shitpost thread - fuck blackquill

Erkor

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Then don't call it HL2?

If players go looking at the list of servers and join a server called "HL2RP" they'll want something that resembles HL2 at least a tiny bit, at least with the core things from the game feeling a bit like the game. That's the whole point of "roleplay in the hl2 universe", we loosen up to allow more things to happen, but if we lose the way completely it's like going to a D&D game and while fighting goblins some cool StormTroopers invade and help you.

i'm not sure what you're implying with "don't call it HL2" since that was the entire point of that latter paragraph — it doesn't take large edits to simply stop calling it HL2, and instead making it something standalone — while still consistent

we don't need to stick to the HL2 universe to keep things consistently oppressive, but (partially as a devil's advocate) unhinging ourselves from the hl2 brand will offload massive burdens that have to be looked after if you want to make virtually anything lore-related
 
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Knight

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pretty upsetting that gmod serious rp is latched onto hl2 i just want to play another good server set in something more creative just one more time like halo/fallout/wild west RP or even something entirely original
 
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john

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it would just detach from half life 2 entirely and turn into a fully creative project without the worry of "it doesn't feel like it could fit into the hl2 spirit"
Would that really even be a bad thing? People use it as a playground for ideas, to explore their characters, mature themes and more. Expanding on a 13 year old concept instead of clinging to old ideals seems like a reasonable course to take.
It's our own lore doesn't mean we have to lose the way completely and turn this into something that does not resemble HL2 even a bit

"My faction" adds onto the mix, changing CPs would be a modification of a base thing from the Universe itself.
Proselytes, the administration board, your rendition of willard industries are all new things that conflict with how we percieve the half-life universe and what it all means for the story.

The way the resistance works how it's a decentralized mess of crime directly conflicts with the well-armed insurgents of Half-Life 2.

The way you can't really move out of the boundaries of the city, the way you're landlocked and are forced to adapt to a singular environment with no outside connections and a wider network.

The way Civil Protection members in HL2 actually work shifts and have families are completely stripped away in our rendition of Half-Life, it's all a massive edit of core functions to make for a more or less engaging experience for the roleplayer.

Doing further edits in the same vein for the purpose of a freer, more engaging feeling shouldn't be something you scoff at if it means a better server, because it's already been butchered.
[doublepost=1545885534][/doublepost]
but (partially as a devil's advocate) unhinging ourselves from the hl2 brand will offload massive burdens that have to be looked after if you want to make virtually anything lore-related
this
 
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Erkor

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there's a lot of creative liberties i would (and probably will) take (although in the present case it would be nothing more than non-canon writing projects) related to a lot of things present in half life 2's/nebulous's environment that would otherwise won't necessarily be possible at all in the current environment
 

GenericPlayer

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honestly a more human civil protection force without an all-seeing dispatch and grounds for corruption like a regular police force could probably bring a lot more roleplay to the table, and those who still want to wear masks easily can, and those who want to take the mask off to interact can face the risk of people knowing who they are and where they live

but that's just my opinion gamers
 
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Señor Jaggles

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i'm not sure what you're implying with "don't call it HL2" since that was the entire point of that latter paragraph — it doesn't take large edits to simply stop calling it HL2, and instead making it something standalone — while still consistent

we don't need to stick to the HL2 universe to keep things consistently oppressive, but (partially as a devil's advocate) unhinging ourselves from the hl2 brand will offload massive burdens that have to be looked after if you want to make virtually anything lore-related

It really isn't. The core things in HL2 is shooting and puzzle solving, the story was minimal and in the background to the action and shit. There wasn't any CWU, UM, CAB etc. until we decided we wanted them.

Yes, we added onto it. But HL2 offers an universe we built our lore on top of, we didn't start from scratch. Even if we modified it a lot, we still keep the core of it.

Proselytes, the administration board, your rendition of willard industries are all new things that conflict with how we percieve the half-life universe and what it all means for the story.

