Abe's Suggestions (Items, 'Currency', and perhaps other mechanics)

AbeBatJes

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I'll be going over several items & things that in my eyes, should be added to the Half Life server, and its possible uses, some or many of which was talked about during the meeting. This is to go more "in-depth" on each of the things.

ARMOR - MECHANICS

  • Firstly - remove any and all resistance and armor percentages to ALL clothing items, that way players may have the option to prioritize drip, so that they may feel more unique, without having to wear specific clothing and all blend into one 'generic' uniform.
    • Maybe have a slot for maybe vests/rigs that could be worn with outfits, technically how civil protection has a jacket underneath the Kevlar vest.

  • Convert the artifact slot into a plating slot (for protection).
    • There is already a form of code that's been made for clothing to offer resistance and protection, as seen before in MoF, and now more recently with STALKER. So why not have it converted to an item that provides x amount of resistance for every level plating, as well as an amount it can handle.
    • To work with weight, there's already the mechanics for wearable multipliers, so that when it's equipped, the 'weight' goes down. So have it so that wearable has it reduced significantly, but having it on hand makes it very heavy, so that players don't abuse the mechanic of having multiple plates on them.
    • For a roleplay standpoint, it must be mentioned that it requires several combat turns to replace any plating (for example, a turn is roughly 6-10 seconds dependent on the person looking at it. IRL, an experienced individual can replace their platings between one minute, up to five minutes give or take). So if they really want to replace their platings during combat, they must take at most 6 turns without interruption to do so.

ARMOR - ITEMS

  • Have the ability to craft body armor.
    • Provides rebels/mischief individuals the ability to have some kind of protection, with starting as something that provides little help, to some 'generic'/better armor.
    • Can start as [Crappy Basic Material Armor] < [Level II Kevlar] < [Advanced Material Armor] ~ [Level III-A Plates] < [Level III Plates] < [Level III+ Plates] < [Level IV Plates]
  • The highest level would be worn by Elite Overwatch, and probably some select suppression units/Wallhammer, while Level III or III+ is regularly worn by Overwatch & Suppression units respectfully.
    • Level II Kevlar would be commonly worn by CCA, which is set to be nearly stab proof, or highly stab resistant, but certain firearm calibers may pierce through.
    • Level III-A would be worn by higher ranked CCA and or leadership.
  • The first basic craftable would be something akin to wood boards, maybe books that are bound together or even ceramic floor plating. The advanced material armor would be more akin to thicker weaves/metals.
    • The basic would be just that - basic. It'd be better against maybe necrotics or potentially being protected from a glob of acid from a Bullsquid, if it's removed fast enough. POTENTIALLY stab resistant, but more than likely won't stop a bullet.
    • Advanced material would only be a step up from the Level II kevlar in terms of combining a mixture of metals and or weaves (could even just be improving the Level II Kevlar), but it'd be the strongest craftable defense armor that could be made.
  • There's already repair tool items in the game, so can have these be utilized to repair these things.

ARMOR - S2K/S2RP

  • For S2K, it can be set to have the resistance start from the follow:
    • 10 resist - 10 armor
    • 20 resist - 20 armor
    • 25 resist - 25 armor
    • 35 resist - 50 armor
    • 45 resist - 75 armor
    • 55 resist - 100 armor
    • 65 resist - 125 armor
  • This is to purely survive against enemies during S2K engagements, allowing for better enjoyment instead of having to cower in a corner and not lose more than half your HP, and begging for admin support to have you healed.
    • In the recent addition for One Shot Head Shots, it should only apply this based on amount of damage done to the head at a certain amount of time, similar to getting shot in the leg. That way, players aren't suddenly getting domed by NPCs super powerful cheats.

  • For S2RP, players may respect the engagements 'more' with better understanding on not only what they have equipped, but will also not be able to ass-pull saying "my kevlar saved my life from the .50 shot".
    • Players not following the rules by saying they have 'better' armor (having Level III/III+ when they have Level II or less, will be dealt with - it's nothing short of what's already done as staff anyways).
    • Players who attempt to replace their plating during combat must also be informed (or have it even stated on the plating itself), that it will take roughly six turns at MINIMUM without interruptions to replacing their plates. IRL, it takes "experienced" individuals between one minute, to five minutes to replace their plates. And if every turn order is between six to ten seconds on average, six turns is more than reasonable. Players who don't follow this rule can simply be told no - turn is skipped - continue replacing, or do a different action.
  • Much like standard RP, there is to be faith between players during combat engagements. If they get shot at and are hit, they are required to take the hit, and react accordingly.
    • There can be a possibly guide of roughly how many shots/hits you can take for the armors, and what bypasses/goes through.

