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Zerox

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  1. Section I: Glossary S2K = Script shooting someone until they are dead or wounded, no /me commands just good ol Left mouse button S2RP = using /me command to engage in combat. Eg, /me would attempt to fire 3 rounds at the character's Torso region. P2L = when there is no realistic way to win, you must purposely lose the /me engagement. Play fair and be realistic Action = a /me action that a player will perform whether it be passive or combat Reaction = a /me a player will perform to react to a players SUCCESSFUL action. Turn = 1 Full Rotation of Role play actions. Everyone has performed an action, reaction and rolls once. Section II: know your opponent and situation. when attempting to engage your an opponent you must be aware of certain variables that will allow you to know whether this would be a fair match or a Play 2 Loose situation. Below i have listed the most common character types and situations, outlining what type of role play engagement they may result in (ones not listed are for you and the other player to discuss and work out in a civilised matter). Citizen: Citizens are usually malnourished or sick due to poor treatment and living conditions with in the city, This however may depend on the loyalty tier of the citizen or the amount of time a citizen has spent as a 'magligment' outside the protective shell of the Universal Union. They may hold pre-invasion skills such as past military experiance or a certain trade, however in general a non-loyalist non-magligment citizen will be a weak, sick or hungry individual. Rebel/anti-citizen/magligment: Much like the citizen however they would generally be better fed, trained and somewhat stronger. Due to the fact they are outside the oppressive hands of the UU. being able to eat whenever they want and spend their time however they want which may as well be training in hand to hand combat etc. Civil Protection Unit: A Unit is a strong, highly trained and well disiplined unit. They are heavy due to the equipment they carry and they are alot faster then the average citizen. They are well fed and well looked after, having access to state of the art medical treatment, unlike average citizens CP's are always in peak condition on duty. They are stronger, faster and alert, taking one down without a firearm on your own would be suicide without the perfect location or a bunch of buddies to assist you. They train for these situations, while the citizens the majority of times will act out of instinct. Elite Civil Protection Unit: the difference between Elites and normal units is more emphasis on speed, strength and training. They are veteran units who have routinely underwent memory washing for utmost loyalty. Rebel or not, you CANNOT beat them in hand to hand, You cannot beat them in MELEE in general. They are cladded with T-4 Body Armour and will carry better firearms and equipment. Best way to deal with Elite's is to take them down with firepower from range. Overwatch Soldiers/Elites: pretty much the same as the Elite except with more emphasis on equipment, firearms and body Armour. Remember these Soldiers are TRANS-HUMAN, in any circumstance they would perform above the average output of any normal human being. Section II: Role playing combat, the basics. Play 2 Loose = Opponent 1 ---> Action ---> Opponent 2 ---->reaction For example; /me would throw a right hook, aiming for the mans face -----> /me would be hit on the right cheek, stumbling over. Roll = Opponent 1 ---> Action ---> Opponent 2 ---->Action ---> Roll ----> Loser's reaction For example; /me would ATTEMPT to throw a right hook, aiming for the mans face -----> /me would ATTEMPT to block the punch, returning with a left hook. ----> Roll ---> /me would be hit on the right cheek, stumbling over. Section II-A: Multiple opponents. When it comes to having multiple people Role playing combat at once, it simply comes down to just taking turns. It can become quite messy but with good communication and practice it can flow smoothly. Below is a quick basic guide on this. when taking turns, 2 actions at different times. Start of turn. Opponent 1 ---> Action ---> Opponent 3 ---->reaction Opponent 2 ---> Action ---> Opponent 3 ---->reaction End of turn. When 2 actions are being done at the same time, (being shot by 2 people at once etc.) Start of turn. Opponent 1 ---> Action ---> Opponent 3 Opponent 2 ---> Action ---> Opponent 3 Opponent 3 ---> React to Opponent 1 Opponent 3 ---> React to Opponent 2 End of turn. Section II-B: Time Scale/bubble, when to join in. when you see a buddy getting beaten up and you want to help, you are always welcome to join in on the Role play, however you must wait your turn and deem when it is appropiate to begin an action. The best way to determine this is to calculate how long it may of taken for your character to move from point A to B. This is something can be negotiated with other players and even staff. In general it is always best to atleast allow one full turn of Role play before joining in. Think of it like this way, If you have run from 25 meters away perhaps it may only of taken 'one Role play turn' to arrive, but running from 50-75 meters away may have taken you 'two Role play turns' instead. At the end of the day, as long as all players and/or staff are happy, then its valid. Section III: Know when to P2L or to Roll. below i have listed the most common combat situations you may encounter on the server. Anything outside this list must be negotiated with the other player, or a staff member. Citizen VS Citizen Overall = Roll Hand to hand, no weapons, face to face = Roll Hand to hand , no weapons, from behind = P2L (opponent) Hand to hand , weapons, face to face = Roll Hand to hand , weapons, from behind = P2L (opponent) Shooting, Point blank = P2L (opponent) Shooting, distance = Roll (for misses/hits) Citizen VS Civil Protection Overall = P2L Hand to hand, no weapons, face to face = P2L (citizen) Hand to hand , no weapons, from behind = P2L (Civil Protection, for that turn) Hand to hand , weapons, face to face = (this can depend on the weapon, A citizen with a bottle will P2L against a CP with a stun stick, but something like an axe would require the players to roll.) Hand to hand , weapons, from behind = P2L (Civil Protection, for that turn) Shooting, Point blank = P2L Shooting, distance = (Citizen shooting = roll) (CP shooting = P2L) Citizen VS Civil Protection ELITE Overall = P2L Hand to hand, no weapons, face to face = P2L (citizen) Hand to hand , no weapons, from behind = Roll (may vary on situation, players will discuss) Hand to hand , weapons, face to face = P2L (citizen) Hand to hand , weapons, from behind = P2L (Elite, for that turn. May vary on situation) Shooting, Point blank = P2L Shooting, distance = (Citizen shooting = roll) (CP shooting = P2L) Rebel VS Civil Protection Overall = Roll Hand to hand, no weapons, face to face = Roll Hand to hand , no weapons, from behind = P2L (Civil Protection, for that turn) Hand to hand , weapons, face to face = (Roll) Hand to hand , weapons, from behind = P2L (Civil Protection, for that turn) Shooting, Point blank = P2L Shooting, distance = (Citizen shooting = P2L) (CP shooting = P2L) Rebel VS Civil Protection ELITE Overall = Mixed Hand to hand, no weapons, face to face = Roll/P2L (Situation varies) Hand to hand , no weapons, from behind = Roll/P2L (Situation varies) Hand to hand , weapons, face to face = Roll/P2L (Situation varies) Hand to hand , weapons, from behind = Roll/P2L (Situation varies) Shooting, Point blank = P2L Shooting, distance = (Rebel shooting = P2L) (CP shooting = P2L) Citizen VS Overwatch Soldier Overall = P2L Hand to hand, no weapons, face to face = P2L (citizen) Hand to hand , no weapons, from behind = Roll (may vary on situation, players will discuss) Hand to hand , weapons, face to face = P2L (citizen) Hand to hand , weapons, from behind = P2L (OTA, for that turn. May vary on situation) Shooting, Point blank = P2L Shooting, distance = (Citizen shooting = roll) (OTA shooting = P2L) Rebel VS Overwatch Soldier Overall = Mixed Hand to hand, no weapons, face to face =P2L (rebel) Hand to hand , no weapons, from behind = Roll/P2L (Situation varies) Hand to hand , weapons, face to face = P2L (Rebel) Hand to hand , weapons, from behind = Roll/P2L (Situation varies) Shooting, Point blank = P2L Shooting, distance = (Rebel shooting = P2L) (OTA shooting = P2L) Section IV: Misc weapon types/rules. Flashbang Range = Everyone involved on Role play scenario. Counter = Attempting to shield eyes, requires Roll Effect = Opponent blinded and deafened for 2 full turns. Must P2L for 2 turns. Use = used by /mes, rarely thrown. Fragmentation grenade Range = Actual explosive range of throwable Counter = N/A Effect = damage, depending on the explosion of grenade Use = used by /mes but then thrown to determine damage/deaths.