The way the resistance works how it's a decentralized mess of crime directly conflicts with the well-armed insurgents of Half-Life 2.
The way you can't really move out of the boundaries of the city, the way you're landlocked and are forced to adapt to a singular environment with no outside connections and a wider network.
The way Civil Protection members in HL2 actually work shifts and have families are completely stripped away in our rendition of Half-Life, it's all a massive edit of core functions to make for a more or less engaging experience for the roleplayer.
Doing further edits in the same vein for the purpose of a freer, more engaging feeling shouldn't be something you scoff at if it means a better server, because it's already been butchered.

The looks of core things of the game, as I said, remain the same. We added onto it. We've loosen up things to adapt all of these new creations, but that doesn't mean we have butchered the game itself. If CPs stop being antagonists, even if forced antagonists, they're not CPs anymore, it's not HL2 anymore. If you just let them hang out with everyone at will they're just that one mate that is one minute drinking a beer with you, the next one he's beating you for breaking the law.

What you propose turns CPs into friends. CPs aren't friends. CPs are foes. They're forced to be foes. Next thing we know OTA can walk on the street and shake hands with their fellow vortigaunts.

Something I can get behind is the whole "if you remove your mask you don't give away a biosignal" or whatever, allow CPs to do such things behind closed doors, outside of Dispatch's view.
[doublepost=1545885987][/doublepost]
all-seeing dispatch

Dispatch can see cameras and scanners, that's it.
 

john

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honestly a more human civil protection force without an all-seeing dispatch and grounds for corruption like a regular police force could probably bring a lot more roleplay to the table, and those who still want to wear masks easily can, and those who want to take the mask off to interact can face the risk of people knowing who they are and where they live

but that's just my opinion gamers
Directly calling everyone involved in management out to respond to this actually. I'd like to see some real arguments for why this wouldn't be the case given the supposed freedom granted to members of the force in-game.

While we're at it remove UU food it's a dumb concept and the only HL2 reference of food difference is that Civil Protection members get fed more. The food complaints in HL2 are likely complaints about variety equivelent of real-life rationing rather than it being literal trash garbage glop.
 
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GenericPlayer

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What you propose turns CPs into friends. CPs aren't friends. CPs are foes. They're forced to be foes. Next thing we know OTA can walk on the street and shake hands with their fellow vortigaunts.
Going back to the Stanford Experiment analogy for a second, the 'prison officers' were previously colleagues and associates of most of the 'prisoners'. They can still get along when not doing their job, but give an individual power and anonymity and they'll happily commit atrocities.
 
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Erkor

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Yes, we added onto it. But HL2 offers an universe we built our lore on top of, we didn't start from scratch. Even if we modified it a lot, we still keep the core of it.
a large chunk of our current lore is homebrewn

  • the timeline of events
  • the organization of government
  • a massive part of civil protection lore
  • memory replacements
  • the civil workers union
  • the current map, including every city bar those seen or mentioned ingame or novels (city 8 , 11, 12, 13, 14, 15, 16, 24, 27, 40, 49; all without names)
  • a majority of the present factions
it doesn't take much rewriting to adjust things and make our half life 2-based universe a full offshoot using half life 2 as a basis, the same way warcraft was once just warhammer with a few name and asset changes
 
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john

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Yes, we added onto it. But HL2 offers an universe we built our lore on top of, we didn't start from scratch. Even if we modified it a lot, we still keep the core of it.



The looks of core things of the game, as I said, remain the same. We added onto it. We've loosen up things to adapt all of these new creations, but that doesn't mean we have butchered the game itself. If CPs stop being antagonists, even if forced antagonists, they're not CPs anymore, it's not HL2 anymore. If you just let them hang out with everyone at will they're just that one mate that is one minute drinking a beer with you, the next one he's beating you for breaking the law.

What you propose turns CPs into friends. CPs aren't friends. CPs are foes. They're forced to be foes. Next thing we know OTA can walk on the street and shake hands with their fellow vortigaunts.

