I know everyone is probably waiting to hear about the shiny new HL2 server we're going to start up and you all probably wish it was starting real soon but unfortunately we're gonna be waiting a little while on that as we continue to work out some things and Tank continues to work on the script to get it to what we'd like a 1.0 version to look like.
So what's the point of this thread then? Well, let's talk about the HL2 we have in mind. This most recent iteration that we finished up earlier this year was something that endured for just about 4 years. It was not always strong in numbers and it dipped plenty of times but peoples faith and interest in the setting that is HL2 always brought them back for more eventually, which unfortunately a setting like Paroxysm couldn't bank on. It was probably the most serious and grim iteration we've had, even then it wasn't what the purists would call 'true HL2' but we're here to have fun and it worked, it worked for a long time but the opportunity to start over always gives us another chance to do things differently.
I've always said that if we ever do another HL2 (Well, it was always assured eventually) that I'd like to do it a bit differently, more specifically a bit more like we did City8. I'm not really talking about any of the Japanese stuff but more the philosophy and atmosphere. I'd like to have a go at meshing some of the serious grimness from the previous iteration with the more loose fantastical aspects of what happened during City 8. Just being more open in terms of how we approach things, not completely shutting things down to preserve the seriousness or sanctity of the setting but looking for ways to integrate it in a serious manner.
Let's talk about how a few things will function when the time finally arrives
General
The Resistance
The Combine
Half Life 2 RP is a very deep setting that has a very basic premise. I don't want to change too much or veer off course entirely in the race to create something new or fancy that I think might be interesting and keep players coming back, I think HL2 will do that plenty enough on its own. I wanted to comment on and clarify aspects of what I would call 'TnB Tropes' and how we would or wouldn't be handling them this time around.
Now, onto the next bit....
So what's the point of this thread then? Well, let's talk about the HL2 we have in mind. This most recent iteration that we finished up earlier this year was something that endured for just about 4 years. It was not always strong in numbers and it dipped plenty of times but peoples faith and interest in the setting that is HL2 always brought them back for more eventually, which unfortunately a setting like Paroxysm couldn't bank on. It was probably the most serious and grim iteration we've had, even then it wasn't what the purists would call 'true HL2' but we're here to have fun and it worked, it worked for a long time but the opportunity to start over always gives us another chance to do things differently.
I've always said that if we ever do another HL2 (Well, it was always assured eventually) that I'd like to do it a bit differently, more specifically a bit more like we did City8. I'm not really talking about any of the Japanese stuff but more the philosophy and atmosphere. I'd like to have a go at meshing some of the serious grimness from the previous iteration with the more loose fantastical aspects of what happened during City 8. Just being more open in terms of how we approach things, not completely shutting things down to preserve the seriousness or sanctity of the setting but looking for ways to integrate it in a serious manner.
Let's talk about how a few things will function when the time finally arrives
General
- Will be launching on our new script, Eternity.
- Will not be located in City 17 but in a different city. Continent to be decided but due to map restraints we will still likely be around eastern Europe.
- Will not be mashing plot points of planning that was done for PHL2RP into it but will be taking elements of what was discussed. (Example being Xen stuff that myself and Buscemi were intending to work on for PHL2RP.)
- Not doing early occupation.
- No Child characters. I noticed there was some talk about this regarding the graduation arcs we used to do but our policy on this will always be 18+
The Resistance
- There is no pre-established resistance group in the city.
- There won't be a canals, a caves or a coast. At least for a good while.
- Access to canals/caves/coast, whichever one we do or have up will be white listed.
- Great ideas for groups that are put into action with great effect may receive support from the administration to keep things moving.
The Combine
- No High Command. Not at the beginning.
- No elite or specialized squads to start with. Including Intel.
- No flags. Units are provided clothing and appropriate ID cards which marks their identity as a member of the Combine.
- Units will be sorted into two separate squads with a field command dedicated to both. There is a 'higher' up but they are to act as an off screen adviser/purposes of events. This is to alleviate pressure off of squads IC to behave in a manner they believe they have to behave in. We'll see how it goes.
- Civil Administration to be discussed. Likely to use the chance at a fresh start to make something of it that isn't completely subservient to the Civil Authority.
Half Life 2 RP is a very deep setting that has a very basic premise. I don't want to change too much or veer off course entirely in the race to create something new or fancy that I think might be interesting and keep players coming back, I think HL2 will do that plenty enough on its own. I wanted to comment on and clarify aspects of what I would call 'TnB Tropes' and how we would or wouldn't be handling them this time around.
Now, onto the next bit....