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Amazing guide for CCA

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Amazing guide for CCA

Post by Diamond_miner56 on Mon Feb 17, 2014 10:52 pm

You want this shit?






Standard Issue Metropolice Force Manual

This manual depicts protocol and information for all units in service of the Universal Union as a part of the Civil Protection Team for City 18. This manual must be kept out of anti-citizen hands and failure to protect this manual will result in demotion and even being dis-serviced. Refer to this manual whenever in doubt. This manual is standard issued to all units when they join the MPF

Divisions of the MPF

There are four main divisions for ground units of the MPF They are as follows:

CORE

Divisional General - MPF-C18.CORE.DvL.###

Standard ground units that do basic jobs such as patrolling and dealing with citizens.

GHOST

Divisional General - MPF-C17.GHOST.DvL.###
Specialized division dedicated to information acquisition and protection, also patrols District 6.

HELIX

Divisional General - MPF-C17.HELIX.DvL.###

Specialized division dedicated to healing, medical application and bio-engineering.


NOVA

Divisional General - MPF-C18.NOVA.DvL.###

Specialized division dedicated to mechanical construction, repair and modification.


Ranks of the MPF


Recruit (RCT)
You, a malnourished citizen who lacks proper morale and strength, have recently enlisted to join the Civil Protection Team in your designated city and have been accepted. Your fellow citizens are friends in your eyes. You are given low-grade, basic equipment and an old uniform and sent into the Nexus. You probably have NO IDEA on the radio terminology, what your orders and basic tasks/procedures are, and completely fear or get nervous around any unit that has possession of a firearm. In the eyes of the high ranked units, you are nothing to them; weak and could be used as a potential meat shield in dire situations. Amputation is not to be mentioned or even thought about at this rank.
-Cannot leave nexus
-9mm
-Stunstick

<:: Ground Units ::>

Tier 05 Unit
Congratulations on your promotion to an 05 unit. Nothing much has changed except your knowledge of the Nexus and a new badge/armband. Citizens are still friendly in your eyes. You maybe know SOME of the most basic radio terminology but definitely not all of it. You are beginning to adapt to the basic psychological fears such as units with guns, but you still fear the majority of high ranked units. To the majority of high ranked units, you seem to be equivalent to a recruit, but they will see that you have survived as a Recruit and most likely have potential. Amputation is still not supposed to be thought or spoke about at this rank.
-Permission to leave nexus
-Permission to patrol
-Permission to guard hardpoint alone
-Permission to re-educate citizens for being uncivil
-Permission to detain citizens for commiting crimes that require detainment
nt
Tier 04 Unit
As an 04, you would now be adapting to basic procedures and routines of the Civil Protection forces. Not much difference from an 05, but you would not be nervous around units who have firearms anymore. You begin to acknowledge how better life is as a unit and not a regular citizen. You are somewhat properly nourished and have more knowledge of the radio codes/terminology. You are not a hardass at this rank, so do not mention or speak about amputation. You will still fear your superiors, but you would not necessarily cringe at the sight of them.


Tier 03 Unit
+5RB(Roll Bonus)
You are now an 03. You are given one of the basic equipment that would represent who you are and how you would act in the near-future. You are issued a regular semi-automatic, nine-millimeter pistol. As an 03, you are expected to start acting more professional and to represent one of the main civil forces of your benefactors. You start to lose your friendly thoughts and attitude about citizens. You are not a hardass at this rank, but you are becoming slightly rude towards anybody who is not an officer. You would know the majority of radio codes/terminology and know basic routines and protocols by brain. Your superiors would keep an eye on you at this rank.


Tier 02 Unit
+10RB
02 already? That was fast. You are not much of a huge difference from an 03, besides your badge/armband and your slightly-hardass attitude and behavior. You see citizens equal to a Recruit, therefore weak and you do not pity them. Amputation thoughts probably occur at this rank, but you still have second thoughts about speaking those words near high command units. You are now getting to the point where you have strong beliefs of your benefactors and would dedicate your loyalty to them. You gain a little muscle at this rank.

