Half Life 2: After Life Public Q&A

Raiden

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Ask any questions here and we'll store them in the thread to keep them saved for future reference!

Señor Jaggles asked:​

As a new player, new to HL2 RP, how difficult would it be for me to initiate myself in this universe? What sort of things can I do right as I spawn?​

Raiden answered:

Straight away even before character creation we intend to make species-specific tutorial videos which give new players some guidance on what to expect from playing the character they make. It's similar to how some MMO's have class tutorials to detailing what they're good at etc. but instead it sets a tone for them in the Half Life 2: After Life universe.

We're also looking at ways to making character guides a bit more intuitive, as opposed to the normal forum copy-paste link which most new players get given their way from admins when they've been wandering around for a bit and someone pitys them enough to inform an admin to do a 'sit' with them.

As for when a player spawns, we intend to allow players to have some form of basic equipment they would require for 'survival' - more on that specifically later, but will largely depend on the type of character they have created.

Creating a proactive world around the player is a great way to introduce new players into the enviroment. This is will mainly be down to what world the players create for them to be immersed in, alongside an expanded crafting and resource gathering system to fill the space when there's not as much roleplay to be had (Again, more on that later).

boots asked:

Will there be new skills/attributes/crafting system/flags rework?
Raiden answered:
Yes!

Details of such to be specified hopefully soon but this is one of our main priorities.

EXODITE.XXX asked:

Will the IC laws be a reskinned civil code, or will civvies have an enshrined right to bear arms, etc.?​

Raiden Answered:

Initially, laws will be a simple skeleton code of conduct i.e. Do not kill, do not steal etc etc.

It'll be up to the players and the government that's elected to determine a fully-fledged constitution for the settlement, with the consequences of such, or maybe even lack thereof, being one part of the player conflict system.

So in short, whilst there will be a baseline civil code, it'll be simple and be intended to be changed based on whatever group, individual, faction, whatever, find themself in the position to do so, through democratic means or otherwise...

Pepic added:
We'll have a fairly neutral starting point in terms of laws and the people in power will be able to make changes to that constitution.

It will not just be reskinned Combine code of laws. I.E people will be able to own firearms with a permit is likely how that will first be structured but the council could vote to remove the need for permit or even make it more strict.
shad asked:


possible that i skipped over it somewhere, but what is the selection process in mind for ppl who are interested in rolling a combine operative?

is it app based?

what penalties are in place if the operative is discovered/killed? further, what is the stance on PKs overall?

Pepic Answered:

They will be private applications only staff will be able to see. It'll entail what kind of character they are as their cover and of course their ties to the Combine.

We'll be looking to pick people for a couple reasons. We want to make sure OOCly we believe they'll be a good fit, take it serious, and follow any guidelines and that their character would be an interesting pick to have that element included.

We'll be looking to spread these Operatives across the social hierarchy as well so we'll be selecting based off diversity.

The whitelist will be hidden even among other Operatives OOCly. So they'll have to discover each other ICly which we'll likely provide some ways to do so.

As for penalties of discovery that'll likely be very situational. The Populus isn't gonna be the kind of government to KoS on sight at least from the get go unless laws change. So they could likely be put on trial before the council to determine punishment. But of course an undercover agent who has has their cover blown isn't of much use anymore and a liability so another operative may be instructed to remove the liability as a possible example.

Hunk asked:

what incentive is there to play a rebel/splinter group outside standard crime?

everyone seems to be in a big alliance despite divergences, against race x so if you're not with them what would you be doing
Pepic Answered:

Well, there may not be specifically a "rebel" group. We aren't going to force that to be a thing. It'll be up for the community to decide the direction the Populus is going is worth fighting against.
We'll be giving people the tools to make these groups. Organized crime, insurgencies, ect.

The Populus is a government, and the focus will be on what is happening in its city / surrounding regions. There will be space in the outlands to set up a life albiet a likely more dangerous one.

But the focus will be centered around Bastion Prime which is The Populus' seat of power. People will either be in that structure, or visitors and people will be able to decide if they want to see The Populus thrive or fail.
 
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Señor Jaggles

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As a new player, new to HL2 RP, how difficult would it be for me to initiate myself in this universe? What sort of things can I do right as I spawn?
 
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Raiden

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As a new player, new to HL2 RP, how difficult would it be for me to initiate myself in this universe? What sort of things can I do right as I spawn?
Straight away even before character creation we intend to make species-specific tutorial videos which give new players some guidance on what to expect from playing the character they make. It's similar to how some MMO's have class tutorials to detailing what they're good at etc. but instead it sets a tone for them in the Half Life 2: After Life universe.
We're also looking at ways to making character guides a bit more intuitive, as opposed to the normal forum copy-paste link which most new players get given their way from admins when they've been wandering around for a bit and someone pitys them enough to inform an admin to do a 'sit' with them.

As for when a player spawns, we intend to allow players to have some form of basic equipment they would require for 'survival' - more on that specifically later, but will largely depend on the type of character they have created.

