What's Next? - HL2RP: Early Days

Nathant18

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Hello! Over the past couple of weeks, there have been a lot of behind-the-scenes discussions about what the future of the HL2RP server looks like, and I appreciate everyone's patience while we've been hashing out the details of what we want to do. Ron, myself, the staff team and others have been working together on an idea that's now at a point where we're ready to publicly announce.

HL2RP: Early Days

After the seven-hour war the surviving population, confused and uncertain about their future, have been temporarily sheltered within the remnants of destroyed cities, repurposed for the sake of keeping those around alive ahead of inevitable relocation. The Combine synths that had conquered the Earth were tasked with defending these locations, though only briefly as they were tasked elsewhere once the formation of the Progenitor Arm was established.

Over the next couple of months, more citadels began appearing on Earth, first starting with the areas fortunate enough to be less affected by the destruction caused by the portal storms and Xenian infestation and slowly expanding across the globe as the Xenian and remaining military threats were brought under control.

Humanity, at this point, has had the benefit of relative self-governance under the human-led Progenitor Arm, though with the introduction of a new force, Civil Protection, it seems that the small freedoms that were afforded to them under the Combine are now under threat, and things do not look bright for its future.

As the name suggests, the server's setting will be within the early occupation period of the Combine, some six months after the seven-hour war as surviving populations begin to be relocated into recently completed districts across the globe. Lore thread soon

Civil Protection


Civil Protection is, for many, still an unfamiliar sight. Scarce, dubiously human and accompanied by a mysterious robotic voice, these officers are the first of the Combine's soon-to-be many intrusions into human society. Granted tyrannical amounts of authority and empowered with futuristic technology, they spawn many doubts about the future.

From a gameplay perspective, this faction will be severely cut down in size, compared to its past. With only a handful on the roster, Civil Protection will now focus on their antagonistic nature, shaking up the state of affairs among the citizen populace and leaving the spotlight for the Progenitor Arm instead.

Progenitor Arm

The Progenitor Arm is a new faction that serves as the main peacekeeping force, formed out of necessity and humanity's desire to regain control over their own lives. Mostly made up of ex-law enforcers, low-ranking military members and volunteers, this force's ability to maintain order was recognised by the Combine. This has caused the deployed synthetics to withdraw from the cities which they had been previously watching over, purging all combatants on sight. Unfortunately, it also set in motion irreversible events: the beginning of humanity's true subjugation, starting with Civil Protection...

The Progenitor Arm is going to be the forefront faction of this iteration. Its members are tasked with maintaining the peace to the best of their ability, armed merely with tonfa batons and their uniforms. Forced to rely on Civil Protection to prosecute actual criminals, they have no authority to do so on their own.

A more detailed explanation of the faction can be found here.

Citizens

Citizens, as always, will be our default sandbox faction, and while nothing fundamentally has changed about the faction, we are planning changes that will encourage citizens to get involved with the function of the city that will have lasting and visible effects resulting from their actions, we're doing away with restrictions and the overbearing security that made planning dubious operations borderline impossible.

The medical professionals of the district have been left to fend for themselves regarding supplies due to the lack of officialised healthcare in the district, in turn with increased pressure on CWU to keep the city's utilities functioning despite the hazardous working conditions amidst frequent portal storms encourages a symbiotic relationship between the two groups, relying on each other to do their own jobs properly.

Enter the Civil Worker's Union (CWU): After the seven-hour war ended, essential municipal services resumed to maintain critical infrastructure. These operations, by integrating with other groups like emergency and logistics services, evolved into a local network aimed at supporting the burgeoning urban areas. The CWU takes on various roles, including overseeing public infrastructure, certain emergency responses, logistics, and fundamental civil administration tasks to ensure community welfare. Each city maintains its own branch, a global labour force is just an idea as of now.

Citizens have the opportunity to join the CWU either as a whitelisted worker or as an affiliate. Here, they can manage their own workshifts and contribute to the community - whether as a small workforce of associates doing technical duties, or as part of a large construction site with some of the professional employees. Whether you're leading state-backed projects or starting your own companies to generate wealth through goods and services, the choice is yours. Alternatively, you might find *innovative* uses for your resources and connections...

Shortly after the server's launch, we plan to introduce Black Market Dealers whose function is to supply characters with more lethal weaponry than they're able to scavenge up themselves. We intend for the lethality of the weapons available to be a slow ramp-up while also keeping the weakest weapons available and accessible, though, for the start of the server, there will be a sole focus on melee weaponry.

Closing Words

With all this being said, we do intend to close off the current server and bring an end to the iteration's narrative, more will be announced shortly in a separate thread with further details on the finale event.

