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Server Management/Executive Promotions (Spring 2024) ×

MilitaryRP Update [2/16/2019]


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  • The Garnut
1 minute ago, Duel said:

made a suggestion a while back on the old forums where you could just put different things on a rotation - it wasn't perfect by any means, but the idea went something like:

  • Tryouts/ Training - [45min]                                                                                                       
  • Skirmishing [45min] (basically war w/ smaller objs, players would cap and kill smaller objs for money like with Icefuse/Superior)
  • Large-scale war [30min] (large cash prize to winner?)

Honestly, it does sound like a good idea, but all it would entail is having the war system rotate between objectives, where one war has a bigger reward than the other. I'm already considering adding more competition by giving players XP per kill accumulated/objective capped during a war, but I have yet to figure out the formula I'd like to go with (ie: level*kills*0.1=output)

3 minutes ago, Duel said:

Anyhow, best of luck on how this whole process works out, part of me's still genuinely annoyed that the server isn't doing as "well" as it used to. 

This is honestly normal for this time of the year, and it has been a theme from the start of the server 🙂 not only that, but I was absent while working through my own issues for a long time with a lack of updates, so that is expected. I have full faith we can only go up from here.

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11 minutes ago, Duel said:

 

  • Tryouts/ Training - [45min]                                                                                                       
  • Skirmishing [45min] (basically war w/ smaller objs, players would cap and kill smaller objs for money like with Icefuse/Superior)
  • Large-scale war [30min] (large cash prize to winner?)

 

I personally love this idea! with maybe a little less time on skirmishing and more on tryouts this would work out in my eyes. +1

Edited by Homeless
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16 minutes ago, Duel said:
  • Skirmishing [45min] (basically war w/ smaller objs, players would cap and kill smaller objs for money like with Icefuse/Superior) 
  • Large-scale war [30min] (large cash prize to winner?) 

+1, sounds like an interesting thing to have.

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Personally, I started CSCDesert at the end of its reign, I never experienced the map the way others did, but in the time that we have played it, I grown to almost despise the map. All the old people that really experienced the map want to bring back "old memories" but that can't be the case of why they want it back, currently the map is bland and I could care less if it switched back to Siberia. Now, as Duel stated Siberia could use some minor changes, but other than that it's a fairly balanced map. Moving on to seperate decisions, TaigaV1 and TaigaV2 were about the same map just V2 wasn't a wasteland like CSCDesert, TaigaV2 from what was gathered when it was a map, everyone seemed to enjoy the map( just need the mountains changed so everyone isn't getting fucked with basecamped). Moving on my, opinion would to either stick with the current Siberia with minor changes or switch back to either TaigaV2 or TaigaV1 with also some minor changes.

  • Dumb/Shitpost 1
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43 minutes ago, Remake said:

Personally, I started CSCDesert at the end of its reign, I never experienced the map the way others did, but in the time that we have played it, I grown to almost despise the map. All the old people that really experienced the map want to bring back "old memories" but that can't be the case of why they want it back, currently the map is bland and I could care less if it switched back to Siberia. Now, as Duel stated Siberia could use some minor changes, but other than that it's a fairly balanced map. Moving on to seperate decisions, TaigaV1 and TaigaV2 were about the same map just V2 wasn't a wasteland like CSCDesert, TaigaV2 from what was gathered when it was a map, everyone seemed to enjoy the map( just need the mountains changed so everyone isn't getting fucked with basecamped). Moving on my, opinion would to either stick with the current Siberia with minor changes or switch back to either TaigaV2 or TaigaV1 with also some minor changes.

I completly agree with this. To be honest, I'd like to play on Taiga V1 Or V2 again.

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I made a quick version of a 2D blueprint example for the features below (it's paint, so don't make fun of how shit it looks, lol):

Map_Layout_Suggestion.png

Just a small warning: This is purely an example of the ideas, they can be molded and shifted in any way as this was quickly put together, and most likely has flaws that I haven't thought about. This is also an attempt to allow more RP to occur while keeping the casual feeling of war in-place.

This picture is mainly focused on the bases. The bases are in the corners, the base walls are decently small, only holding need things like the RR, Briefing Hall, Simulation Building?, Separate Debriefing Areas for after war, and any other small buildings that could fit in there that are for purely training purposes.

