Popular Post Kendal 450 Posted December 16, 2020 Popular Post Share Posted December 16, 2020 (edited) Idea : I'll be making a couple of different suggestions threads in the interest of adding more to do, or modifying what there currently is to do during peacetime. A lot of what we have now is either, not much, or clunky and more of a chore to do than just sitting in base during peacetime. This first suggestion will be modifying the way that kidnap scenario's work on the server. Description : Currently kidnaps seem extremely unfair to the victim, and awkwardly handled in terms of how they are done. The way it works currently is | You and 2 other players run up to a lonely player by themselves, hit your kidnap bind, they are now kidnapped and them reacting to it is failRP warranting a warn for breaking rules. This system has always felt out of place and weird to me. There's no room for the victim to react to what is happening to them, and from my experience I don't remember FearRP being a rule on this server. So my idea would be that Valid kidnapped adverts can no longer contain "strips weapons, smashes comms, bound to me" type of shit. Instead, the system should work as "/advert Kidnapped", and from there you would need to use /me to take your victim's weapons away, comms, and bind them to you. This gives the victim plenty of time to act in response to the kidnap. As far as reacting goes, if you are getting kidnapped, Until you are successfully bound with your weapons stripped you may run away, or retaliate and kill your kidnappers. This would also allow us to create another ROE which players can learn and understand, you may retaliate to being kidnapped if your weapons are not taken away in time for the enemy to cuff/bind you. I also have a couple ideas for more interaction in this regard: Friendly soldiers in sight of the kidnap are allowed to respond to the kidnap and save their fellow soldier without needing to advert counter. Considering they were in the area, and they saw the kidnap take place. Rescuing a kidnap if you WERE NOT in the area when it took place would require RP knowledge of where the victim is being held, and a /advert Kidnap Rescue. Or something to that effect. All NLR rules would apply to this scenario just as they would with Raids. If the Victim is not bound to their kidnapper in time, and the victim kills the person doing the kidnap, the others in that party are allowed to respond and kill the victim accordingly. You would not be allowed to Kidnap just for the sake of killing the person immediately. If the victim's fellow soldiers see you running around with them, they would be allowed to open fire on the kidnappers. This would only really be if the Soldiers did not see the kidnap take place, but DID see the kidnappers running around with the victim, then this is a no brainer. You would still need to be an officer in your faction to host kidnaps You must still have at least 2 other players with you to pull off a kidnap You should be able to kidnap someone that is in a group of people, but at your own peril considering they can open up on you for trying to take one of their own. Some things to help with reports potentially generated by this system : The players kidnapping should be recording the event for the sake of helping staff determine if rules were broken or not with what happened. If a player kills their kidnappers before the /Advert Kidnapped takes place, then Staff can look at logs, and figure the timeline out from there. Players looking to Kidnap Rescue MUST have proof of how they found out the kidnap took place, and what lead them to the area where they were rescuing the victim. Reasoning : I feel as though peacetime is a lackluster combination of AFKing in base until war, or doing combat sims. Where we could potentially have a lot more room for creative freedom amongst the playerbase to create their own fun, and create unique events that are not constricted so heavily by staff rules. I think adding more to the ROE, and even uncoupling the ROE with staff to some effect could have lasting changes in terms of fun, player population, and overall content which we desperately need. Also, if anyone would like to add any ideas onto this new system, i'd be happy to see them. As well as adding questions for staff purposes. Edited December 16, 2020 by Kendal 3 3 4 Link to comment
shrimp 764 Posted December 16, 2020 Share Posted December 16, 2020 (edited) 1 hour ago, Kendal said: making a couple of different suggestions threads in the interest of adding more to do I've been writing a lot of research papers lately, and there's this neat psychological phenomenon called forced compliance, and it might be an important concept to consider going forward with making suggestions of this nature. Forced compliance occurs when an individual performs an action that is inconsistent with his or her beliefs. The behavior can't be changed, since it was already in the past, so dissonance will need to be reduced by re-evaluating their attitude to what they have done. Basically, people will change their attitude towards a task, like kidnapping in this case, if they're obligated to do it. The point is to ensure that the peacetime to-do's aren't void in reward, and have some level of necessity. If people are required to do these things to guarantee whatever goal that's set, they'll be inclined to do so, and enjoy doing so. (Kidnapping isn't a great example, but the principle is applicable to a lot of tasks in the relative context). //Kendal DM'd me for clarification, here is my response. 28 minutes ago, shrimp said: Things like kidnapping, raids, and other peacetime activities have no tangible gain, basically. The big issue with changing how these things work, or adding things like them, is that some people resist the idea of doing chores, which is why they're rarely implemented. That being said, these tasks need to have some sort of reward or purpose, otherwise they're just going to get drowned out by war like they've almost always been, because it's a meaningless exercise at that point, in which you're more likely to receive a warn than actually have fun. The forced compliance point is that people will come around to changes they might initially resist, if they're required to do them in some way. Edited December 16, 2020 by shrimp clarification 2 1 1 Link to comment
Weeb_ 30 Posted December 18, 2020 Share Posted December 18, 2020 +1 | I agree with everything. I think this adds more RP opportunities and more fun aspects to something instead of just hitting a bind 1 Link to comment
Forums Moderator Python 455 Posted December 18, 2020 Forums Moderator Share Posted December 18, 2020 +1 This would add a different outcome then the basic sell/kill the kidnapped player and you could build an entire event off just one person getting kidnapped. Also removing the counter advert would make much more sense. 1 Link to comment
Party 67 Posted December 18, 2020 Share Posted December 18, 2020 I have to say it’s a great idea it will add to the kidnapping so much more than just coming to a guy “you are kidnapped” and that’s it. The guy who will get kidnapped will have time to react to the situation better and will try to escape as it happens in real life. Great idea +1 from me 1 1 Link to comment
Rust 185 Posted December 19, 2020 Share Posted December 19, 2020 This would be a good start / idea to changing up how kidnaps work. Doesn't hurt to try it out with new ideas along the way. +1 1 1 Link to comment
StarWarsRP Administration Team Jake 933 Posted January 5, 2021 StarWarsRP Administration Team Share Posted January 5, 2021 ACCEPTED Note that this is an initial acceptance. If this is pushed through and agreed upon how this will happen and work will likely have to be decided by the staff team.@Ozzy @Zachman @Homast 1 Link to comment
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