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Ideally it'd be great in practice to try and have BMD's more prominent over mugging units for their gear, but it's impossible to say that muggings won't ever happen. Factors come up in unit muggings that will have to be dealt with case-by-case. Is someone mugging a unit in the plaza for their gear? That'd fall under play stupid games and win stupid prizes imo if they're (likely) caught during it. Overall CCA is there to help enforce the setting and the goal isn't to just solely kill characters off. But just putting it out there - if scripts are what you're after mugging a unit in broad daylight isn't the brightest idea. That's just one scenario. If a unit decides to wander off into D2 by themselves they're putting themselves at risk because the buddy system is generally promoted/enforced at times for that sole reason and will likely be dealt with icly for losing their gear. Really all of it just depends on the situation and we'll generally hand muggings how we do normally.





Ultimately Civil Protection will reflect a lot of what it did in HLNA. My goal in leading it is to provide a good amount of wiggle room for units to be able to develop their own stories mostly as they see fit rather than railroad anything at the very start, however someone takes that is up to their own interpretation. Whether they play a cop solely devoted to the Combine or one who has their own motivations at hand, I'd like to see every bit of it and see the roleplay develop from one's actions amongst their squad and leadership. Generally I think identity in squads and a bit of rivalry is some of the best CCA roleplay one can get. We're going to really try and keep the squads even with active players so that we can avoid where one squad is always the lesser.


 I'd like to generally strike a balance between having an active presence of interactions between citizens/rebels and CCA to drive character stories onward, though a lot of that is up to the individual players themselves. Though the goal is to not be overbearing and oppress roleplay itself from actually happening.


Aside from that, there is going to be two squads at the start. More threads will be rolling out soon with some information.




Just like previous iterations, the districts will be broken up between maps like they always have. The general area surrounding the nexus and plaza will be known as something like D1, the areas further outside of that (using i17 as an example, the grotto and that area around it is part of D2 as well as the construction site area.) will be known as another district. Then of course you have your sewers and other individual areas per map. Generally units that aren't recruits have free range over D1 and likely do not need a partner to patrol with them unless stated otherwise. As for D2, it generally isn't recommended to patrol the area by yourself and sometimes will be required to have a partner with you. Such things will be treated as an IC punishment generally unless you're straight up just leaving the city without authorization, that would move to an OOC issue. We'll have status levels such as Green, yellow, or red to signify the dangers of the city at the given time. Yellow or red would require partners or patrol teams to generally patrol any area.




Our goal this time around is to include more people in the loop of Field Command. I realize that most people here are getting older. Either in college or working a job at this point and time isn't always going to be as free as one wants. I'd like to drop the trope of needing to no-life it just to hold a role or be rewarded for one. Obviously if you're wanting to be field command you're going to need to be on a decent amount since you're involved in larger decision making. But with a larger group of field command at hand it should be easier on the individual. Expect a smaller group at launch and then as time moves on more will be inducted. Dedication to cca roleplay will 100% be awarded though. As for being Field Command and to have things not be stagnant the entire length of the server, Field Command will have to be smart in their IC actions as we will likely be returning the rule that a genuine, roleplayed death would be a PK for the AdJ/SqL. That makes it so they have to lead with their brain if they decide to dive into a Patrol Team head on. Obviously it'll be dealt with case by case, but if someone just walks up with a gun and shoots a SqL in the back of the head on the nexus steps with 0 motivation, that isn't going to be treated as a PK. Some people may not like it, but I believe having that responsibility over Field Command's heads will make roleplay a tad more intense/real. It also creates a balance that rebels have over the CCA as we have usually plenty over them if a rebel gets captured.