A Rework of The Canals

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Generic

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Aug 6, 2020
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Suggestion: Oh boy, this is gonna be a long one.

The Canals suck. In its current state, all they do is act as a rebel circle-jerk location and detract from roleplay. The risk of trying to get there (when a sniper is flagged up at least) is disproportionately higher than the reward. I understand that this is the way it is to try to mitigate the problem of people going and staying out there, but I believe that there are other methods of doing this that would create more roleplay. The Sniper in my opinion is a HORRIBLE deterrent for a few reasons.

The main reason is that it provides little to no roleplay, but has the power to "kill off" large amounts of it as well. In an instant, the sniper can permanently kill your character while granting you no chance to fight back or providing flavor text to your death. Not only does your character die, but so do all the connections you formed that could have led to more roleplay. The argument can be made that every death cuts off chances for more roleplay, which is true but, in other deaths, you at least have a chance to roleplay your final moments whether it be final words, actions, etc. Deaths as a result of roleplayed actions also more often than not provide some sort of development and roleplay for the person performing the killing. A rookie cop's first amputation for example, or a high-ranking unit having to amputate or deservice someone he considered a close friend, or a rebel having to deal with a snitch he thought he could trust. All of these death scenarios generate roleplay and character development to some extent; the sniper does not.

The sniper killing characters off in such a lackluster way is not the only way it can harm roleplay. It also keeps people trapped inside of canals at times, rather than keeping them out. Yesterday, @Dragu , @Melonarche , sir cumference, molnarmate, and I were trapped inside a tiny room in the trainyard for nearly an hour, waiting for the person playing sniper at the time to flag down. At this time Dragu and I intended to return to the city, and the other three were also looking to return to the sewers. The entire reason the sniper exists is to prevent people from going to canals in an attempt to prevent City RP from fading out. The opposite effect is generated when the sniper flags up for extended periods of time and forces people to stay inside.

The second reason the sniper is a bad deterrent is that it is simply not fun to deal with. With its current wallhacks and lead indicator the sniper is an incredibly difficult to avoid obstacle. I go into further detail about this reason in my "A Rework of The Trainyard Sniper" post.

I think at this point I've done enough crying about the sniper and that it is time to actually provide new methods to replace the sniper.


Green suggestions are the ones I like the most, yellow are ones I'm not sure of, and red are the ones I don't like, but could see working
1. Bring back the mines and remove the sniper.
My first suggestion is to bring the mines back. I personally found that they provided a fun little challenge that matched the reward of making it to canals. They're relatively easy to avoid but a careless player could be caught off guard by one. They are also more likely to severely injure people rather than kill them, which will provide injury/medrp.

2. Bring back the mines and replace the player sniper with the default NPC sniper
By default, I mean making the bullet speed whatever it is in HL2. This one would provide a pretty intense, but not impossible, challenge for making it into the canals. If this suggestion was taken then the canals would have to have much juicier rewards within, such as a little more food and/or a rare chance of medical supplies, to compensate for the increased difficulty.

3. Xenian Wildlife or Headcrab Canisters
I think a good way to add a bit more challenge and deterrent to staying deeper in the canals would be to add Xenian wildlife NPCs such as headcrabs and houndeyes (maybe). This would provide players a consistent threat to fight against, either leading up to their death or forcing them to return to the city.

4. Put the camera leading to Trainyard back
This is a pretty lackluster solution, but it would require people to be more properly prepared to enter canals, requiring at least some form of facial covering in order to not be marked instant BOL as soon as they enter. This would act as a major deterrent for new characters just running straight to canals without actually doing anything in the city or sewers first.

5. Replace the sniper window with a sniper tower
The fact that there is literally no way to fight back against the sniper is somewhat frustrating. The illusion of a chance isn't even present. If a climbable tower was added, similar to the one deeper in the canals, that the sniper would sit on instead of the window. It could provide players with an opportunity to attempt to try and get closer in an attempt to kill the sniper. This provides a little bit of combat RP, and another way for rebels to "rebel" other than just sitting deep in canals.

