will be. A team of mix matched specialists, fighters, and leaders all filed in to one or two squads, but no inherent difference between squads

So having only ever watched the first two Terminator films I actually had no idea that TRP 2 and TRP 3 drew their style from an actual Terminator movie. I was watching clips from later Terminator films yesterday and I guess TRP 2 and TRP 3 are mostly based on Genisys which I suppose is where the "TC is basically the US military and everybody is TC and we have air support and tanks blahblahblah" comes from.

Are we going to be drawing primary inspiration from a different source? Salvation, like the original Terminator RP?

Terminator Salvation is our foundation but as I said earlier in this thread in my mind the difference between salvation and t1/t2 is time. As the server progresses we will lean more into James Cameron's future war.

Ultimately we're drawing from whatever we can to make a unique take on the setting, but salvation is the foundation.
 
Swerving back to "Drones taking lots of shots to drop", I think that was mostly because Drones were often outnumbered and outgunned even from the getgo?

Even a T-600 is a massive slab of titanium with a heavily reinforced head/chest, after all, and having 20 people open up on you from the first day and having to do "/me dies" really wasn't fun for anyone - nor did it reflect how dangerous Terminators were meant to be.
 
what makes terminators as infantry scary is that they're both mass produced and incredibly durable.

the first t-600 in salvation wasnt the smartest machine, but it could still take a beating and was smart enough to shoot its own foot off to free itself. it also had a goddamn minigun, which is a very good tool for suppression and shredding humans to ribbons.
 
Swerving back to "Drones taking lots of shots to drop", I think that was mostly because Drones were often outnumbered and outgunned even from the getgo?

Even a T-600 is a massive slab of titanium with a heavily reinforced head/chest, after all, and having 20 people open up on you from the first day and having to do "/me dies" really wasn't fun for anyone - nor did it reflect how dangerous Terminators were meant to be.


what makes terminators as infantry scary is that they're both mass produced and incredibly durable.

the first t-600 in salvation wasnt the smartest machine, but it could still take a beating and was smart enough to shoot its own foot off to free itself. it also had a goddamn minigun, which is a very good tool for suppression and shredding humans to ribbons.

This is an age old argument of TRP. Ultimately the motivation isnt to directly port every idea from Terminator into Gmod but instead to interpret it and adjust it to fit with the constraints that we have. I think it's very easy to see in the films, games, and whatever else that V _Vintricus is right, it's fear comes in numbers and overwhelming force on the humans. Unfortunately though we can't expect to have 20 or so drones around 24/7 to make that a reality in the server. And NPCs are a good way to show that in S2K but it doesn't work for S2RP. So as Rabid Rabid pointed out, this means that more often than not we had situations where a single drone would stand in a hall and take 20+ emotes about getting shot by basic firearms. It can become unfun very quickly, and if you start throwing more drones into the RP it feels unfair without good warning, even though that's the way Skynet may operate.

Skynet activity suffered in TRP3 because they were meant to play dumb, die quickly, and then respawn and repeat. We want to step away from that and make the engagements more risky for humans, and more than just suffering a mass of emotes for 30 minutes and then doing /me dies. So I would say expect us to prioritize the threat of a single unit in S2RP over the threat of numbers, and expect that Skynet players, and front line leadership will be able to tailor the experience depending on situation to maintain danger while allowing for a fun experience for both sides. U
 
Any word on how bases will be handled? I'm a big believer that static/immovable bases caused a lot of problems and stagnation back in the day.
 
Any word on how bases will be handled? I'm a big believer that static bases caused a lot of problems and stagnation back in the day.

I dont think there will be room for one big huge base in this iteration, it would be an easy target for Skynet and there would be no big military AA gun to prevent a Skynet assault. In my opinion it drew away from the threat of Skynet that TC was always allowed to have a huge fortress with 200 people, tanks, and hangars without it getting bombed to shit.

I want to reward players for reflecting what we saw in T1. Small hideouts with pockets of humanity that are scattered across the area. I also think it would add a lot of roleplay as items, people, and messages are sent between them, and players can be more fluid in moving around the map to interact with each other.