  2. SECTION 1. First, ask yourself... Do you know how to SeriousRP? SeriousRP (Serious Roleplay) is a general name for game modes that involve roleplaying seriously. To play SeriousRP, simply act realistic to the situation when in character. The difference between DarkRP and SeriousRP is that in SeriousRP it's all about the roleplay, not items. This means no printers, limited guns, and roleplay. You should develop your character like a person, make a story for him/her. Do you know what's HL2RP? HL2 (Half life 2) is relatively self explanatory for those who've played the game. The Combine empire, an alien empire, takes over Earth and it's resources in only a short seven hours. Wallace Breen has been announced as the administrator of Earth. Survivors of the seven hour war have been dressed into citizen outfits and are to do whatever the Combine say. In order to assert their power, they've employed citizens into Civil Protection, or the Metropolitan Police Force (MPF). They're also called CCA, or Combine Civil Authority. They frequently abuse their powers. (Not to mention, they're mean.) Note, this is the time before Gordon Freeman, a hero that sparks a majority of resistance movements. So, the human race in the time line that you're playing in is still enslaved. Do you know what's the difference between OOC and IC? Something that might be a little more understandable by DarkRPers. OOC - Out of Character. This relates to things that aren't serious/aren't pertaining to the roleplay or is IRL. IC - In character. This is information pertaining to the roleplay ingame. Your character, actions, etc. SECTION 2. First Steps. Alright, now that you've got a little bit of an introduction, here's the meat of the sandwich. LOOC - Begin with using LOOC. Local Out of Character. This is an out of character chat that goes to nearby players. To dispense an LOOC text, start your sentence with either .// or [[. You'll know you're doing this right if you see a red "[LOOC]" next to your name in yellow. A common mistake would be forgetting to put the period in. This will be used to talk OOC messages that don't pertain to things IC. Global OOC - As the OOC part of the name implies, it's for OOC purposes, just like LOOC. The difference between LOOC and this, is that GOOC sends a message to everyone in the server rather than having a limited radius. Start sentences off with // to give out a OOC message to all players on the server. There is a delay to this, so don't use this as a replacement for LOOC. You know you're doing this right if you see a red "[OOC]" next to your name. The /me system - This is how you do performances in the game. The /me system is best described as a "perform -> react" performance system. Before you start beating the crap out of people by using your first person shooter skills, make sure you wait for a reaction from your opponent. When in combat, you use /me's in order to do actions, but the opponent should react to those actions. Use some common sense in here. Dinosaur vs child = Dinosaur wins. Gun vs Fist = Gun wins. This concept is called Play to Lose (P2L), make sure you don't force actions upon others, and only use information that your character would ICly know. You can practically win battles without even throwing an OOC punch to damage the other player's health. If you're in combat, here's some examples of good and bad /me's. Good - /me attempts to throw a right hook towards his opponent's left cheek. Bad - /me attempts to kill the man or /me jumps the man, punches him, then throws him off a roof. Notice that I've used "attempts" in order to prevent powergaming (forcing actions), and I'm also specific enough in order for my opponent to react specifically. /me's can be used for things other than combat, such as normal performances as stated before. So, something simple.Like: /me kneels down to pick up a can. Unlike combat /me's, these usually don't involve combat or player interaction. If it involves player interaction that has any sort of chance in it, use "attempts". S2RP - you S2M (shoot to miss to provide a better RP experience) and S2RP (use /me's only) unless everyone agrees to S2K. (Shoot to Kill). F2 Recognition System - You'll notice that F2 will bring up three options, each holding different radius. This basically lets people know your name. F1 Menu - The F1 menu is a menu