A Reinterpreted CvR: An Automated Class Based CvR


The War Machine  VIP 24 Jan 25 at 7:59pm Edited
#1
Disclaimer: This post is part of a series of discussions about hypothetical reinterpretations of the Combine vs. Rebels gamemode. All discussions in this series are not to be construed as serious suggestions about what CvR should be, although developers are welcome to adopt any of the ideas presented.

Introduction

One of the things that makes CvR so unique among Half-Life 2 themed Garry’s Mod servers is the wide variety of classes that one can play, each with their own niches. Wanna be a close range powerhouse? You can find several classes that fit that niche in their own ways. Wanna snipe people from halfway across the map? Choose Assassin, RANGER, or Sniper. Like blowing things up? Go BALLISTA or Heavy. Wanna be a literal marshmallow? Pick EOW. With the sheer number of classes you can pick up and play, most people can derive hundreds of hours of playtime from just enjoying each of the classes. 

This all being said, it’s notable how difficult it is to actually play all of the classes. It seems pretty counter-intuitive. Why have all this variety in a gamemode that is supposed to be team deathmatch-based and just keep it locked away for the vast majority of players to truly enjoy? 

The two main barriers to accessing this variety of classes are the character limit and roleplay. The former is simple to understand: management has put in place a character limit whereby you can only have one character for both factions. If you’re VIP, that number jumps up to two for each faction. To a large extent, this factor can be drawn back to roleplay, as the only real reason for the character cap is due to how roleplay works within the two big factions.

The latter barrier is more complex, as it involves multiple mechanisms working together to prevent people from playing each of the classes CvR has to offer. Firstly, all classes require some form of tryout in order to receive the whitelist. For some classes, the tryout is extremely easy. Others? Not so much. 

Secondly, it seems that most COs are pretty a-okay with punishing people for even trying to play the classes. Sometimes, this goes so far as handing out months-long blacklists for “division hopping.” 

Thirdly, there are simply some classes that are locked out for the vast majority of people. This isn’t even referring to VIP classes, but rather the handpicked ones. In the case of OSS and Juggernaut, you basically have to be known by the leaders of those classes or a member of that faction’s leadership to even have a chance of being selected to tryout for the class (nepotism, I know).

With all these problems of the current system, the question is how do we make the classes more accessible for everyone? I think the answer is quite simple: just remove the roleplay present in the factions, and the server more broadly. In regards to the two barriers mentioned above, they both exist largely as a consequence of roleplay. 

Why have only one character slot for each faction? To prevent people from climbing the ranks in several subdivisions and eventually exercising massive influence over one or both of the factions. Just think of any malaligned officer that has existed in CvRs history and imagine what they could do if they were allowed to create more than two characters for each faction. Of course, the issue of malaligned officers would not exist if we just got rid of officers entirely.

Why have tryouts? So people know what the rules of that class are and how to follow them. If you’re gonna tryout for SU, you gotta know that you can’t just waltz on into the Combine base without CO or NCO authorization. But why have such a process in place when you can just restrict Rebels from going into Combine base using an automated system?

Why blacklist people for division hopping? Because COs don’t like it when they waste their time training someone who only stays within the subdivision for a week. But why give COs the opportunity to waste their time when you can just get rid of tryouts?

What this reinterpretation sets out to do is to transform CvR into a firmly class-based, first person shooter that can be likened to Team Fortress 2 or Overwatch.

How Will This Reinterpretation Work?

The basic, yet most fundamental change of this reinterpretation is that all classes on each faction are accessible to everyone just by playing the game. This excludes VIP classes for obvious reasons, as well as leadership classes, which will be removed entirely. Now, you might be saying to yourself, “OMG, THE ONIONS ARE GONNA RUN AROUND ON OSS!!!!!!!” This is a very valid concern to have, and why this reinterpretation makes sure that, while all classes are accessible to everyone, people can’t just get them immediately upon joining. Instead, classes will be unlocked by leveling up in the exact same way one does right now.

Upon joining the server for the first time, new players will be prompted with a screen that welcomes them to CvR, gives a very brief description of what the server is, and lists an abridged version of the rules so the player can know the basics of what to do and what not to do (and be directed to read the full list of rules). They will then be asked to choose between joining the Combine and Rebel factions. Choosing either one will automatically place them into UNION or Resistance Fighter. There will be no more training of new recruits by NCOs. For each subsequent time the new player joins the server, they will be prompted with the same welcome screen until they disable it by checking a box.

The new player will be given tips through text chat frequently to give them useful information about the classes they are fighting and things like how to access the map menu and inventory. Pressing F4 will pull up a menu where the new player can look at their level progress toward unlocking new classes. The menu will also tell them what each class does.