6. Canals Patrol Team
One of the main draws on Rebel Circlejerks to canals is the lack of risk once you're actually in them. Adding non-transhumanized patrol teams to the canals would add a risk, that could generate a LOT of roleplay depending on how it would be handled. I feel as if making them similar to the TA from the event could be a good idea for CPT. They would be monitored less, allowing them to bend the rules a little bit. Some CPs in the city are already starting to bend the rules with the removal of cameras and it has led to some interesting roleplay scenarios forming, I believe bringing them to canals could expand upon this. The members of the CPT would not be the same as the ones from Civil Protection, they would be completely new characters. It would also provide a risk to rebels staying out in canals, forcing them to hide or otherwise deal with the Canals Patrol Team. These characters would be able to flag on whenever, not just for sweeps. The added reward to compensate for the risk would be that there are no rules to when you can mug one of them, meaning you could find a lonely Canals PT member, and mug them without having to worry about a storm of CPs coming for you. The mugging of one would result in a canal sweep shortly after though, once again encouraging people to return to the city.

7. Manhacks
Occasionally send man hacks in the canals, provides injury, and medrp after they're dealt with.

8. Block off the Canals
If you really don't want people in the canals, then why not just remove them? As previously stated they're really not that great for RP or the server. Unless changes or made this might be the best solution for them.

9. Miscounts
A good deterrent from staying in the canals could be occasional scanner sweeps. If anyone was caught by the scanner a miscount would be called. Citizens would be rounded up and identified one by one until the Civil Protection can narrow down who was in the canals.

These methods are not exclusive and could be combined.

Why it would be worth adding: These methods provide more roleplay than the sniper.
Necessary content: Coding and map editing depending on which solution is chosen.
 
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Generic

Main Sidekick
Aug 6, 2020
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TL;DR.
I think we should focus on deterring players from STAYING in the canals, rather than deterring them from going altogether. I also think there are more fun and roleplay generating ways to mitigate canal circle jerks forming.
 

Melonarche

Lancer
Sep 30, 2020
206
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Tarlazar
Canals has a good potential. Like in HL lore, it is quite dangerous but it is a better place to hide or escape, open shops.
 

CJ

Lancer
Community Manager
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Aug 10, 2019
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Aspect™

Tinkering Away.
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Aug 4, 2019
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hl2rp.net
1. Bring back the mines and remove the sniper.
My first suggestion is to bring the mines back. I personally found that they provided a fun little challenge that matched the reward of making it to canals. They're relatively easy to avoid but a careless player could be caught off guard by one. They are also more likely to severely injure people rather than kill them, which will provide injury/medrp.
"They're relatively easy to avoid" is the key phrase here. We want to discourage people from going to the outlands; adding obstacles that can easily be avoided without much effort wouldn't help our cause.
Regardless of that, this would entail that, either, a Senior Administrator spawns (and replaces) mines every single time the server starts up, or an automatic mine spawner is coded in, which would be considerably difficult to make, at least for someone with my skill level.

2. Bring back the mines and replace the player sniper with the default NPC sniper
By default, I mean making the bullet speed whatever it is in HL2. This one would provide a pretty intense, but not impossible, challenge for making it into the canals. If this suggestion was taken then the canals would have to have much juicier rewards within, such as a little more food and/or a rare chance of medical supplies, to compensate for the increased difficulty.
Ditto for the mines, but, this would make it almost impossible to get past. You may need to go through a specific route to avoid the mines, alas such a route would expose you to the sniper and either have you completely abandon the idea of going there or dying in the process after you attempt to dodge two obstacles at the same time. Sure, it's probably possible, but I don't see many people actually making it, especially considering the NPC sniper has aimbot.

3. Xenian Wildlife or Headcrab Canisters
I think a good way to add a bit more challenge and deterrent to staying deeper in the canals would be to add Xenian wildlife NPCs such as headcrabs and houndeyes (maybe). This would provide players a consistent threat to fight against, either leading up to their death or forcing them to return to the city.
Due to the size of the canals at the moment, there isn't really any logical place where the Xenian wildlife could originate from that would make much sense, so we can't spawn them. Not to mention, NPCs could create considerable lag, especially for a framework like Clockwork. Furthermore, you would not be able to fight back unless you had some sort of weapon on you, which would just result in 'S2K' and not create much direct roleplay. As for the Headcrab Canisters; shelling the canals out of the blue would not make much sense unless we knew many people would be there, and even then we still would not do it unless we knew that the people there were armed and dangerous. Not a good alternative to the sniper.

