STUCK IN A CAKE
Molecule
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- Apr 30, 2016
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I haven't gotten around to reading the rest of the thread, only the main op.
But all in all, I feel this should've been the direction that Stasi-land should've taken in the first place, a more emphasis on the whole "Civilian vs Soviet" war. Like we see in Afghanistan and in eastern Europe. But on a much grander scale.
The asymmetrical combat definitely spices things up, however, make sure that there is a genuine upside to not being the soviets. To really push the balance from being one-sided. From the top of my head, I could say shit like "Soviets are forced to relinquish anything non-standard and are restricted to certain equipment allocation. Such as only 1 GPM per Fireteam or Sidearms are a no-no and other such restrictions due to the in lore 'Equipment Shortage' Whereas the Civilians have no real restriction, so long as they have it, they can use it." and with the likes of Script spawns, allowing the civilians to go 'incognito' to look for shit and wonder about ready to lay an ambush (with the risk of being spotted and searched by a patrol). Whereas soviets are strictly kept in base until a patrol is organized. This stuff would be easy to enforce with active staff members and would add a cool dynamic. So long as it isn't abused :^)
These are just some quick ideas, but you understand my point.
The scenario sounds nice and there's plenty to work with since NATO and Soviets made some pretty cool shit during the cold war. And the shit that was developed for Stasi-land was really fucking cool, with vehicle spawning and emplacements. It was just a shame that most of it were unseen by the average player.
All in all, I like the idea. WW3rp shouldn't attempt to be like HL2rp, the focus on the engagements should be it's selling point. Though RP shouldn't suffer either. Allowing the 'Generic Soldier' or 'Insurgent/Mercenary' be accessible by everyone while letting specialised roles with powerful equipment be whitelist only strikes a good balance for quality control in my experience.
But all in all, I feel this should've been the direction that Stasi-land should've taken in the first place, a more emphasis on the whole "Civilian vs Soviet" war. Like we see in Afghanistan and in eastern Europe. But on a much grander scale.
The asymmetrical combat definitely spices things up, however, make sure that there is a genuine upside to not being the soviets. To really push the balance from being one-sided. From the top of my head, I could say shit like "Soviets are forced to relinquish anything non-standard and are restricted to certain equipment allocation. Such as only 1 GPM per Fireteam or Sidearms are a no-no and other such restrictions due to the in lore 'Equipment Shortage' Whereas the Civilians have no real restriction, so long as they have it, they can use it." and with the likes of Script spawns, allowing the civilians to go 'incognito' to look for shit and wonder about ready to lay an ambush (with the risk of being spotted and searched by a patrol). Whereas soviets are strictly kept in base until a patrol is organized. This stuff would be easy to enforce with active staff members and would add a cool dynamic. So long as it isn't abused :^)
These are just some quick ideas, but you understand my point.
The scenario sounds nice and there's plenty to work with since NATO and Soviets made some pretty cool shit during the cold war. And the shit that was developed for Stasi-land was really fucking cool, with vehicle spawning and emplacements. It was just a shame that most of it were unseen by the average player.
All in all, I like the idea. WW3rp shouldn't attempt to be like HL2rp, the focus on the engagements should be it's selling point. Though RP shouldn't suffer either. Allowing the 'Generic Soldier' or 'Insurgent/Mercenary' be accessible by everyone while letting specialised roles with powerful equipment be whitelist only strikes a good balance for quality control in my experience.