Something I can get behind is the whole "if you remove your mask you don't give away a biosignal" or whatever, allow CPs to do such things behind closed doors, outside of Dispatch's view.
[doublepost=1545885987][/doublepost]

Dispatch can see cameras and scanners, that's it.
Honestly man your whole arguments are just words without content, it's just "one thing can't be another because of this". You're taking none of what I say into account when you type your paragraphs out and basing your view on pre-concieved ideas rather than entertaining another angle. It's pointless and I don't want to bother responding to it unless you want to re-write this heap into an argument.
 

Cindy

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9MNeKLl.png
 
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Señor Jaggles

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the timeline of events

Added stuff onto the existing events from HL2.

the organization of government

Added stuff.

a massive part of civil protection lore

Added stuff.

memory replacements

Added stuff.

  • the civil workers union
  • the current map, including every city bar those seen or mentioned ingame or novels (city 8 , 11, 12, 13, 14, 15, 16, 24, 27, 40, 49; all without names)
  • a majority of the present factions

More added stuff.

HL2's universe is barebones, all you mention is stuff we've added, not modified.

But if we even modify those bones, what is left of HL2?

Honestly man your whole arguments are just words without content, it's just "one thing can't be another because of this". You're taking none of what I say into account when you type your paragraphs out and basing your view on pre-concieved ideas rather than entertaining another angle. It's pointless and I don't want to bother responding to it unless you want to re-write this heap into an argument.

You're making them words without content while knowing there's content, you just don't bother reading. I understand what you mean, but tell me how many CPs besides Barney you see unmasked in HL2 in public? That would be something you modify directly from the stuff shown in the game. The other stuff you mention is, as shown above, stuff you add onto the barebone universe given by HL2.

I'm not saying "be a nazi and don't let CPs be unmasked", I'm saying Dispatch exists and you can see how it is in the game: Remove that and it'll stop being HL2-like. However there's no mention at all about "a signal going off if a CP is unmasked", so I'd say if CPs want to hide from Dispatch and unmask themselves (something that has already happened, in Helix, and has been allowed) and risk their anonimity, it's their problem.
 

Erkor

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me said:
Memory Replacements
Added stuff.

no thats full custom lore

i can attest to this, since i wrote it

the only thing we know of memory replacements in the game's base lore is it exists, it brainwashes the combine soldiers (and high ranking cps), and looks like this
315px-Memory_replacement_closeup.jpg

as for the other things, yes, they're added

they're new
they're homebrewn
 
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john

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You're making them words without content while knowing there's content, you just don't bother reading
I did read it, and it's the same thing you've said for 2 pages without taking anything into consideration.
I understand what you mean, but tell me how many CPs besides Barney you see unmasked in HL2 in public? That would be something you modify directly from the stuff show in the game. The other stuff you mention is, as shown above, stuff you add onto the barebone universe given by HL2.
Literal point and case example of
"one thing can't be another because of this"
you're a pain to talk to.

Let me refer you to my other post since you obviously:
just don't bother reading


The way Civil Protection members in HL2 actually work shifts and have families are completely stripped away in our rendition of Half-Life, it's all a massive edit of core functions to make for a more or less engaging experience for the roleplayer.

Doing further edits in the same vein for the purpose of a freer, more engaging feeling shouldn't be something you scoff at if it means a better server, because it's already been butchered.

I'm not basing this on previous edits, I'm basing this on my current opinion and a few ideas, can you stop strawmanning and actually respond if you want to partake in the conversation.
 

Señor Jaggles

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no thats full custom lore

i can attest to this, since i wrote it

It's custom, but it's added. You added more "sauce" into it, the only thing said about MMR in the canon itself is that it's done to CPs, and heavier for OTA. A modification, simply.

This doesn't really serve as much of a risk considering CPs aren't going off duty to mingle with citizens.

Why would they do that, they can mingle with citizens on-duty as long as they're not caught.

I'm not basing this on previous edits, I'm basing this on my current opinion and a few ideas, can you stop strawmanning and actually respond now.