to check your CID, your tokens, types of emotes, the lie down option, your physical description, etc. Tab Menu - Much of this is self explanatory. This holds inventory, settings, etc. PKs - PKs are Permanent Kills. If you die legitimately ICly, you lose your character forever. The admins decide whether you get PKed or not. SECTION 3. Yeah, the rules here. If an member of Server Authority seems that a RP scenario is disrupting other RP or another reasonable reason that a staff may provide. Then said staff may make a RP scenario S2K after one more /me. Eg. A man is holding a Cp hostage, 3 cps are surrounding the man and there is no other CPs to keep the area cohesive, then the suspect may do one more /me after that /me the RP scenario will turn S2K. Metagaming - Taking information given OOCly and using it ICly in order to gain an IC advantage. This means if you hear something from an OOC chat, you shouldn't use that info for IC. Only use the knowledge your character has been subjected to. Powergaming - Forcing actions upon others. This includes things like /me punches the man down and kills him. Make sure to put "attempts" in order to wait for a reaction. Mingerunning - Running crazily around in an unrealistic manner while having no sense of RP or intention to RP. Avoiding RP - Trying to avoid roleplay. Punchwhoring - Punching people without roleplay. Minging - I think you know what this means. Being a nuisance, messing around, etc. FAQs. How do I raise my weapons/fists? Hold "r". How do I drop tokens? /droptokens or /givetokens or the f1 menu. How do I contact admins? Start sentences with @ to contact administrators, operators, or SAs. Will I get PKed if I die? We use a PK system that depends on how good your roleplay or what scenario you're in. If your character is well developed, you're a good roleplayer, and you aren't in a special death, then it should be fine. NLRs are given for most of these situations. Remember, the server respects grammar when you're talking ICly. Without it, your first impression will be that of a minge's. Make a story for your character, get him something worth talking about. Be realistic, don't minge, good luck, enjoy your stay at the server!
  3. Zerox

    CURRENT MANIFEST: 0% The sociostability system that judges the effectiveness, safety and control of the city. Sociostability is judged by a percentage system, 100% being a very ProUU while -100% being very AntiUU. Rebels and ProUU personal must do actions to change this variable. An example of a ProUU action: - Killing Rebels during sweeps - Manual extra ration cycles An example of AntiUU action: - Killing CPs -Helping citizens (Soup kitchen etc) Rebel actions such as bombing places that effects citizens does NOT count as AntiUU, this only makes the citizenry suffer. Manifest Percentage Effects 75-100% - Capital Punishment is only used on serious offenders - Large ration surplus - Re-educations are done in enclosed areas -Weapon spawns are off - ProUU events -No Blackmarket dealer event 50-75% - Medium ration surplus - Re-educations are done in enclosed areas -Weapon spawns are rare - ProUU events -No Blackmarket dealer events 25- 50% - Small ration surplus - Re-educations are done in enclosed areas -Weapon spawns are uncommon - ProUU events -Some Blackmarket dealer events 0% - Very small ration surplus -Weapon spawns are uncommon - Mixed events -Some Blackmarket dealer events -25 to -50% - All violations permit punishment (NO WARNINGS) - No ration surplus -OTA Units on standby - Re-educations are done anywhere -Weapon spawns are uncommon - AntiUU events -Some Blackmarket dealer events -50 to -75% - Capital Punishment for most violations - No ration surplus - OTA deployments, regular patrols - CPs lethal weaponry unholstered on patrol - Re-educations are done anywhere -Weapon spawns are common - AntiUU events -Plenty of Blackmarket dealer events -75 to -100% - Capital Punishment is discretionary - Ration shortage -Marshal Law declared ( OTA take full policing duties, Dispatch revokes Civil Administration and takes full City control) - CPs lethal weaponry unholstered on patrol - Re-educations are done anywhere -Weapon spawns are very common - AntiUU events -Heaps of Blackmarket dealer events When reporting a manifest please use this format When did it happen: Type of Occurrence: (ProUU/AntiUU) What happened:
  4. Zerox

    The Resonance Cascade - Half-Life An experiment held in the Black Mesa Research Facility goes terribly wrong resulting in the company opening up a portal between two planets. Xen and Earth are now connected by a massive portal that allows Xen life to escape and cause havoc in the facility. HECU (Hazardous Environment Combat Unit) forces are deployed into the facility in an attempt to eliminate the Xen threat, but subsequently, most get slaughtered and the operation fails. Black Operations units are sent to destroy the facility, which eventually the facility is destroyed by the inside by a nuclear weapon. This event is also called the "Black Mesa Incident". Shorty after the portal the Universal Union is alerted by the massive wave of energy emitted by the portal. The Seven Hour War - Between Half-Life & Half-Life 2 The Universal Union invade Earth through the use of highly advanced portal similar to the one in the Black Mesa incident. The battle only lasted seven hours, all world powers crushed. Subsequently to this event. Dr. Wallace Breen, the former Administrator of Black Mesa surrendered Earth to the Universal Union, He was then appointed as the Earth Administrator. After the surrender, the Combine deployed build a massive building referred to as the “Citadel” and established cities identified by a unique number. Only around 5 billion humans survived the attack and they were allocated to cities. The Rise of the Combine - Shortly Before Half-Life 2 Europe and other countries have been turned into an authoritarian police state which consists of many different cities. Citizens are relocated into different cities and issued a blue uniform, rations are also distributed daily to the downtrodden populace. The suppression field is built to immediately cease all forms of reproduction in humans, though many animal species have gone extinct due to the Earth's resources being depleted. Transhumanism becomes popular among humans and various people volunteer to join the Civil Protection. The Rise of the Resistance - Half-Life 2 Roughly two decades after the events of Half-Life, an anti-Combine resistance group has expanded into a vast underground group of insurgents ran by remnants of Black Mesa. The resistance movement helps many citizens navigate through the canals to reach safe checkpoints and hideouts. A team of scientists like Dr. Kleiner and Dr. Magnusson collaborates together to help invent and design advanced technologies like a terrestrial teleporter and the gravity gun. The endangered race of Vortigaunts who managed to either evade or escape Combine slavery join the resistance to help bring down the Combine occupation of Earth. A man is known as “Dr. Gordon Freeman” also appears and assists this group of resistors. The Fall of the Citadel - End of Half-Life 2 Through the efforts of Gordon Freeman and the resistance, the Citadel falls. All communication to the Universal Union is cut. In the last effort to regain control of Earth the Universal Union enables an unstable portal, however, due to the absolute uncountability of the portal travel through it is near impossible. Fall of the Resistance - After HL2 Ep2 After the death of Dr. Eli Vance, the resistance’s chain of command and moral was destroyed. Corruption and betrayal rang wild throughout the resistance. Isaac Kleiner was murdered by an unknown person. The Universal Union managed to finally travel through the portal and brought down Thousands of stored Overwatch Transhuman Armaments. The remnants of the resistance were overrun and crushed. The man ‘Gordon Freeman’ disappeared and was presumed dead. Only small clicks of resistors remained, the rest of the human population gave way to the Combine and conformed. The Universal Union Rebuilding The Citadel was reconstructed and any destruction was reversed and rebuild. The Universal Union’s hand on the Earth was stronger than ever. The Universal Union emplaced many new act, laws, and regulations to ensure that such a resistance event would never occur again. Dr. Wallace Breen who had survived the uprising was reappointed as the Earth Administrator. The year is 2020. The day seems new...the air is fresh. The background sound of dispatch announcements run wild and the chirps of crows are heard. This day seems different.
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