One notable aspect about this change is that level progression is separate for both factions. For example, playing on Combine and unlocking half of the classes does not translate to the Resistance. You still have to play on the Resistance in order to unlock their classes. While we’re at it, we can also stylize the leveling systems of each faction to fit their theme, such as associating levels with US military ranks in the Resistance. Of course, these ranks don’t mean anything outside of symbolic value.

For the purpose of maintaining weapon unlocks, there will still be a universal level system to keep track of those. Alternatively, to emphasize the asymmetry of the two factions, weapon unlocks can be restricted based on the faction played. For example, the AK-47 unlock would be restricted to the Resistance and the M4A1 unlock restricted to the Combine.

The rate of level progression for the class unlocks will probably need adjusting, as the current leveling system allows for people to get to Level 10 or even 20 just by sitting AFK for an hour or two. The ways in which people can earn EXP toward class unlocks will also be different from what is currently in place. Players will still earn EXP from killing members of the opposing faction, but a greater emphasis will be placed on the utilization of class utilities. As an example, a player on Helix can earn more EXP toward class unlocks by healing and reviving people compared to getting kills. Obviously, sitting AFK will merit no progress toward class unlocks.

The second major change of this reinterpretation is the complete gutting of the command structure of both factions. There will be no more NCOs, COs, or Leadership. All the players are treated basically the same in the core gameplay loop. Of course, players still have the ability to coordinate with one another to complete an objective, there just won’t be an obvious power dynamic between each player. To replace the role of Leadership, one Gamemaster (or a group of GMs) will act as a sort of figurehead for each faction. The GMs of the opposing factions will meet to organize events for the player base similar to what is done now.

The removal of Leadership does come with the consequence of having no real liaison when it comes to the proposal of server suggestions and balance changes for each class. The simple solution to this is that players have the ability to directly suggest changes through the forums. This makes the whole process of server suggestions more egalitarian and less bureaucratic. There have been more than a few instances in the past where suggestions have traveled up the chain of command to Leadership and they just…sit on it with no intent to actually address it. It’s basically their way of saying “Thanks, but we don’t give a shit.” Of course, developers will still exercise a heavy amount of discretion when it comes to implementing these proposed changes.

The third major change of this reinterpretation is the removal of most class-specific rules, namely deployment rules. This would mean that vehicle, Juggernaut/OSS, and assassin deployments are completely unrestricted. There will, of course, be some exceptions to this. The builder classes will still be subject to rules regarding their custom structures, and all infiltration and scouting classes will still have to follow at least some of the rules of their class. How the consequences of this change will be dealt with are explained in the below sections.

How Will Balancing Work?

While we are on the note of balance, it might occur to some people reading this that if we are going to go the route of making the classes available to everyone, then some classes are gonna have to get nerfed into the ground. OSS and Juggernaut are objectively the most powerful classes in the entire game, and that’s kinda the whole point. This concern is not just limited to OSS and Juggernaut though. It seems like every time there’s an uptick in EOW activity, you get a lot of complaints from Rebels about how EOWs absolutely dominate the map when three or more of them work in a squad.

This is a valid criticism of the reinterpretation, but it is one that can be mediated quite easily by simply placing a cap on the number of people that can play a particular class at a given time. Unlike in TF2, where just marching towards the enemy with an army of Heavies is a pretty good strategy 95% of the time, only a certain number of people can play on each of the classes at a time. The only exception to this would be UNIONs/Fighters. GMs will be given the power to temporarily remove these class restrictions for events.

The Wonders of Automation

Another easy criticism of this reinterpretation revolves around the more “rule-heavy” classes like MACE/SU, NPU/MP, and even the handpicked classes. Obviously, these classes have rules for very important reasons. Granted, this reinterpretation does solve some of these issues by virtue of removing roleplay from the game and thus rendering certain activities like interrogations pointless. However, there are still some problems that persist. The simplest solution, and one that I think the developers would find easy to implement, would be mechanics that effectively automate the work of the staff team. 

For example, the developers might implement a system where any player going into the opposing faction’s base will be warned to get out or be kicked or banned if they do not. However, if a MACE or SU inputs a command to declare to the staff members online that they are infiltrating, then they can bypass the automated system. The caveat, though, is that if they kill someone while infiltrating, then they will be punished with a warning, kick, or ban. A staff member online might be required to review the case before the punishment goes through. Of course, players subjected to the automated system may appeal their punishment. Players who are cuffed are also exempt from the automated system.

GRID and Engineer buildings are where things get a lot more murky, and, admittedly, an automated system would likely be unable to enforce any rules regarding buildings. The easiest way to solve this problem without sacrificing accessibility would be to restrict GRIDs and Engineers to using only the fortification tablet for buildings. No more will they be allowed to build custom structures. Alternatively, a small team of staff members might train players on how to properly build custom structures that comply with server rules. Players will still be allowed to play the builder classes and use the fortification tablet, but they will have to be trained by a staff member in order to get access to build perms. 

This automation of staff duties falls in line with the traditional development philosophy of CvR. As Sentinel has stated in years past, he does like implementing rules and mechanics that don’t involve staff members to maintain. The less rules there are, the less work staff have to do, and, generally speaking, the better the player experience.

The Fate of Civilians

Perhaps the most regrettable aspect of this reinterpretation is the demise of civilian classes. Upon joining the server, players will not spawn as citizens, but will rather be placed in a sort of purgatory where they pick a class and customize their loadout before spawning. The CWU will be disbanded as they contribute very little to this reinterpretation’s core gameplay loop.

“Well, what about anarchists?” you might ask. They will remain in the game, but their loadout and ruleset will drastically change. Firstly, anarchists can now be killed on sight by either faction. As a consequence, however, anarchists will be allowed to equip inventory weapons, armor, and perks on top of being able to utilize craftable items. They will also receive a health buff to make them comparable to UNIONs and Fighters. Anarchists can still infiltrate faction bases to steal weapons, but they will be subject to the same automated system as MACE and SU.

The Problem of This Reinterpretation

From a game design perspective, it doesn’t really make that much sense to implement roleplay in the way CvR has. If any game developer wanted to use CvR and turn it into a standalone game, they would more than likely throw out the roleplay system and just stick to the class diversity that the server provides. Sure, class-based FPSs are far from an original concept in gaming, but at least there is potential to turn CvR into a beloved game if the cards are played correctly. Besides, the Half-Life community would probably appreciate a unique Half-Life themed game that could stand alongside Black Mesa, Lambda Wars, Entropy: Zero, Hunt Down The Freeman, and others.

This conclusion, however, misses a key component of CvR’s appeal and, more importantly, its longevity up to this point. Combine Vs. Rebels was fully released in December 2017, just over 7 years ago. That is quite a long lifetime for many Garry’s Mod servers. Although recently the server has seen a general decline in player count, the community that surrounds the server still seems to be going strong. The primary reason for this long lifespan is the community that has formed as a result of the roleplay within the factions.

The direction and politics of both the Combine and Rebel factions have been shaped by the many Planetary Commanders and LoRs that have led them. Although the malaligned officers of years past have caused damage and strife within the factions, their antics are admittedly entertaining from an outsider’s perspective. The rise of various legendary officers of both the Resistance and Combine have fostered deep connections and memories in the community. Some classes that exist today would not be here if internal faction drama did not exist in the past.

If the faction roleplay and its associated drama never existed in the server’s history, would CvR still be here today? I would bet not.

Conclusion

So is this reinterpretation a good one for CvR? Well, it’s difficult to say for sure. I’m sure for a lot of people, it would be nice to try out another class on the Combine or Resistance without having to sacrifice a pre-existing character that may be at a high rank in a different division. For some, there are a small handful of classes one prefers to play, but they are restricted to playing only one or two of them at a time and have to go through a whole process just to play the others. Having this reinterpretation would be fantastic for those people who really like playing several classes.

To what extent this reinterpretation could revitalize CvR’s recent slump in activity is hard to ascertain as well. This reinterpretation is malleable and open to other changes/additions to the server, so it’s possible that implementing the reinterpretation along with major additions to the server could cause a lasting uptick in daily server population.

That all being said, it is hard to ignore just how much roleplay has shaped the history of CvR and ensured its longevity up to this point. It just seems like we would be throwing away a lot of history if this reinterpretation is ever realized.
Bazza likes this post
[DEFN] Sentinel  President 24 Jan 25 at 8:08pm Edited
#2
You're outdated in regards to your information.

-UNION and RF fighter don't take up character slots no matter what, so anyone can play them at any time.

-Division hopping punishments have been banned. It is the responsibility of a CO to recognize when someone is at risk of wanting to change divisions quickly, and thar lack of foresight is not something the player should pay the price for.

-There is no longer a restriction to where people can only be an officer for one faction.

This doesnt necessarily take away from your overall point, just important information to get correct
DeerDust  Head Gamemaster VIP 24 Jan 25 at 8:39pm
#3
I disagree with the concept of a reinterpretation as radical as this, but what I will say is that I definitely would not have put 5,000 hours and 5-6 years of off-and-on gameplay into CvR if it wasn't for the wonderful class variety and player agency the server affords you, which is where I believe the server really shines from a gameplay perspective and in keeping a person hooked for a long duration of time

Its a shame to not allow these strengths (class variety and player agency) to flourish for the regular playerbase more, and moving forward we should accommodate these strengths and look for ways to allow regular players to enjoy a wider breadth of what CvR has to offer instead of locking most individuals to only a few classes at a time. That being said though we don't need to streamline CvR like the above "reinterpretation", and I think we can find a nice compromise where we can allow players to unlock a greater amount of whitelists to utilize at a time (given they progress for them in some way)
ϟDEFNϟSakra likes this post
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