Smart Gameplay - Pants' Pitch

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mom said it's my turn to make a big sweeping proposal thread

intelligenceMGS.png
"If you know the enemy and know yourself, you need not fear the result of a hundred battles." — Sun Tzu

Think of this more as an inspirational guide, to give you ideas of what you and players COULD do, rather than hard limits on what you CANNOT do.

Rewarding player creativity by answering their questions not with a "No" but instead with a "Yes, but..." encourages players to think outside the box, resulting in more complex and unique storylines which can unfold organically, rather than as the result of rigid planning before-hand.

Give players the freedom to tackle problems in any way that feels realistic, but introduce new challenges along the way to keep them occupied. I think that one example of an area where players should have much more freedom than past CityRP servers is in the field of INTELLIGENCE. Here, I'll lay out a detailed set of mechanics and guidelines that allow one faction to gain information about other factions without relying entirely on an Admin or GM's improvisational storytelling abilities.

To start, I'd like to cover Clandestine Ops, Forensics, and Espionage.

The Combine crushed Earth's defenses in 7 hours. Today, those who survived do so with only a fraction of the strength they once had.
Despite this, it is possible to subvert their regime, but the defiant few must act in the shadows.

CLANDESTINE OPERATIONS
Reward planning, punish recklessness.

City 6 has a disciplined, experienced garrison of Civil Protection units, whose armament is directly tied to the SOCIOSTABILITY INDEX.
The more anti-civil activity detected and reported to the CCA, the more that SOCIOSTABILITY will go down.
After dropping below certain thresholds, this will result in the CCA receiving increased firepower and defensive capabilities.
Anticitizens who feel particularly bold might intentionally lower Sociostability in the hopes of stealing this more advanced equipment, as risky as that might be.

A lowered Sociostability index will also loosen the Rules of Engagement governing the CCA's ground troops,
meaning it will be easier for the CCA to violate a citizen's privacy, justify their detention, or carry out their execution.
As such, citizens may find themselves motivated to prevent Sociostability from decreasing by reporting crimes they witness.

Reporting Anticivil activity to the CCA is also a great way to prove your loyalty as a citizen of this city,
and that loyalty will be materially rewarded with benefits such as improved living conditions or access to exclusive luxuries.

To avoid the penalties of Low Sociostability and the risk of being reported by civilians,
Anticivil elements should try their hardest to cover up their operations whenever possible.
An afternoon raid on the CMS is much more visible than a midnight burglary, but both would lower the Sociostability score.
If they were able to infiltrate the CMS as a worker-- or blackmail existing personnel to give them the supplies they need-- they might avoid lowering Sociostability.

Anticitizens must also operate with the knowledge that any witness to their deeds could be an asset to the Combine, unless "properly motivated" to remain quiet.

FORENSICS
The environment can tell just as much of a story as the people who live in it.


Another reason for Anticitizens to keep their actions unnoticed is that the Combine's total control over the City grants them a formidable ability to lock down and analyze the aftermath of any confrontation, combing it for evidence that could send Civil Protection breaking down your door long after you've escaped and blended back into civilian life.

While Anticitizens in the past may have gotten away with simply bombing a target and fleeing before the cops showed up, things won't be as easy this time around. The CCA may be able to trace fingerprints, shell casings, blood type, and more from the environment-- not to mention pulling footage from a city-wide surveillance network that expands as the Sociostability drops over time.

Of course, this works both ways-- resourceful rebels may find themselves capable of falsifying evidence,
learning the civilian identities of Civil Protection units, or locating supply depots by keeping a close eye on Combine activity.

This mechanic could be implemented without coding, simply by having staff members keep a close eye on server Logs and monitoring S2RP engagements.

For example, if a group of rebels steals .45ACP from a warehouse without wearing gloves, and later use a M1911 to commit a crime, the CCA should have the option of tracing the shell casings back to the warehouse, where they could then have a chance of identifying fingerprints, which might later lead to the apprehension of a suspect.
A channel available to GMs and Admins could be used to keep track of these "Evidence Chains" OOCly-- and the Combine Terminals or forums could be used to record evidence from an IC perspective.

I'll cover specific evidence types and easy ways for them to be introduced into gameplay without any coding necessary in a future post.

ESPIONAGE

Espionage is what most people think of when they hear "Intelligence".
The art of gathering secret information without your target even knowing they're being monitored,
it is a key capability that should be highly valued by both CCA and Anticitizens.

Becoming a spy should be something available only after the competing factions become organized and armed-- it would be pretty unfair for either side to start the story with a spy already in place.

Infiltrating the enemy with the goal of securing secret information, or using blackmail to coerce an enemy into providing intelligence, is something that regular players should be permitted to do. This keeps Intelligence grounded, and prevents it from serving simply as an OP insider's clique.

Becoming a spy is a dangerous job-- if a player's character becomes a Spy, they should do so with the full awareness that being caught at any point can result in a PK.

To prevent spies from avoiding suspicion and sending information without fear, all spies will be deprived of their true faction's radio, and assigned a Handler. The Handler will periodically require the spy to risk their cover by performing COVERT ACTS-- things like meeting with a representative of their true faction, planting trackers or listening devices, or by stashing written messages containing important information to pass it towards their true faction. If a spy is caught doing one of these activities, and cannot talk their way out of it-- well, they're on their own. Such is the life of a deep-cover agent.

Espionage can also be performed by accessing enemy networks-- whether by hacking into the Combine's secured networks through physical Access Points, identifying and monitoring Anticitizens' secret caches, or rarely, even by securing a Radio from a captured or killed enemy.

All players should be careful not to rely on any one method of Intelligence, as regular pat-downs, paranoia, internal investigations radio jammers, and other methods of counter-intelligence could be employed to render the most commonly used tactics utterly useless.

