Serious Discussion: WW3RP 'back to basics'... sortof

WW3RP

  • Yes with the idea in the thread

  • Yes, but.... (comment below)

  • No

  • No, but... (comment below)

  • Other (comment below)


Results are only viewable after voting.

Sneaky

The one and only.
Joined
Jun 18, 2017
Messages
378
Nebulae
533
will we see the static radio/repeater system get fleshed out and utilised more and how will it work insurgency side

I'd love that.
Honestly that was one of my favourite new features in WW3RP when I played in NATO - just the way that radios worked in general and the necessity of radiomen.
 

Northgate

:D
HL2 RP Administrator
GTA RP Playtester
Joined
Mar 25, 2018
Messages
1,820
Nebulae
4,898
By the way
old characters welcome?
A) It's "Stasiland" in terms of lore continuation and characters/factions to some degree, but the concept has completely shifted focus
B) It's not so much 'announced and releasing soon', this is a discussion thread. The only difference being that everything is essentially coded already aside from some minor changes.
 
Reactions: List

Trains

ms paint artist extraordinaire
HL2 RP Administrator
Joined
Apr 26, 2016
Messages
14,399
Nebulae
49,104
low-key miss the modern setting but regardless, this would be cool

i think people before just wanted to shoot eachother in all honesty, because the lore and everything is great

would be nice to see :grinning:
 
Reactions: List

Rabid

Rictal-Approved
Joined
Apr 26, 2016
Messages
39,281
Nebulae
109,715
some people have left.
With the ever-present worry being they return because WW3 is returning to the classic shooty-shooty-bang-TS-time.

It's a balancing act
You're right, but its also totally fair to say that last time one faction hoovered up the good S2Kers because of friend groups while the other was mocked for being RP heavy in what most saw as an S2K-centric experience. Unsurprisingly, the RP-centric faction got fucking crushed.

When S2K is the way every bit of conflict is resolved on server (ie; who wins and how the story progresses it) it is going to breed a mentality where you need the best S2Kers to join your side and you need them capable of leading patrols and killing the other guys. This in turn leads to what we saw last time, where the people dedicated to 'winning' made it almost unbearable.

The only suggestion I have in that front, @Roosebud, is to make it so the lore is pushed through a mix of RP-based ventures and all-out conflicts this time.
 
Reactions: List
Joined
Jan 17, 2017
Messages
2,297
Nebulae
5,780
I’d love to give a hand and play this game mode again I know if we just start on the right foot we could definitely make something great

And even if we don’t, we could still have a shit load of fun
 
Reactions: List

Deleted member 61

donator without a cause
Joined
Apr 26, 2016
Messages
11,008
Nebulae
11,250
I've always said that so long as faction management keeps an eye on their playerbase, and by this, I mean, sending them out and watching how they interact with their squad and with civilians in observer. The officers and management need to be more or less on the same page in order to crackdown on the more important in-character rules.

If you keep an eye on who is actively contributing by roleplaying with their squadmates and civilians, you promote them and hope that people see that they were promoted for positively contributing to the active roleplay on the server, they could be too if they acted in a similar manner.

This can quickly go to waste if you simply look at the number of POWs, successful field reports and confirmed kills. I personally, would like to see the return of mandatory field reports, unless authorized by a CO in emergency situations.

From what I've seen in terms of the complete vehicle, artillery, weapons base, etc. is that we had so many (SO MANY) fucking amazing assets that we never got to fully use because we were never in a real 'big numbers' faction brawl that warranted it. I would've fucking loved to see the flamethrower used outside of the event.

The script/code itself is stellar by all GMOD standards in terms of the amount of things to be crafted, etc. The fact that the community has never witnessed the 'full' features of Stasiland was always sad to me.

