HyperGaming Network

Other Forums => Scrapyard => Topic started by: Rebel6609 on 12-09-2013

Title: Initial Organization
Post by: Rebel6609 on 12-09-2013
As the title suggests, I believe we should begin with the initial organization of the Faction's governments, such as the neutral station's Council. This way, we'll be prepared to have order at official launch, instead of running around with a unorganized disfunctional government right off the bat. Ya' know, assigning leaders and people.

I don't suggest working right away on factions like Red and Nazi, but the at least the neutral station. And who knows? Maybe with us actually organizing, we'll get some hype for Metro and the dev team will get working on the shit and we can have a test and soon a launch.

At any rate, I believe we should start some organizing, other than the week 1 event (which sounded great btw).
Title: Re: Initial Organization
Post by: jaik on 13-09-2013
Hey there. I'm quite busy with real life(and it will remain so) which is why I can no longer work on Metro RP, but I believe the general layout was prepared in August. We agreed on ceasing a constant focus on ideological major factions and instead make sure the dweller factions get more attention. The "neutral" faction is ruled by an elected council of 5. Whether actual elections need to happen or not is debatable because democracy has been proven to be shit and incredibly easily manipulable in RP situations, and I advise any administrator to oppose such an event if it ever comes up in the future, because I won't be there to stop it. Each member of council should de-facto hold a "minister" position that will allow them to change things in the area they specialize(one of the council members should be controlling the agriculture and so on).
I proposed an idea of citizenship/guest system that will make sure both factions will be visited. Basically, when you create a character, you can choose whether to start in the anarchy or independent station. This choice doesn't make you a citizen, but a guest in the said station. At night, the independent station closes down and kicks every guest out and they most likely head to the anarchy station, which doesn't have any citizenship system, because it's more-or-less a contested area between the factions that reside in it(first two-three factions will be official, the rest will be counted as PBGs). There's a bunch of good reasons for such a system: the anarchy station will have population(because we know that people like to be artems a lot, also NEVER refer to it as the bandit station, or jumping da conclusions will happen) and the metro stations aren't the western nations of now, who can flood themselves with millions of refugees and give them citizenship while concentrating on affirmative action and paying them benefits. Metro is an incredibly harsh environment and people nor the council would want to put too much pressure on their already saturated farms, there's no such thing as a welfare state in Metro canon so I won't be even talking about any kind of benefits.
The anarchy station, as the name implies, doesn't have a formal government or anything. It's a settlement ruled by the leaders of the various groups that co-exist there(they all oppose the independent station in some way). The station offers a variety of opportunities like acquiring forged documents, (maybe) lockpicks and so on. To get those sort of items you either need lots of cash or be on good terms(like doing jobs) with a faction that can provide you with them. The anarchy part of the station doesn't mean that robbery or whatever criminal actions can be done without a punishment. It's not disallowed, but as always(it must be done) we must relate from common sense -- if a liberty is abused constantly, sanction individually or collectively, depending on how is it perpetrated. If a single group/person begins to rob EVERY single person that walks into the anarchy station, just fuck them up in some way, either by roleplay or outright disband if it's clearly a "lolbandit"-oriented issue and there's no place for rehabilitation. However if it becomes a general problem, then disallowing banditry in the zone of the station OOC is fine. In short, robbing is not disallowed, but it's not encouraged either. Factions will probably not want to deteriorate relations with the regular playerbase as they won't be spoonfed by admins(except me or Plunger when in need) and there will be a few other barriers that I won't disclose.
The ideological factions like Red Line, Reich and Order are event factions. The Red Line and Reich are present only as a small group of intelligence officers, due to their observational and a hidden commercial/ideological focus, they won't physically be present in the server unless admin-authed. There won't be any leadership for these two factions as the membership will consist of selected few and ranks will matter very little and will be present there as a formality only.
The Spartan Order is excluded from the canon generally, since the Rangers know very well how to fuck up roleplay good. This comes from a person who's experienced repression from all kinds of Ranger leaderships and all of them failed to offer anything close to plausible roleplay. The location also cannot allow to have them here, the same story with the other two factions, but that's actually great.

What we really need right now are factions that will operate in the anarchy station. Right now we have one -- monarchist White Guard led by Kieck. It's preferable if the ideological battle would happen in a passive-aggressive way in form of little groups instead of major factions. Groups in the Pechatniki station aren't allied, but simply co-exist with a mutual enemy that is the independent Dubrovka.
Image of our canon's location
Brown - Hansa
Red cross - Plague-struck stations
(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fgyazo.com%2F3010f2aedb4abc0bf8b7a3727b2ffb17.png&hash=8297c60a1d92fa796e509e87626ece83a81909de)