I'm unsure what you mean with "The way Civil Protection members in HL2 actually work shifts and have families are completely stripped away in our rendition of Half-Life" to begin with. CPs have families in HL2 but we considered they don't go home to meet them, because common sense says if CPs have to be officially anonymous, Dispatch would not let them contact their families. So I'm unsure what you were describing with that phrase.

Doing further edits in the same vein for the purpose of a freer, more engaging feeling shouldn't be something you scoff at if it means a better server, because it's already been butchered.

If it means a better server, sure.

But if it stops being related to HL2, then where does it leave the gamemode? Of course it's not HL2 anymore, it wouldn't be sustainable at all to be completely like HL2. But it still looks like it. However there's a few key things from HL2 that are not removed since then it would just lose the name 'HL2RP'. If it has such a name it's because it should resemble, at least a tiny bit, the game itself, otherwise you're not talking about HL2RP but something else.
 

GenericPlayer

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But if it stops being related to HL2, then where does it leave the gamemode? Of course it's not HL2 anymore, it wouldn't be sustainable at all to be completely like HL2. But it still looks like it. However there's a few key things from HL2 that are not removed since then it would just lose the name 'HL2RP'. If it has such a name it's because it should resemble, at least a tiny bit, the game itself, otherwise you're not talking about HL2RP but something else.
If by 'HL2RP' we mean sticking to the same lore and story for the past 13 years, I'd say ditch the name and go ahead with the changes regardless. It's better to enact things for more avenues of roleplay and development than to keep repeating the same stuff time after time again, but again that's just me and I didn't invest much time in Half Life 2 roleplay specifically before Helix.
 

john

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I'm unsure what you mean with "The way Civil Protection members in HL2 actually work shifts and have families are completely stripped away in our rendition of Half-Life" to begin with. CPs have families in HL2 but we considered they don't go home to meet them, because common sense says if CPs have to be officially anonymous, Dispatch would not let them contact their families. So I'm unsure what you were describing with that phrase.
In Half-Life 2, it's explicitly outlined that the members of the Civil Protection force go home and lead normal lives after their shifts. Voice lines like "Your wife doesn't like me, does she?". We've stripped this away and made their lives in the force constant and unchanging with no real family contact.

But if it stops being related to HL2, then what does it leave the gamemode? Of course it's not HL2 anymore, it wouldn't be sustainable at all to be completely like HL2. But it still looks like it. However there's a few key things from HL2 that are not removed since then it would just lose the name 'HL2RP'. If it has such a name it's because it should resemble, at least a tiny bit, the game itself, otherwise you're not talking about HL2RP but something else.
Our version of Half-Life 2, what connects us to that feeling is in my opinion the Combine, the constant looming threat of the citadels, the draining resources and the certain doom that's ready to come upon the world. The Union team will still keep the harvesting going, and the resistance team will still try to stop it. Really it's an infinite narrative until we decide the earth's done being harvested, and in my opinion we should have an overarching story to go with it.

I don't think Half-Life 2 will go away because we take away the tools that let CP's be really unpleasant to deal with IC and OOC.
 
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Cindy

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Why would they do that, they can mingle with citizens on-duty as long as they're not caught.

Because then you allow people to continue the character development of their CP characters in a fashion that is not in uniform- their identity as a member of civil protection a closely held secret that could also be the fuel for an internal witch hunt among citizens. Trying to prompt unit players to do this sort of thing on duty feels like you're trying to shoehorn in an unrealistic circumstance whilst dangling potential roleplay on a string in front of their faces.

I agree with you that civil protection should be expanded to allow units more roleplay that isn't restricted by the flavor and atmosphere of the setting but that isn't the way to go about it.
 

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personally, i'd like to see adaptations of @bjfgpkqkdmtnspwndsjt 's take on the civil protection: more comparable to modern police forces with much more leeway for brutality, corruption, and other such things.

imo, anything short of explicitly going rogue, i.e running off to the slums or actively assisting rebels, shouldn't be hidden behind an application.