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I'm still tinkering with the different 'detachments' I'd want to add. Since it's looking like those'll be the main differences between factions (aside from lore, rules of engagement, yada yada) if we let go of the "action-oriented vs rp-oriented" things.
Special Forces didn't really have a purpose beyond their PK-free missions every once in a blue moon (which was usually just pow rescue or some destruction that was fixed within 2 /me's) and essentially being some sort of elite shock troops on the field (or the 'recon teams' that were just used as an excuse to sit on a hill sniping / wiping out squads in 'self defense' when they weren't baiting the enemy).
I guess, if we decide to add a layer of gameplay like that, I'd rather turn it into a more intelligence focused group rather than an elite deathsquad with better guns. As in, a more civilian-oriented group that runs informants and embeds undercovers in groups to feed information provided the civilian factions evolve enough. Perhaps have some leftovers like certain PK-free passes under certain criteria for special undertakings. I'm undecided on other functions as of right now.
In general I feel like we can create a lot of diversity and interesting dynamics by having both sides have different detachments with different strengths / objectives.
This is honestly probably my biggest suggestion; don't make the server advance based on who wins the most S2K.All they (and by me saying "they", I also mean we, I was also a part of the problem during that 2014-2017 period) cared about was who had the most gametracker score and taunting people in LOOC and OOC during/after firefights.
This is honestly probably my biggest suggestion; don't make the server advance based on who wins the most S2K.
Part of the reason - from my outside view - the mentality got so bad on Legacy was because roleplay really was secondary. Roleplay didn't advance your faction's goals or help you win events/maps. S2K did.
That was one of the cool and sad parts about Stasiland. A couple of features / factions / systems worked out REALLY well and true-to-lore, but because of that barely anyone saw them in action and it felt like they never existed for 80% of the server.ngl the stasi sf, i literally didnt know of their existance up until I saw 4-5 of them go in and raid the fireman house. Safe to say, as a fireman who stored his shit both there AND at the fed base, i was scared shitless
i'll be playing from the cybercafé
[doublepost=1655248014][/doublepost]In all seriousness, the best way in terms of logevity and sake of interest by the playerbase is to return back to what WW3RP used to be, just ensure we have a dedicated and motivated staff team whom wouldnt abuse their power like it used to be once upon a time, keep all the trolls away with a zero tolerance policy and so on
I'm not sure what the pacing is like in your full vision for this idea, but it sounds to me like a zombie survival round that might be over in two minutes. It does sound like a memorable event idea though.Players who die may return as actors or opposing force outside 'the battalion'.
I'm not saying "don't try it" but I wouldn't be surprised if this exacerbated the issue of deathmatching harming roleplay by one side being aggressive and the other side having to be defensive to the point where they either can't afford to do any roleplay outside of a protected area, or they leave the protected area (to go on patrols) less frequently, resulting in the aggressive side getting a bit understimulated. A reduction in roleplay might also hurt server longevity.one side was 'more focused on RP' while the other just wanted to shoot things with light RP on the side.
I feel like I'd want to try turning that into actual faction philosophies.
100% agreed.hey thats me!!
As someone who has been in leadership capacity of several renditions of SF detachments on WW3 over the years (GSOC, UCTF x2, Spetsnaz, 2017 ARC-Z and so forth) and also someone who has purely played SF on WW3 over the years, I have numerous issues with the detachment existing on WW3. I'm going to try to keep this post short and sweet in comparison to my literal wall of text earlier in the thread. Keeping in mind, I'm going to be exploring these in PAST TENSE... because we were all teenagers at the time, with different mentalities.
Also, I'll preface by saying ALL of the issues I'm referencing are from 2014-2017. I don't know much about any SF stuff beyond those years.
1) It was a breeding ground for egos and toxicity. Most if not all the "best S2Kers" in one subfaction, what could go wrong? People who weren't good S2Kers were routinely excluded from joining SF and also SF-led patrols, simply because they weren't as good at rooty-tooty-point-and-shooty as the rest of the patrol team. There was no reason for this... other than, well, "you're shit and I'm not, you'll get us all killed, go away". When, in actuality, some of these people managed to outlive SF in patrols!!! SHOCK!!!
SF should've been leaders by example. They were not. Not by a long shot — in fact, they were the complete opposite... I'm going to go as far as saying as a good 80% of the server's headaches stemmed from SF. No cap. You heard it from me.
2) SF served no purpose. Nobody wanted to do operations because "muh character" and "I don't want PK'd!!!", so what was the point in SF if they never did SF things? The majority of the operations that WERE carried out were either minimal risk or they had these silly little get-out-of-jail-free cards known as PK-free operations. I think it was like, two a month you could do? Except... well... for a notorious example, 2016 UCTF on Panama City PK'ing a Globalist MP. On a PK-free operation for themselves. That meant UCTF did not get PK'd if they died during the operation. So... to sum it up, SF didn't serve its purpose.
Metagaming and the notorious "military intelligence" shit was also rife within SF during these periods. People didn't want to play fair, and saw no reason to. All they (and by me saying "they", I also mean we, I was also a part of the problem during that 2014-2017 period) cared about was who had the most gametracker score and taunting people in LOOC and OOC during/after firefights. A lot of people in SF were also on some high-power bullshit and routinely tried to circumvent chain of command and commanding officers, I believe there were some attempted coups at some point...?
I want to be optimistic and say that maybe people would be a lot different this time around. And I like being optimistic, so let's stick with that. Whatever decision is made re: SF must have these issues in mind, though. If SF does get brought back? There needs to be constant operations being executed and planned out so that SF fulfil their purpose, and the rest of the flaws I've mentioned simply cannot exist. Otherwise it needs to go.