I think Skynet should be more threatening to stagnant pockets of humanity that aren't careful. If you're going to have 40 people meet together, and skynet gets wind of that, well it might launch an assault. Similarly it may prioritize group hideouts in occasional attacks and force the inhabitants to either hold out or scatter and wait for things to calm down. However, some group ideas require somewhat permanent residence, so I think it would be better if Skynet assaults are less about destroying a hideout and forcing the group to move to somewhere new, and instead it would serve more as a means of retribution for antagonizing Skynet, or for not being careful with whom or what you may inadvertently reveal information to.

I would like to hear what people's opinions on this topic are. Should players be rewarded for being careful nomads who never stay in one camp for too long? Or should we be more relaxed and let players set up shop, take the attacks if they've earned it, but never really have long term consequences for setting up permanent residence?
 
I think bases should be as strong as their weakest link and the overall removal of NLR bases to keep things as organic as possible. I love a decked-out prop base as much as the next dude, and I wholeheartedly appreciate the work people put into it, but if Skynet really comes a-knocking on your doorstep and blows it up, so be it, it made for a great story.
 

Event flags will probably be given temporarily for players to be able to run their own events/event lines. It'll be more about telling us your ideas and letting us work them out with you and give you the flags as a tool to accomplish it then it will be applying for perm flags.
 
is this where i make my return... just as i thought i could escape? will the cycle of desperation and self-hatred bring me right back to the place that i thought i could just amputate myself from? will i torture all of you with my presence just one more time to play this silly game one more time?
 
What is the current stance towards weapons across the board? Since the server is taking place in 2018 what kind of guns do we expect to see as being commonplace or obtainable? I know that plasma has been mentioned as something that players can work towards though I believe ballistics is also important to clarify on. Would something even as impractical as melee be a feature?
 
I see now. My apologies I now realize that isn't something I addressed, and a lot of you may think TC will retain a similar structure.

TC will not be. There will not be a TC aviation squad or a TC recon squad or so on so forth. That isn't to say there can't be specialists in that field.

For those of you who know what 40k kill team is, that's essentially what TC will be. A team of mix matched specialists, fighters, and leaders all filed in to one or two squads, but no inherent difference between squads
Unpopular opinion...

I never liked squads for a few reasons.
1.) Erm. They're technically actually platoons🤓
2.) Giving the squad as a whole its own specialty is kinda redundant when 90% of TC were just grunts.
3.) Transferring to a different squad because you wanna be a sniper or techie is also kinda pointless. Why not just do the training and stay with your squad.
4.) Charlie was the best squad anyways and what all of TC should strive to be.

Overall I think this is a good change of pace. I'd be fine if TC was still divided into a few squads/platoons of alpha, bravo, charlie, etc. But without the emphasis on specialists and maybe more of an emphasis on teamwork and cooperation. i.e. During an operation Alpha is tasked with X while Bravo is tasked with Y, they stick together, bond, and ultimately complete their objectives respectively.
 
What is the current stance towards weapons across the board? Since the server is taking place in 2018 what kind of guns do we expect to see as being commonplace or obtainable? I know that plasma has been mentioned as something that players can work towards though I believe ballistics is also important to clarify on. Would something even as impractical as melee be a feature?


Judgement Day is observed as July 25th, 2004. Available weapon systems on launch will match the common armament an average American citizen would likely be in possession of at that time.

Unpopular opinion...

I never liked squads for a few reasons.
1.) Erm. They're technically actually platoons🤓
2.) Giving the squad as a whole its own specialty is kinda redundant when 90% of TC were just grunts.
3.) Transferring to a different squad because you wanna be a sniper or techie is also kinda pointless. Why not just do the training and stay with your squad.
4.) Charlie was the best squad anyways and what all of TC should strive to be.

Overall I think this is a good change of pace. I'd be fine if TC was still divided into a few squads/platoons of alpha, bravo, charlie, etc. But without the emphasis on specialists and maybe more of an emphasis on teamwork and cooperation. i.e. During an operation Alpha is tasked with X while Bravo is tasked with Y, they stick together, bond, and ultimately complete their objectives respectively.


Squads as they existed once before can exist again, we are building the setting with ample flexibility to allow for this to occur. However, it is worth considering again the consequences of a Tech-Com cell expanding beyond its ability to keep a low profile. You can count on SkyNet prioritizing resources towards eliminating that threat.
 
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What is the current stance towards weapons across the board? Since the server is taking place in 2018 what kind of guns do we expect to see as being commonplace or obtainable? I know that plasma has been mentioned as something that players can work towards though I believe ballistics is also important to clarify on. Would something even as impractical as melee be a feature?
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