4. Put the camera leading to Trainyard back
This is a pretty lackluster solution, but it would require people to be more properly prepared to enter canals, requiring at least some form of facial covering in order to not be marked instant BOL as soon as they enter. This would act as a major deterrent for new characters just running straight to canals without actually doing anything in the city or sewers first.
I would prefer to avoid this, as it would make it essentially impossible to get through without alerting the Combine of your plans, since, if you conceal your identity, the camera will get angry at you and cause any active CPs to rush over to your location to dome you, and if you don't conceal your identity, the camera will see your face regardless and you'll be marked for amputation for trespassing, preventing you from staying in the city safely.

5. Replace the sniper window with a sniper tower
The fact that there is literally no way to fight back against the sniper is somewhat frustrating. The illusion of a chance isn't even present. If a climbable tower was added, similar to the one deeper in the canals, that the sniper would sit on instead of the window. It could provide players with an opportunity to attempt to try and get closer in an attempt to kill the sniper. This provides a little bit of combat RP, and another way for rebels to "rebel" other than just sitting deep in canals.
Since it's in red, I'm sure you can see the problems with this as well. It would not make much sense for the Combine to simply construct an easily accessible tower there, plus, I would prefer people not getting their hands on a Combine sniper, an AR2, or other OTA-Grade equipment at this time, and I am not ready to asspull a 'biolock' on the weapons. Plus, this would probably prompt for reinforcements to be deployed, in which case the risk would far outweigh the reward.

6. Canals Patrol Team
One of the main draws on Rebel Circlejerks to canals is the lack of risk once you're actually in them. Adding non-transhumanized patrol teams to the canals would add a risk, that could generate a LOT of roleplay depending on how it would be handled. I feel as if making them similar to the TA from the event could be a good idea for CPT. They would be monitored less, allowing them to bend the rules a little bit. Some CPs in the city are already starting to bend the rules with the removal of cameras and it has led to some interesting roleplay scenarios forming, I believe bringing them to canals could expand upon this. The members of the CPT would not be the same as the ones from Civil Protection, they would be completely new characters. It would also provide a risk to rebels staying out in canals, forcing them to hide or otherwise deal with the Canals Patrol Team. These characters would be able to flag on whenever, not just for sweeps. The added reward to compensate for the risk would be that there are no rules to when you can mug one of them, meaning you could find a lonely Canals PT member, and mug them without having to worry about a storm of CPs coming for you. The mugging of one would result in a canal sweep shortly after though, once again encouraging people to return to the city.
This is not a bad idea, however, with the size of the canals at the moment, it's not possible. They would have to be at least three times the size that they are now to allow for something like this to work properly. Right now, if we add patrol teams (be it OTA, CPs, or otherwise), they would constantly make contact with anyone who may be there due to the small size of the area. Sure, I suppose you could only have them deploy during specific times and not all the time, however then people would just note down the times and either avoid loading onto their character at that time or stay in the sewers until they've changed characters. Additionally, allowing them to roam around lone, with the permission to be mugged/attacked would not make much sense from an In-Character standpoint, seeing how they would likely stick together all of the time, and the mugging of one would not prompt a sweep of the entire canals. Not to mention that such a sweep would not be fun for anyone still inside of them.

7. Manhacks
Occasionally send man hacks in the canals, provides injury, and medrp after they're dealt with.
NPCs, especially in large numbers such as manhacks would be terrible for the performance of the server, not to mention not fun to play with at all since they cannot roleplay with you, and unless you have some sort of weapon, there's nothing you can actually do about them. Not to mention, flooding the canals with manhacks out of the blue would make little sense to do.

8. Block off the Canals
If you really don't want people in the canals, then why not just remove them? As previously stated they're really not that great for RP or the server. Unless changes or made this might be the best solution for them.
This is certainly one way to 'fix' the canal problem, however, considering the addition of the canals was commissioned, I would prefer we keep them accessible to some extent so the funds spent on them do not go to waste. Nonetheless, if no other solution can be found, then, I suppose this could also do.

