Just letting you all know, that when we get the City 11 server up, we got a few things to work on.
- CWU system
In this case, I am mainly saying that we need the Civil Worker's Union system up and going, we'll have different civil divisions, like doctoring work, merchant (we'll remove the General Goods thing from Business and just make it a flag for CWU salesmen) and other ICly helpful divisions. I also think that the CWU should have ranks, so there is actually something to work for, for the ranks to work out well though, we need a CEO for the CWU, most likely the ranks will just be like Member, Worker, Employee and Executive (lowest to highest) and it'll just be included in the physical description, we won't do it like how CG does and place it in their names. Also, something that'll catch people's attention is that to make a CA application, you first will need to be an Executive in the Civil Worker's Union, which will be pretty awesome and make people go "Oh gee, I should probably become a CWU if I want to become awesome! ;D".
~ Opportunity Chance: Average
~ Division and ranking system. (doctor, merchant, construction.) (Member -> Executive)
~ Payment outcomes (merchants, doctors, etc.)
~ Interesting roleplay opportunity.
~ Access to city administrator applications at high rank, this should get some player's attention.
~ Choice of a CWU CEO.
- Loyalist rewarding system
There's a notable difference between a loyalist and a Civil Worker's Union member, a loyalist is a citizen that helps the CPs and the Union for extra food/water and for some tokens, we can't have everyone thinking that the resistance is awesome just beacuse you get a gun, what about tokens from the Union for your work? We can't have too much given to the loyalists, but we can't have too little, what would a loyalist do exactly? They would spy on the resistance and probably retrieve information, they would also listen to the Combine's every order, in Slidefuse, I was told by the Combine to bring in a man that was a notable unarmed anti-citizen, I actually KNEW the guy they wanted, so I brought him in, and got 500-1000 tokens, which was pretty cool, and provoked me to continue my loyalist "career".
~ Opportunity Chance: Common
~ Balanced and satisfying payment rewards.
~ Access to interesting roleplay and development.
~ Needs to be newbie friendly.
~ No such thing as a loyalist armband! This will be proven on their data, that should only be notified through their data-record. People wearing loyalist armbands get resistance members up and out of there in a flash, and it's a stupid idea.
- Resistance notoriety/system
Now, we can't pull off a CG or TnB and have resistance members running around in the streets, a perfect example of notoriety for the resistance is Slidefuse, when I first joined, it took me about a week to find two refugees, and they kicked us out because they didn't trust us, after I did my loyalist stuff to them and got them in trouble, in about another month, I found the resistance for real, and then I joined them, honestly, the resistance should be hidden, and should be on the move all the time, and shouldn't be accepting every God damn thing that breathes, and even the citizens shouldn't be looking for the resistance 24/7, sure, they find you, but you also gotta find them as well! We also need to make it so the resistance are not a bunch of badasses with guns, weaponry should be rare, the chances of a rebel getting a pistol in the city would be like the chances of a rebel getting a SPAS-12 in the outlands. Also, the resistance shouldn't be a highly organized cult with a leader thinking about gunning down CPs, it should be an idea, and everyone should have a chance to share their authority.
~ Opportunity Chance: Rare
~ Resistance hard to find, for both citizens and CPs.
~ Resistance not open to recruits, but open to trustworthy ones.
~ Contraband items difficult to recieve.
~ Required to be a rag-tag survival group with a plan, not an organized spray-n-play cult.
~ Try to make sure that the resistance doesn't die in a short span of time, neither have their members certainly live on forever.
~ There won't be a pre-decided leader, everything will be planned through IC development by the players.
~ One or two people will be chosen for v (light BMD) and/or V (heavy BMD) flags, most likely separate for each.
- Fair MPF system
This is fairly simple, but also hard to manage at the same time, the main thing that is difficult about this is to not too little CPs, and most importantly, not too many. The simple part to manage is the rankings and divisions, and just the system in general, most people want to be rebels, or CPs, but we need the CWU part much more appealing to people, and the loyalist road easy to access and also entertaining, and also provide a good amount of roleplay. We can't have people asking for promotions over and over, nor can we give promotions to people just because they were affiliated with the MPF for a long period of time, despite they haven't done much for the force. In Nova I gave someone 03 despite they seriously sucked at MPF roleplay (maybe even roleplay in general) but they had MPF for about 2 months, that was a bad mistake, because 04s who were great roleplayers and had extensive knowledge of the MPF are going to be commanded around by this unit that doesn't know half of what they are doing, hell, this 03 was killed a million times because of his horrible decision making skills. Honestly, someone that doesn't know much about the MPF is an IC thing, but if they suck balls at roleplaying and also have no common sense at all, that is something that gets in the way, mainly the "sucking balls at RP" part.
~ Opportunity Chance: Uncommon
~ Working divisional/ranking system.
~ Choice of leader; Duckhead or me.
~ Applications need to be strict, but not too strict.
~ Fair and balanced promotions.
- Anti-civil vs. loyal choices (rebel vs. CWU)
Simple enough, doing anti-civil shit will increase the chances of you getting killed, but also obtaining a gun and getting involved in action roleplay, we gotta make sure that last part isn't included, we need the chances of being PKd increased for resistance members, and we need to make sure the players know this from the start, honestly, I know the feeling of developing a character for a long time and losing him, so I would rather pick my chances with the CWU or loyalist work, where you being PKd is a chance of none, to very little. We need the playerbase to understand that being loyal is actually a good thing at times, sure, resisting gets you into action and such, but I think the action of getting the resistance into detainment or getting them killed is good enough, and provides a bigger and better mix of action and passive RP.
~ Need more citizens/CWU than resistance members.
~ High PK chances for resistance characters should lower amount of rebel-wanting players.
~ Make CWU/loyalist as interesting as resistance, if possible, more interesting.
~ Reduce chances of overpopulation of resistance and/or MPF.
[size=18]Do you have any ideas? Just leave them out here, and we could discuss about it!
[i]NOTE - This is also a bit unfinished, I wrote this late at night, and I slightly rushed through it, but hopefully you get the idea, and I will be updating it from time to time.
Last edited by Sinic on Tue Apr 17, 2012 10:07 pm; edited 8 times in total