Another massive question is: will @char be able to lead Soviets or will he have had to move on to greener pastures in real life? :(
 

FreeSpy

Atom
Joined
Mar 12, 2018
Messages
2,337
Nebulae
3,339
I've always said that so long as faction management keeps an eye on their playerbase, and by this, I mean, sending them out and watching how they interact with their squad and with civilians in observer. The officers and management need to be more or less on the same page in order to crackdown on the more important in-character rules.

If you keep an eye on who is actively contributing by roleplaying with their squadmates and civilians, you promote them and hope that people see that they were promoted for positively contributing to the active roleplay on the server, they could be too if they acted in a similar manner.
Honestly if Stasiland starts up again, making a leader character (Not leadership, a character who's there to give guidance to his mates, and look out for their best interest, and leading them in not necesarily tactical or strategical leadership) would be very cool. Fuck caring about ranks, brotherhood is what makes military worth it.

That's what I looked for playing Soviet in the last iteration, and I partially found it.
 
Reactions: List
D

Deleted member 1381

Guest
Like I said in other threads, RP doesn't work when forced, and it also doesn't solely consist of writing /me's and /it's. The act of patrolling in formation with a weapon out and not running hands-free is good enough RP as is. Radioing for backup when an outpost/strategic location is under attack also fits the bill. It isn't solely comprised of standing/wandering around and using a /me command for every interaction your character has with either a person or object. The situations you put yourself in, even during s2k, creates roleplay before, during, and after. The distinction between old WW3 is that the focus was purely on pointing and clicking and people didn't care about the atmosphere that was created because it simply held back the main directive of the game, which was to quite literally point score for gametracker or promotions.

When people are willing, s2k can generate a lot of roleplay, meaning it doesn't have to be frowned upon and treated as a guilty pleasure that has to be severely restricted. So long as people don't just want the arcade style of racking up points, and actually want to fulfil the function of it being a 'roleplay' server, it can pan out very well.
 

echs dee

Atom
Joined
Feb 6, 2019
Messages
2,792
Nebulae
2,458
Btw
Gredwitch's base was updated i think
Using the binocs you can now shell places with howitzers and shit like that
think it works for mortars too, and they were given like a aim thing and arent laser accurate anymore
 
D

Deleted member 1381

Guest
Btw
Gredwitch's base was updated i think
Using the binocs you can now shell places with howitzers and shit like that
think it works for mortars too, and they were given like a aim thing and arent laser accurate anymore
it would be unfortunate if the soviet ordnance lead accidentally blew up his whole mortar team again
 
Reactions: List

Roosebud

Molecule
Joined
Apr 26, 2016
Messages
5,447
Nebulae
21,886
Btw
Gredwitch's base was updated i think
Using the binocs you can now shell places with howitzers and shit like that
think it works for mortars too, and they were given like a aim thing and arent laser accurate anymore

Yeah the "artillery binoculars" were cut out on purpose because that was just too arcadey, I'd rather the artillery be actually manned by people rp'ing the entire process before firing etc.

Anyways I'm sure we can discuss all the fine details of equipment later on
 
Reactions: List

echs dee

Atom
Joined
Feb 6, 2019
Messages
2,792
Nebulae
2,458
it would be unfortunate if the soviet ordnance lead accidentally blew up his whole mortar team again
Shouldn't really be a issue now
Yeah the "artillery binoculars" were cut out on purpose because that was just too arcadey, I'd rather the artillery be actually manned by people rp'ing the entire process before firing etc.

Anyways I'm sure we can discuss all the fine details of equipment later on
Imo
Using it sometimes wouldnt hurt much, but it'd still need to be heavily limited.
it's still innacurate but well.
Or, we could have a map grid system done so it's maybe a bit less arcade-y?
 

Bio Junior

Nucleus
Joined
Apr 26, 2016
Messages
1,979
Nebulae
2,277
Shouldn't really be a issue now

Imo
Using it sometimes wouldnt hurt much, but it'd still need to be heavily limited.
it's still innacurate but well.
Or, we could have a map grid system done so it's maybe a bit less arcade-y?
I think the system we had for mortars worked well without it