Tier 01 Unit
+15RB
Congratulations, you have been promoted to an 01 and are issued a regular sub-machine gun. You are now classified as the near-ending stages of being a hardass. You would dislike citizens, Recruits and possibly 05s due to their weak strength and weak morale. You no longer think about amputations, but you carry them out when ordered to with little to no hesitation. You admire your superiors and are willing to devote your life to them. The only high command units you would still get nervous around would be DvA+. Don't get carried away by your hardass-attitude at this rank, you still have to carry out orders! You gain more muscle at this rank.
-Permission to carry an MP7
-Permission to amputate citizens (not publicly)
-Permission to carry smoke and flash grenades (non-lethal)


<:: Early High Command Tier ::>

Officer (OfC)
+20RB
Your days of bootcamp SHOULD be over by now. You are now an Officer of your Civil Protection Units. You have went from carrying out orders and patrolling 24/7 to assembling and organizing units. You are authorized to issue your own amputations AND carry them out with no hesitation. Your dislike for citizen grows, but you are still required to respond to their questions...with a hardass attitude of course. You are granted permission to use a SPAS-12 regular pump-action shotgun and lethal grenades. You are now classified as "strong" at this rank, but not steroids-strong. Enjoy your benefits at this rank; oh and the best part is that you get a trench-coat!
-Permission to carry a shotgun
-Permission to carry lethal grenades
-Permission to re-educate units

Elite Protection Officer (EpO)
+25RB
Sadly, at this rank, you will lose your skirt/trench-coat. On the bright side, you are a more, advanced version of an Officer. You are a V2 of an Officer. You are most likely an ******* to citizens and possible Recruits at this rank. You have more privileges than an Officer, and can carry out apartment searches with DvA+ permission. You are now pretty strong at this rank, talking about some slight-doses-of-steroids strong. Your lower ranked units should respect you at this rank.
-Permission to take recruits on patrol (DvL permission required)
-Permission to disservice units (DvL permission required)
-Magnum


<:: Official High Command Tier ::>


Divisional General (DvG)
+30RB
Congratulations! You are now classified as one of the highest ranked units in the Civil Protection forces designated in your city or sector! You get more enhancements made into your body, causing you to have bulging muscles and further increase in height by 1-2 inches. You can lift a small, green dumpster with one hand and be able throw it with ease. You are equivalent to a regular Elite Overwatch Unit in strength at this point. You are able to authorize an autonomous judgement waiver if shi---crap hits the fan. You are able to command and deploy Overwatch Soldiers whenever you want. You can demote and promote or even de-service units that are in your division if they are getting in the way of success. You do not know what fear is at this point, except when facing the CoS or GoS.
Approximate height: At least 6'6 feet.
-Ability to carry an OSPIR (Ar2)
-Ability to call an autonomous judgement waiver
-Ability to promote units within their division
-Ability to open the ration distribution terminal


General of the Sector or Sectorial Commander (SeC)
+50RB
Does whatever the crud he/she wants pretty much. Also, an equivalent to the hulk and could lob a huge blue dumpster a couple yards away. Your power and authority is so great, that you would emit an evil presence to anybody surrounding you. Your power level would be over 9000 in a way at this point. Extremely augmented and enhanced. You share equal power to the city's administrator, but most likely has more authority and reputation than the CA. However, you do not overpower Dr. Breen; the world's administrator. Life would be extremely easy and great at this point. The GoS/SeC does not know what fear is since "he/she" resembles fear itself.
Approximate height: At least 7 feet.


Radio Code Communication
10-0 Use Caution
10-1 Not Understood
10-2 Negative
10-3 Stop Transmitting / STFU
10-4 O.K. / Affirmative
10-5 Relay Message
10-6 Busy
10-7 Off Duty
10-8 On Duty
10-9 Repeat last message
10-16 Pick up prisoner
10-18 ASAP
10-19 Return to Nexus
10-20 Your location
10-22 Cancel last message
10-23 Stand by
10-24 All units return to nexus/ emergency
10-29 Check for contraband
10-30 Against Rules
10-33 Don't transmit unless necessary
10-50 Resume patrol
10-54 Retreat
10-78 Send Medical Help
10-79 Send Overwatch
10-93 Good Work
10-103 Disturbance
10-103m Mentally Unfit
10-106 Obscenity
10-107 Suspicious person
10-108 Officer down or Officer needs assistance
10-112 Impersonating an Officer
11-7 Stalker
11-15 Gathering in Street
11-17 Fight
11-18 Accident
11-19 Begging
11-21 Robbery
11-22 Contraband
11-23 Contraband Distribution
11-41 Request Medical Help
11-45 Attempted suicide
11-47 Injured Person
11-48 Assault
11-49 Shooting
11-70 Fire
11-71 Explosion / Bomb
11-73 Riot
11-99 Officer needs Help / Emergency
ADW - Assault with a deadly weapon.
BOL - Be on the lookout.
DB - Dead body.
UTL - Unable to locate.
OID - Officer in Distress
POI - Point of Interest
Code 21 - Complaint.
Code 27 - Attempted crime.
Code 28 - