August's way to long list

Augustsheep

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I already shared this to Smarmy, and Mickee, but this comes from my now defunct origin - location. It is a collection of things I stand a good hold on, and while I am not saying it's "Oh you should do this" I think you should review it, even if not all of it's done, to get some ideas of what a collective team to include myself came up. Some of them are good ideas, some of them are polar opposite, but I rather share it as a whole, then circle around like a maniac explaining it. The only real thing I can offer RP wise is CCA and CA stories, since I paved a lot of my way these last years into writing stories into them and how to avoid the red tape while keeping it interested. If you have any comments or questions, or want to call me slurs, please post them here XD.









Please do not flame me for using Google docs, these are just copied over for the sake of making it one place of reading.
 
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As a update to this; for a more in-depth perceptive take, I do think that the biggest thing for CCA especially coming from that background, and CA, that there needs to be a cohesive yet rival element. This is not a sturdy requirement, but a red-tape line always restricts RP, where as my approach was a IA/ Administrative Office of CA within the CCA (Who were mandatory drafted from CCA or CA specifically for it), and in that way they both boot checked each other. A black and white of "CA is incharge of CCA" realistically creates very intense powergaps and powerplayers in both organizations if its reversed. By having loose interactions you can still keep a management balance. My approach to that, was that CA had authority above the CCA on Overwratch, who thus sat above the CCA and CA by technical, but were a rare element. The COTA, specifically was designed to strike terror, and control, so they were only meant for specific situations or deployments into the 'unknown' where there could be very little public knowledge of them.

The CCA equally, having a off-duty and on duty is great, having rations separated by rank was done pretty easily, least for me, and helped bolster a social hierarchy. Better units, get better rewards, but civil workers also got equal level tiers- meaning you had to be careful who you pissed off, because they might just have friends in higher places with the amount of goodies they get to pawn off. Legality wise, the CCA document goes a lot more in depth. I purely took up CA for my literation of work, and while IA offices are very...very sensitive for the way their badly portrayed, I really liked how TNB did the old old one, where as it was a detective force and administration more then anything. No you don't need super CCA or CA, that's what the Overwatch is for, and I will strictly say my opinion is that Overwatch SHOULD always be the end game element. They should be a terror control group, they come, it's rare - but destructive. I think a lot of people make them to common place, a Ordinal being there means something went bad - really bad. It shouldn't be common, but it should be meaning someone did something severe. But those are my two takes on the off go, that should save you some time reading. CCA and CA are fun groups, but definitely need as much balance as Rebels and the Black Market do to find a fun middle. I think I did a good job, but I am unsure :")
 
As a update to this; for a more in-depth perceptive take, I do think that the biggest thing for CCA especially coming from that background, and CA, that there needs to be a cohesive yet rival element. This is not a sturdy requirement, but a red-tape line always restricts RP, where as my approach was a IA/ Administrative Office of CA within the CCA (Who were mandatory drafted from CCA or CA specifically for it), and in that way they both boot checked each other. A black and white of "CA is incharge of CCA" realistically creates very intense powergaps and powerplayers in both organizations if its reversed. By having loose interactions you can still keep a management balance. My approach to that, was that CA had authority above the CCA on Overwratch, who thus sat above the CCA and CA by technical, but were a rare element. The COTA, specifically was designed to strike terror, and control, so they were only meant for specific situations or deployments into the 'unknown' where there could be very little public knowledge of them.

The CCA equally, having a off-duty and on duty is great, having rations separated by rank was done pretty easily, least for me, and helped bolster a social hierarchy. Better units, get better rewards, but civil workers also got equal level tiers- meaning you had to be careful who you pissed off, because they might just have friends in higher places with the amount of goodies they get to pawn off. Legality wise, the CCA document goes a lot more in depth. I purely took up CA for my literation of work, and while IA offices are very...very sensitive for the way their badly portrayed, I really liked how TNB did the old old one, where as it was a detective force and administration more then anything. No you don't need super CCA or CA, that's what the Overwatch is for, and I will strictly say my opinion is that Overwatch SHOULD always be the end game element. They should be a terror control group, they come, it's rare - but destructive. I think a lot of people make them to common place, a Ordinal being there means something went bad - really bad. It shouldn't be common, but it should be meaning someone did something severe. But those are my two takes on the off go, that should save you some time reading. CCA and CA are fun groups, but definitely need as much balance as Rebels and the Black Market do to find a fun middle. I think I did a good job, but I am unsure :")
I really appreciate you in depth look at this. I'm very glad you posted this in particular. I really want to nail the minor incentives and nuances between factions to make a self sustaining server.

Well done man! Is there anything else you need to add to this? I would love to work directly with you on a lot of ideas.
 
I really appreciate you in depth look at this. I'm very glad you posted this in particular. I really want to nail the minor incentives and nuances between factions to make a self sustaining server.