Outside of the bases would be their fields, housing their Obstacle Course (OC), KillHouse (KH), and their Spawn Room, as these are the largest structures, and can be placed outside of their base. Watch towers could be placed against the border of the fields along with sandbags every couple of meters to make a barrier/line along the cliff face (the lines going away from the fields, the ladder looking things, are to show that it's a cliff face and can't be climbed). There are two official entrances/exits to the fields, can have gates along them or just be left open, and the cliffs go in elevation towards the base making it non-accessible to get in, but easy to slide down to get out. The reason the spawn room is placed in the field is so that combat based classes (non-recruiter) can be closer to the front line, thus making the wars faster paced due to the decreased size of the actual battlefield, and putting the training RP things in the corner of the map (recruiters would spawn next to the RR). The fields connect to the base via those dotted lines I placed, where the dotted line touches the base, there would be a gate to allow entrance/exit.

The way the outside of the bases is designed allows for quicker access to the battlefield, less running distance from the base to the objectives like was clear on previous maps after CSCDesert, and it also prevents base camp from being as difficult to prove because you would simply sit outside of the field, and if you entered the field, then you would be base camping (lines of sight of the inside of the field could be blocked with sandbags/cliff faces as shown in the picture). Those who jump over the cliff, or exit from the field through the two entrances/exits can be killed, those peeking over the cliff can't, treat it like the base walls of the current bases, but they are more secure because they elevate above the terrain around them allowing no possibility of the Coyote/Oatlife report, and make it easier for body's that fly back not to go into the field because they hit the cliff-face.

Now onto the objectives and war zone, there are a couple of ideas to this. During war, functions normally as a war-zone, the objectives, the terrain, etc. This allows faster movement as the spawn rooms are closer to these objectives as stated before. The war zone could also be used during peace time as a non-man's land area where enemy's spotted in this zone would be considered KOS, allowing the Special Forces units of both sides to send scouting parties to attempt kidnaps within the enemy's field area, to raid the enemy's field area, to secure an objective for training (showing Enlisted around the objectives, because it's KOS, these areas would be difficult for large training groups to show around if not escorted or if they risk the enemy just not being there), for ransoms of kidnaps to take place, open simulations on these objectives would be considered peace zones for the duration the sim is there, or for scouting to make sure enemy units that attempt to openly march to the other field for a raid are stopped, and finally to stop the possibility of people walking up to the opposing base and having conversations (as that isn't very realistic, and causes some issues when it comes to raids taking place as they converse, etc).

--------------------------------------------------------------------

I hope this accomplishes the goal of giving RP a more easily enforced position from staff members, but keeps the fast-paced part of war-time that CSCDesert offers with it's base locations. Tell me what you think 🙂. I had this idea quite a while ago, but didn't fully explain it as well when Conway made the Paint image for me, we ended up getting the loved Taiga, which was nice with larger bases, but this is what I truly wanted accomplished, and I hope that at least some of these ideas get implemented some how!

  • Like 2
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TL;DR: Chaharikar was a really nice map due desert being a more pleasing aesthetic than grass, map should have good functionality if anything (i.e. less rigid terrain, trees, etc..), set better framework for server (better gun stats and maybe even more/different gun options), and RP should come about from players themselves.

I personally really enjoyed Chaharikar. The size of town was great (and if some players want that "urban" warfare feel, give it to them in an obj rather than a whole map). I also enjoyed original Taiga, which was pretty much a grass skin of Chaharikar and a few other objective changes IIRC. I just prefer the desert look, it's easier on the eyes IMO. That's also why I have been enjoying cscdesert recently. I just like desert theme, feels easier to look at. Siberia was also nice because snow looks good, but I do agree with Duel that one of my main issues with Siberia and the more recent maps is the excess of mountain/hilly terrain and trees. Despite being plain and bland, I think cscdesert does well combat wise because it has a healthy amount of "hills" that are straightforward and easy to comprehend, which is good for new players. 

I really just enjoyed the aesthetic of chaharikar and functionality of cscdesert. In terms of wars/RP, I think the framework of the server should be laid out and the RP will come about itself. Factions leaders/officers or even SGTs can create their own roleplay if they use their imagination, and Admin+ (since they can do "events" now) can enhance this RP. From my experience, even cscdesert had plenty of opportunity for player-driven RP, so anything beyond that mapping wise will be just fine. When it comes to the "framework" of the server, I think weapons need to be enjoyable/fair (in regards to stat changes and even adding/replacing the current weapons on the server. A lot of what Jackal suggested in his post would be nice to have and really just feel more enjoyable to use). As long as that is there and player speed is reduced/ redbull is removed, then I think we're already at a good start to having a balanced server where gun play is enjoyable for everyone and RP can be experienced by those who want it.

  • Like 7
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I also have another thing to add. For the Donor guns or packages. When you type !donate it brings the page of Permanent weapons and that they are active. There should be a button to where you should DeActivate it and Activate it. When you Deactivate it the next life you won't have the weapons [ This will not work for Donor classes ] 

  • Like 1
  • Dumb/Shitpost 1
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