STATS - Rework?

  • We have Strength, Agility, Perception, and Accuracy. However normally players tend to max out one stat over the other (primarily Agility), and tend to dodge every attack like Neo, especially since every single point is a one to one. This should be changed as such:
    • I place four points into agility. When I do /roll agility, it will use 1d20 +2, rather than 1d20+4. It makes it so that some odds increase in your favor, but not drastically, if roles are to be utilized.

  • Add more skills. Players are already using stats during combat, and out of combat. It's literally been a thing, and has constantly been as such. So if we want to continue having skills, then more stats need to be provided.
    • Strength - Keep as is.
    • Perception - Keep as is.
    • Accuracy - Keep as is?
    • Constitution/Endurance - Mostly used when taking a hit in Melee, it can also be utilized when getting shot at (say if you have plating and someone hits you, it might help you negate SOME knockback). Or if you're bleeding out, can utilize these rolls to survive.
    • Intelligence - Everyone has it. Everyone uses it. But some might have a bit more than others. Can be utilized to recall something, or doing things such as medical, survival, maintenance etc.
    • Agility/Dexterity - Keep as is?

  • The biggest thing to be stated is changing the stat system so that every two points adds a +1 to said stat.

CCA - STERILIZED CREDITS

  • A separate 'currency' system that units be able to utilize so long as they meet the criteria.
    • Sterilized credits should be provided potentially through rations and or through completely certain tasks. It should regulated in a way that can be obtainable, but not abused, such as AFKing and letting points rack up.
    • SCs should be something that should work both for RP and or OOC.
  • Things for it to be used for is the following:
    • Family Cohesion
    • Family Video Calls
    • Better Rations
    • Better Clothing
    • Apartment Status Upgrade
    • Weapon Acquisition From The Field (If a weapon is collected on the field, it provides permission to essentially have it available on the person)
    • Weapon Attachments (I.e., holographic, scopes, maybe grip and or laser sights dependent on the item - ONE TIME PURCHASE)
    • Weapon Acquisition From Armory (Specifically if say you wanted a stronger sidearm, or a stronger primary, and you are at a sufficient rank to acquire it, then you can acquire said weapon. NOTE: It's a one time purchase, just like the attachments)

CITIZENS - "STERILIZED CREDITS"

  • Very simple TL;DR, good boy credits. A system that allows citizens to potentially go up in class and receive better benefits. Some things of such are:
    • Better Housing
    • Better Status (Different armbands mean different status'. Provides potentially more 'respect' or leeway with civil protection)
    • Better Rations
    • Exclusive Clothing (After specific status upgrade)
    • Exclusive Invites to Events (dependent)
    • Item Acquisition (Such as a one-way-distress-radio [I can't remember the name], where a citizen can speak into it and be like, "Someone is destroying my apartment/store", or "there's someone with a gun at this location!". [Have it so names don't pop up to keep it anonymous]

Suggested Mods (Or what's in them)

  • Have different mines that can be utilized by either party, and provide careful engagements dependent on location.


  • Specifically the shotgun from here. Although the pulse shotgun that we once had is neat in its own capacity, this one is quite honestly superior.


  • Different shields, but all fits the theme of what was suggested before.
    • Needs to be tested in multiplayer.


  • A potential weapon for resistance to utilize (like their own equivalent to a pulse rifle). Believe Vecilea tried getting this in before. And it isn't too out of the ordinary.

  • A weapon for the resistance to potentially finally have - a .50 BMG single shot sniper.
    • Should be just as powerful in S2RP as it is in S2K.
    • For S2RP, just like what's already been stated for doing sniper battles, after taking the time to set up the shot, after firing, you must take a turn to react to the recoil, and reload. Then you need to take another turn to prepare your shot, and then the next turn to officially fire it.
    • THIS WEAPON ISN'T MEANT TO BE EASILY RETRIEVED!!! It's to be special, heavy, and fill its own niche role. Gives resistance an opportunity to have their own cool big boy weapon for once.


  • Specifically the revolver in the pack, it should be one of the weapons that can be bought through the sterilized credits after you hit a certain rank (i2), and after spending said credits.
    • On the model, it's a .44, and has 8 rounds. And it's a bit more 'unique'. Can perhaps add some flavor text to it to make it 'special'.
 
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I'll read it thoroughly tomorrow, but armor plating is a really decent idea. I wanted some form of armor degredation on ZRP just like the weapon degradation bar. Will comment on it again after a better read.