This is just an overview, and I'll be updating this thread soon with specific mechanics and rules for us to work on TOGETHER as a team to ensure game balance and entertainment is preserved for all.
 
I'm not sure if this particular mod WOULD work (in terms of perma-propping)... however in a worst case scenario, we can have a channel dedicated towards pictures/images, and can keep track of what is what.

For context, the Clean-Up Crew image came straight from discord utilizing Copy Image Link. That simple. So long as it is under 2mb (just making it a jpeg so less hassle).

ExamplePictureHere.jpg

There's an item that you can spawn in (a camera thing; separate from the half life camera), and it can take the pictures seen on Dickbag & Bomb. For the cleanup crew, there's a computer that you can click on:

1776969588788.png

It provides the prompt above.
1776969625315.png
What I noticed (and you can see there); there's one with a ?.. that came from the first image on the right side, and it was from putting that image into a briefcase, and it broke only that one. The Grigori & Bomb pictures weren't effected for whatever reason.

This could be a very fun and interactive thing that could add a lot of potential fun towards what Pants is suggesting for doing forensics.

The mod is just below!
 
Please keep in mind performance.

That is ALOT of information that would be saved for this mod
 
Please keep in mind performance.

That is ALOT of information that would be saved for this mod
yeah that's part of why I proposed it being saved purely as text on an off-server repository. A discord channel where we just go

-Rebels stole .45ACP from a depot

and then a quick Logs check for S2RP emotes would be enough to tie that evidence down.

As for fingerprints, a quick screenshot or just a GM taking notes that "John Halflife Didn't Wear Gloves To Apartment C" would be enough for that.

The whole system could be done without any coding really, just a change in standard operating procedures and the already-existing ability to CTRL+F the eternity logs for global emotes
 
being caught at any point can result in a PK
There is a concern with this in terms of incentives. It still might be worth doing, but it makes people much more timid and less likely to interact. It's why a few of TnB's intel squads never had anyone die. If there was an easy way to encourage people to be a turncoat it might make things fun. Some individual characters do things that instantly mean they should die, but keeping that door open is a good idea. I haven't thought through incentives but but a binary choice for a character that hasn't done something incredibly grievous might be good.

An auth that's requesting a PK should they refuse the choice to turn on their enemies. They don't actually have to turn on their enemies, but if the requesting party finds out they're not they're just a dead man walking.

IDK it could be abused to dodge very stupidly necessary obvious deaths. I think this system would be most robust if we had easy means for people to have fingers in as many pies as possible.


The possible bad incentive in TnB's term's is:
Long time to get the character, burden to get into the clique, and then guaranteed PK.
 
Also, I talked to Mickee about this previously, but to help gain player trust and prove proof of a lack of meta game recorders might be helpful. It would take Eternity's existing logging features, and just tie it to someone wearing an item. Everything they hear in game is stored and retrieved from that device. It would result in people having tangible logs in game, and could create some nuanced RP. If they last for only a certain amount of time or line count it could facilitate the risk of returning information safely, and being prepared to have it for critical times.


@Mickee are you still doing the citizen records changes?
 
Also, I talked to Mickee about this previously, but to help gain player trust and prove proof of a lack of meta game recorders might be helpful. It would take Eternity's existing logging features, and just tie it to someone wearing an item. Everything they hear in game is stored and retrieved from that device. It would result in people having tangible logs in game, and could create some nuanced RP. If they last for only a certain amount of time or line count it could facilitate the risk of returning information safely, and being prepared to have it for critical times.


@Mickee are you still doing the citizen records changes?
Yes
 
There is a concern with this in terms of incentives. It still might be worth doing, but it makes people much more timid and less likely to interact. It's why a few of TnB's intel squads never had anyone die. If there was an easy way to encourage people to be a turncoat it might make things fun. Some individual characters do things that instantly mean they should die, but keeping that door open is a good idea. I haven't thought through incentives but but a binary choice for a character that hasn't done something incredibly grievous might be good.

An auth that's requesting a PK should they refuse the choice to turn on their enemies. They don't actually have to turn on their enemies, but if the requesting party finds out they're not they're just a dead man walking.

IDK it could be abused to dodge very stupidly necessary obvious deaths. I think this system would be most robust if we had easy means for people to have fingers in as many pies as possible.


The possible bad incentive in TnB's term's is:
Long time to get the character, burden to get into the clique, and then guaranteed PK.
Please finish reading my post before commenting. Thanks!
 
There is a concern with this in terms of incentives. It still might be worth doing, but it makes people much more timid and less likely to interact. It's why a few of TnB's intel squads never had anyone die. If there was an easy way to encourage people to be a turncoat it might make things fun. Some individual characters do things that instantly mean they should die, but keeping that door open is a good idea. I haven't thought through incentives but but a binary choice for a character that hasn't done something incredibly grievous might be good.

An auth that's requesting a PK should they refuse the choice to turn on their enemies. They don't actually have to turn on their enemies, but if the requesting party finds out they're not they're just a dead man walking.

IDK it could be abused to dodge very stupidly necessary obvious deaths. I think this system would be most robust if we had easy means for people to have fingers in as many pies as possible.


The possible bad incentive in TnB's term's is:
Long time to get the character, burden to get into the clique, and then guaranteed PK.

I specifically wrote that I think spy characters should be accessible to normal players, and that they should not be risk-free.

Like everything in roleplay, you OPT IN. If you don't want the risk, then don't make a spy.

TnB's intel squads never had anyone die because they were fucking losers who could get away with taking no risks, and they were a higher-up clique with the ear of the admin team.

What could be abused to dodge a "very stupidly necessary obvious death"? I do not detail anything in this system that allows you to avoid a PK.

Are you actually discussing my post or are you just thinking out loud on a similar but separate topic?