You mean the OTA death squads who made the concious decision to retreat rather than mow down everyone present, got chased and sieged for an hour solid to kill them all?
Ngl man if you feel confident enough about these "death squads" to dedicate an hour killing them at their base rather than RPing then I think you can take a bit more S2K on the chin just because its inconvenient.
I feel it makes more sense to route out and destroy the source of the problem for a while of peace, than to beat them back into their TP base and go back to RPing for the fifteen minutes it takes for round two of everyone running back to the same building to camp the combine in it for another twenty minutes.
I don't actually know how long it takes to get from Combine spawn to the city - but maybe just don't put a Combine tp outpost down? At l
Benefits of this are:
1. Combine must regularly commute, thus adding more time for people to RP between raids or OTA spotting.
2. Combine still have a spot to sit and defend a spot as needed, fall back to resupply just not as regularly. Also puts time between raids for people to RP or whatever.
3. Less important, so less reason for people to sit in it or camp outside it for thirty minutes.
Negatives:
1. If the commute is painful, it's not ideal.
2. Rebels still end up with a target to destroy and they will if they want to, so it doesn't really fix that.
3. Rebels might just have an arguably easier target to camp?
Arguably, the same results could be achieved with a set Combine base at the end of the tunnel or something. One that can't be raided. Let Combine defend that and patrol IZ - but patrol less into the city itself. Probably will still end up with shoot outs between NG and OTA over the IZ - however, we could try push the fact that it's an INFESTATION zone, NG/Rebels shouldn't want to rush into the AIDS zone and get AIDS. Combine shouldn't want to waste time taking/receiving pot shots but should be trying to pick off the occasional lazy guard or capture a civilian in the zone to get info.
we literally can't send small sentries out without getting spotted tho, and I'm trying to find something for this faction to do that isn't "ok everyone flag up" every 2 days - and cops don't make a difference either, they have a nigh equal spot rate bar the first time they ever came out when truly nobody was expecting them
devolves into shooting quite quickly, see above - can't even leave without possible shootout
the problem here isn't taking damage from the hoppers or getting rid of them, it's the explosion they make afterwards that trigger everyone to check out all manholes for a possible sweep
Yeah, it's going to be tricky to find a fix for this. That being said, maybe it would just be okay for the Combine action to be a bit slower. Idk what RP Combine get up to, but maybe it's not ideal for them to be S2King every interaction with citizens. I'd argue it's also true for the citizens. Maybe we've just gotten too used to the consistent S2K stuff and need to accept it slowing down.
Also little note I feel had been glossed over is that today the NG were actually an unusually huge force, mostly because they was enough Combine on for our Combine NG players to be able to comfortable stay on NG when stuff went down.