Well done man! Is there anything else you need to add to this? I would love to work directly with you on a lot of ideas.
Uhm I think for now it's easier for me to find a ground objective. I don't mind broadening things but its easier for me to personally hone into something or answer questions. I think it's presented well enough to open the floor atleast hopefully, because I'm on that jet lag back onto Gmod RP
 
I post it back onto here because I will forgetti before planney from dc


  1. On a more serious note, I suppose to keep on(slightly) topic, I do wonder how people would feel the CA should function in the grand scheme even if it is a small scale element, where CCA can hold the majority, after all going back to what ID like to offer in terms of what I'd like to offer as a RP group, I did really like how CASTLE was held, so drilling on some ideas, and keeping CA specifically smaller, with a sort of IA office, that is meant to 'keep a meager' corruption balance, within and exclusive to the combine, since someone said gun numbers, it could add some interesting flair there, and then ties into some of the forum stuff on intelligence. I don't believe in silly CCA IA weird shit, but I think a distinct investigative arm for the CA could work, with a combination of a 'generalized' buecratic that handles the middle, and CCA/CEC/CIC holding the rest of the slots 'in theory' for the CA positions. I.E Anything science, would go to CIC / anything just research leveled if it was necessary to avoid bloat there, CEC can technically handle economics and infrastructure, and CCA can hold distinctive geo-law, with the IA (assuming it can be fitted since its something ID LIKE to do in a basis) as the pencil pushing mix of the two departments, but the authority fully coming from the "City CA" and pushed by the CCA. I.E similar to Provincial Police on Reservations and Rural locations, they adhere to the State and Federal, but their very independent and typically ordnances differ. Its a general gist of what I'd like to try and mingle about, since I really like writing a lot and geopolitics and buecracy without tape is a very fun open ground for roleplay with some minor restrictions (I.E not having everyone run around selling every gun the arsenal has) but removes the tape of "YOu canT DO THAT" and can be more replaced with "You need approval to engage with this but the second you do it you cross the line of consquence." I always found going Rogue to be a silly guideline with all the restrictions, I know some people have handled it better then others in their servers....

  2. But, by keeping it as a strict set of guidelines of "Once you pass this threshold this is PK territory and whatever happens." approval I approve much more of. Guideline restrictions are good, but need to not restrict and tackle RP to the point it makes it a chore, stories are made, not forced. And yes, we don't want every cop in a fancy suit and gun running away, so you have things like the serial numbers, biochips, etc, the departments. Generally keeps the CCA as the official law and authority, but keeps them in check, while allowing them to keep the CA in check, and other branches of the Combine system. Its a rotating gear is essentially what I am getting at. It'd need a overwhelming thumbsup though because its a sensitive suggestion, but in the sake of the CA, coming from the CCA rp mains and CA play'or base, I think it'd help make the faction actually interesting. Then with the actual CA having (ACTUAL) useful positions in the smaller scale it stops the bloat of high end CA characters that get very annoying, but also keeps everyone a relevent gear. Just like how the CCA contributes in every form, the CA does. And hell, if we have to make it so the CA has more investment into PROPPING up and assisting the other branches while being the mediator for Citizens its also passable. But I don't like ghost roles, I think to many CA's just become circle jerks of nothing, where as my idea is to hopefully make everything and position have weight and meaning, that's always been my complaint atleast... Uhm but going back to the CCA in general, a good approach to their infrastructure, would be to incorporate American 90's and early 2000's tactics in terms of gear and enforcement. Don't give everyone a gun off the rip, make equipment like the good ol'shield and tear gas a lower rank tool, and you can make them oppressive without having to worry to much about firearm bloat till the upper echelons.



  1. Well not to start a entire debate, but some people obviously already know exactly what I mean. The goal isn't to punish but make sure people are aware and the steps involved. Because at the end of the day I ran into similar problems. Biotags, weapon locks, etc and tracable things serve as your IC deterrents and trackablee while some minor rules such as have to be in the CCA for x or something along those lines server the OOC basis. The only time I'd argue it should ever escalate to OOC is if someone is making a accusation against a Rogue or punishing them without evidence. I.E a CMD unit is using a assumption without proof to say your rogue, someone snitches on you and it's immediately a pk but that person never knew. But a lot of it comes down to borderline meta rules

  2. Again. Red tape kills RP and while there is always the need for some restriction and promise of some stability, you can be open and have a system that does not require entire honesty because there will always be bad actors. - yet still reward the players who go through the motion. The fear of a character wipe paired with IC elements and Basic OOC outlines imo is a very good set as is. Pretty much, the only way I'd see Rogue guidelines as arguable against is that the telling of Staff is for the sake of verifying your status and consequences. Like hey you know your suit tracking Beacon can only be disabled if x was done, but once you do this your going to be a target without the radio and everything being disabled