9. Miscounts
A good deterrent from staying in the canals could be occasional scanner sweeps. If anyone was caught by the scanner a miscount would be called. Citizens would be rounded up and identified one by one until the Civil Protection can narrow down who was in the canals.
Scanner sweeps could work, however, doing an identification check of every single person in the city, let alone the district, every time we see someone in the canals, would make ID checks boring, repetitive, and would not make much sense to do anyways, seeing how people would also hide in the sewers, so there would be a considerably large pool of people who could be the person that was seen in the canals.

I will leave this thread open for a while, in case anyone else has any other solutions that they would like to put forward regarding this.
 
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Melonarche

Lancer
Sep 30, 2020
206
81
28
Tarlazar
Fun fact : 2-3 died to hoppers like complete retards

Also, about Manhacks. If they get added it will be complete cancer and they might go to the city (if it's a NPC), from my CvR experience Manhacks make rebels cancer enough, even more cancer if they are in swarms.

but we still need a rework here.
 

Generic

Main Sidekick
Aug 6, 2020
133
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10. CRU Waste Disposal
The CRU will likely invest its time in researching the Xen Flora, along with conducting other research involving hazardous waste. The Combine also wants to keep people out of the canals. While brainstorming how to dispose of all the waste, the chairman comes up with a plan that will solve his issues, and please the Combine.

Over time waste would build up, eventually requiring a work shift to be run in which the citizens would carry the waste out to the canals area, similar to what we did during the infestation cleanup. As more and more trash piled up, eventually, the area would become uninhabitable without the use of protective gear.

This would create roleplay both for rebels and citizens. For rebels, they would have to work to trade for or craft protective gear to go scavenging in the canals for higher quality loot. Rebels could also take the bags and try to salvage any resources for their own scientific endeavors. For citizens, it would just add more diversity to our workshift roster which currently does feel a little generic, consisting of rations, imports, and exports.
 

mmate88

Lancer
Dec 1, 2020
53
0
6
Add gas-filled tunnel where: you can only go whit gasmasks, and have better loots spawning there.
 

Melonarche

Lancer
Sep 30, 2020
206
81
28
Tarlazar
Well, Generic has a solid idea but with the rebel part I don't think Aspect will approve rebels using science buff them because it is a "RP thing" that doesn't exist "IC"
 

Generic

Main Sidekick
Aug 6, 2020
133
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0
Well, Generic has a solid idea but with the rebel part I don't think Aspect will approve rebels using science buff them because it is a "RP thing" that doesn't exist "IC"
i will learn to clockwork solely to assist in making funny science scripts
 

Davod Dren

Lancer
Jan 28, 2021
42
0
0
I got an idea, hear me out.

Get rid of the sniper, or at least force them to have a more narrow vision by using either shipping containers or something else to block their vision a bit more so we wont all just get PK'd instantly.

Make most of the canals require you to use protective gear to get inside- like hazmat suits for areas with heavy radiation, and gas masks for gas. Once inside, there would be loot that grade up to broken pistols and diagrams for said weapons, so it will at least give the rebels a slight buff- as well as fuelling the black market heavily.

As lore wise, the CRU dumps entire shipping containers of radioactive xen waste. Then have these leak radiation slowly for about 2-4 days in OOC time.
Then have the shipping containers emit some sort of gas that will swell up your lungs and cause you to suffocate if inside it for too long, but the effect goes away once you're outside for whatever reason. So, if you want some decent loot- you need a gas mask. But if you want to go further- You'll need a hazmat suit because of the intense radiation.
Oh, and the xen spread outside of the containers after some time- forcing upon tons of xen flora, which some might be slightly dangerous (maybe)

Just a branch off this idea, I read the whole thing and felt like commenting on it as some of my ideas might help. Yet, you don't have to use the whole idea- its just segments of ideas I had just now. Also, if there is some sort of mini-event for this- I would gladly help in propping if you need extra people for it (depending on the size, I assume)
 

Melonarche

Lancer
Sep 30, 2020
206
81
28
Tarlazar
Other than weapons, the idea is great.
For that weapons and loot part, I'd say more rare stuff should spawn there. Like, old equipment or stuff that can be used for RP. Like how a single Xen research changed a lot of RP ? Yeah, small items but NOT powerful as that could be found. Or, abandoned old Combine equipment/tools. Maybe, pins ?

Or literally food spawns.
 
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