Creating a proactive world around the player is a great way to introduce new players into the enviroment. This is will mainly be down to what world the players create for them to be immersed in, alongside an expanded crafting and resource gathering system to fill the space when there's not as much roleplay to be had (Again, more on that later).
 
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Raiden

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Will the IC laws be a reskinned civil code, or will civvies have an enshrined right to bear arms, etc.?
Initially, laws will be a simple skeleton code of conduct i.e. Do not kill, do not steal etc etc.

It'll be up to the players and the government that's elected to determine a fully-fledged constitution for the settlement, with the consequences of such, or maybe even lack thereof, being one part of the player conflict system.

So in short, whilst there will be a baseline civil code, it'll be simple and be intended to be changed based on whatever group, individual, faction, whatever, find themself in the position to do so, through democratic means or otherwise...
 
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shad

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possible that i skipped over it somewhere, but what is the selection process in mind for ppl who are interested in rolling a combine operative?

is it app based?

what penalties are in place if the operative is discovered/killed? further, what is the stance on PKs overall?

THANK U in advance
 
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Hunk

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what incentive is there to play a rebel/splinter group outside standard crime?

everyone seems to be in a big alliance despite divergences, against race x so if you're not with them what would you be doing
 
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PepicWalrus

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possible that i skipped over it somewhere, but what is the selection process in mind for ppl who are interested in rolling a combine operative?

is it app based?

what penalties are in place if the operative is discovered/killed? further, what is the stance on PKs overall?

THANK U in advance

They will be private applications only staff will be able to see. It'll entail what kind of character they are as their cover and of course their ties to the Combine.

We'll be looking to pick people for a couple reasons. We want to make sure OOCly we believe they'll be a good fit, take it serious, and follow any guidelines and that their character would be an interesting pick to have that element included.

We'll be looking to spread these Operatives across the social hierarchy as well so we'll be selecting based off diversity.

The whitelist will be hidden even among other Operatives OOCly. So they'll have to discover each other ICly which we'll likely provide some ways to do so.

As for penalties of discovery that'll likely be very situational. The Populus isn't gonna be the kind of government to KoS on sight at least from the get go unless laws change. So they could likely be put on trial before the council to determine punishment. But of course an undercover agent who has has their cover blown isn't of much use anymore and a liability so another operative may be instructed to remove the liability as a possible example.
 
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PepicWalrus

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what incentive is there to play a rebel/splinter group outside standard crime?

everyone seems to be in a big alliance despite divergences, against race x so if you're not with them what would you be doing
Well, there may not be specifically a "rebel" group. We aren't going to force that to be a thing. It'll be up for the community to decide the direction the Populus is going is worth fighting against.

We'll be giving people the tools to make these groups. Organized crime, insurgencies, ect.

The Populus is a government, and the focus will be on what is happening in its city / surrounding regions. There will be space in the outlands to set up a life albiet a likely more dangerous one.

But the focus will be centered around Bastion Prime which is The Populus' seat of power. People will either be in that structure, or visitors and people will be able to decide if they want to see The Populus thrive or fail.
 
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PepicWalrus

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Will the IC laws be a reskinned civil code, or will civvies have an enshrined right to bear arms, etc.?
Just to add onto what Raiden said we'll have a fairly neutral starting point in terms of laws and the people in power will be able to make changes to that constitution.

It will not just be reskinned Combine code of laws. I.E people will be able to own firearms with a permit is likely how that will first be structured but the council could vote to remove the need for permit or even make it more strict.
 
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Hunk

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Well, there may not be specifically a "rebel" group. We aren't going to force that to be a thing. It'll be up for the community to decide the direction the Populus is going is worth fighting against.

We'll be giving people the tools to make these groups. Organized crime, insurgencies, ect.

The Populus is a government, and the focus will be on what is happening in its city / surrounding regions. There will be space in the outlands to set up a life albiet a likely more dangerous one.

But the focus will be centered around Bastion Prime which is The Populus' seat of power. People will either be in that structure, or visitors and people will be able to decide if they want to see The Populus thrive or fail.
cool concept.

I hope this gives fruit.

The lore might be a bit crazy, but honestly, I'm getting tired of typical hl2rp.
 
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Raiden

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cool concept.

I hope this gives fruit.

The lore might be a bit crazy, but honestly, I'm getting tired of typical hl2rp.
Largely the whole point of the project, yeah. Something different then the norm.
 
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PepicWalrus

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can i smack stuff and increase my strength?
No. I want to avoid the type of stat system we've had where you can just repeatedly do an action to increase a stat.

We want people to be able to build a character in diverse ways and actually have meaningful choices rather then grinding everything to max. People will have specializations in their builds making them better or worse at things.

There may be ways to get increases rarely or if something major impacts your character but for the most part stat wise a new character will have the same potential as an old character.

Progression will come from gear and social based stuff. Augmentations being a possible way to increase physical limits and such other possibilities we are exploring.
 