Of course, there are numerous dev changes currently in development and planned further down the line for the iteration which, like most of the information in this post, are better explained in their own threads. Changelog soon

We have a release date in mind, but as always, it's subject to change so we will refrain from disclosing until we're sure. In the meantime, expect more threads to pop up as they're written. We look forward to hearing your feedback and questions.​
 

Erkor

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i thought hl2rp² was the last one on nebulous? i guess i was misinformed but good luck with it fellas
 
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DormNes

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EDDIE WESTGRRIINNNNN *chagres into battle and dies insntantly*
 

ren

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image.png
 

Rabid

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i thought hl2rp² was the last one on nebulous? i guess i was misinformed but good luck with it fellas

It is, but given Numbers stepped down and handed it over to Ron & Nathan I suppose its the same server (just a different concept).
 
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'77 East

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The Progenitor Arm is going to be the forefront faction of this iteration. Its members are tasked with maintaining the peace to the best of their ability, armed merely with tonfa batons and their uniforms.
Forced to rely on Civil Protection to prosecute actual criminals, they have no authority
Nice gimmick, but I have my concerns.

Cops never needed OTA to do their jobs and vice-versa, especially when it came to needing to be told what crimes/consequences were.
What happens when there's no cops around?


Shortly after the server's launch, we plan to introduce Black Market Dealers
l4necavk5g4.jpg
 

Simman102

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Cops never needed OTA to do their jobs and vice-versa, especially when it came to needing to be told what crimes/consequences were.
What happens when there's no cops around?
You have to understand that, fundamentally, PA is not a law enforcement agency. In fact, law itself is a concept not inherent to PA as they're guided by their own sense of what's considered 'order' and 'peace' instead of codified regulations. The OTA-CP relation isn't a good comparison here, as they are sociopreservation and sociostabilization forces, whereas PA is neither. Do not conceptualise a hierarchy where cops are above PA, as the conscripts are not part of Overwatch. The CPs' authority over PA comes from the inherent authority they have over all citizens, not due to the structures they're in.

Being caught by PA does not necessarily mean you got caught committing a crime since they don't actually know what a crime is.
In fact, I expect that most interactions between PA and citizens will be resolved without calling cops over. Their goal isn't justice, it's to make sure their own city that they live in remains peaceful. In a way, the PA will probably end up 'helping' most criminals by dealing with them on their instead of handing them over. It's in a criminal's best interest to try to appease the PA so that they don't escalate.

So, to directly answer your question: in most cases, they will get away. In the most egregious situations, citizen vs. citizen PK criteria will apply, so if somebody within the PA takes it upon themselves they can still kill you (and face the consequences, if discovered).
 
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Merlinsclaw

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You have to understand that, fundamentally, PA is not a law enforcement agency. In fact, law itself is a concept not inherent to PA as they're guided by their own sense of what's considered 'order' and 'peace' instead of codified regulations. The OTA-CP relation isn't a good comparison here, as they are sociopreservation and sociostabilization forces, whereas PA is neither. Do not conceptualise a hierarchy where cops are above PA, as the conscripts are not part of Overwatch. The CPs' authority over PA comes from the inherent authority they have over all citizens, not due to the structures they're in.

Being caught by PA does not necessarily mean you got caught committing a crime since they don't actually know what a crime is.
In fact, I expect that most interactions between PA and citizens will be resolved without calling cops over. Their goal isn't justice, it's to make sure their own city that they live in remains peaceful. In a way, the PA will probably end up 'helping' most criminals by dealing with them on their instead of handing them over. It's in a criminal's best interest to try to appease the PA so that they don't escalate.

So, to directly answer your question: in most cases, they will get away. In the most egregious situations, citizen vs. citizen PK criteria will apply, so if somebody within the PA takes it upon themselves they can still kill you (and face the consequences, if discovered).
why not just make jurisdiction ambiguous
 

'77 East

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Being caught by PA does not necessarily mean you got caught committing a crime since they don't actually know what a crime is.
While the whole 'lawless urban jungle' thing is neat, it becomes a huge problem if cops aren't around/are occupied and some PA's need to know what to charge John B. Rationfarmer with because they are sick of him being a problem, aren't willing to outright kill him, have no capacity to hold him for a long period and merely reciting vague numbers doesn't cut it.
 

Ond

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Why do you want to run a setting which you don’t have the playercount for? Why not run “campaigns” whenever you want for people who sign up for them, to guarantee players and good quality stuff in the weekend?

Why return to a boring and frustrating format, only giving it a new coat of paint, and taking away even more player diversity than last time a city setting was done?