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How similar would it be to current Synapse-gaming, in terms of interesting script-based activities (like their workshifts, or how whole economy works there, if you are not familiar then I can expand on this)? I honestly have PTSD after /me /me /me /me to do all the basic things. I think it's really waste of time and doesn't really add much depth.
 

Raiden

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How similar would it be to current Synapse-gaming, in terms of interesting script-based activities (like their workshifts, or how whole economy works there, if you are not familiar then I can expand on this)? I honestly have PTSD after /me /me /me /me to do all the basic things. I think it's really waste of time and doesn't really add much depth.
We've always tried to foster an enviroment of quality over quantity - I think it does come down to how individiuals want to roleplay really. Some prefer meticulously describing every breath a character takes, others not so much. There is always an emphasis on roleplay, but there won't be an expectation outside perhaps combat for players to go into excrutiating detail on everything they're doing.

I'm unfaimilar with Synapse.
 
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PepicWalrus

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How similar would it be to current Synapse-gaming, in terms of interesting script-based activities (like their workshifts, or how whole economy works there, if you are not familiar then I can expand on this)? I honestly have PTSD after /me /me /me /me to do all the basic things. I think it's really waste of time and doesn't really add much depth.
I know nothing about Synapse beyond the few feature showcases I've watched on their youtube. But economy based will be focused around player crafting mainly. Resources will have dedicated points of interest to harvest them at, companies may get injection of resources from the government, and council member can dictate their distribution of resources alongside players being able to just go out and harvest their own. We want a logistics lite.

Players go out and get resources - take it to dedicated crafting stations to turn resources into materials to craft into goods, gear, armor, weapons, ect - use it themselves, sell it, w/e.

"Workshifts" aren't really gonna be a think prese unless someone wants to run a group that way I suppose. CWU isn't around anymore as this is all post combine. Corporations, companies will be the main producer likely.

Beyond what is harvested by people there will probably be a weekly resource allocation. Applied companies can get a weekly injection of materials to produce their goods, research, w/e. Likewise the government will naturally accumulate resources that those elected as councilors can dictate where they are spent. This may also result in community goals being met with new features coming online.

TLDR economy isn't gonna be entirely faked and there'll be a soft tracking and management of resources. I want everything for the most part to be player made beyond what is needed to keep things movings.
 
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We've always tried to foster an enviroment of quality over quantity - I think it does come down to how individiuals want to roleplay really. Some prefer meticulously describing every breath a character takes, others not so much. There is always an emphasis on roleplay, but there won't be an expectation outside perhaps combat for players to go into excrutiating detail on everything they're doing.

I'm unfaimilar with Synapse.
I'd really recommend you guys booting it up and having a glimpse. I was honestly astonished by how well things are thought-out there. Meanwhile it's not super RP focused (there's basically no S2RP, no RP of /me putting things into paper). Basically every aspect is scripted. While it does sound bad initially, it really plays so well. I really would like you guys to steal good ideas from them and implement it.


I know nothing about Synapse beyond the few feature showcases I've watched on their youtube. But economy based will be focused around player crafting mainly. Resources will have dedicated points of interest to harvest them at, companies may get injection of resources from the government, and council member can dictate their distribution of resources alongside players being able to just go out and harvest their own. We want a logistics lite.

Players go out and get resources - take it to dedicated crafting stations to turn resources into materials to craft into goods, gear, armor, weapons, ect - use it themselves, sell it, w/e.

"Workshifts" aren't really gonna be a think prese unless someone wants to run a group that way I suppose. CWU isn't around anymore as this is all post combine. Corporations, companies will be the main producer likely.

Beyond what is harvested by people there will probably be a weekly resource allocation. Applied companies can get a weekly injection of materials to produce their goods, research, w/e. Likewise the government will naturally accumulate resources that those elected as councilors can dictate where they are spent. This may also result in community goals being met with new features coming online.

TLDR economy isn't gonna be entirely faked and there'll be a soft tracking and management of resources. I want everything for the most part to be player made beyond what is needed to keep things movings.
Please give it a go, honestly. I think you should check it out and harvest as many good ideas as possible. I really love how economy works there. To make it quick and simple (bit oversimplified). Workers make combine goods during workshift. They do it by cooperating and doing like 4-5 step process down the way, everything is scripted. So people need to bring boxes, unbox them on conveyor belt and put stuff into machine to produce the thing, then READY BOX needs to be delivered to PLACE X.

Without it being delivered there are no RATIONS, no MEDICAL ITEMS in UM, No stuff for CPs (idk how it exactly works there), also meanwhile Rebels can steal it and if they bring the box to special place, they get some cool items out of it.

I'm, so impresse. Plenty of cool features, like for example Zombie players being this OOC filter to guard the passage to 'rebel area' and 'high loot areas'. Also, have I mentioned there's not a SINGLE WHITE-LIST on the server? Everything you getting through in-game exams and certain 'Civic Points' thresholds. Same goes for crafting, no need for white-lists :)


I honestly recommend checking it out, getting some inspirations. I could be ranting here for whole night, but I really recommend checking it out.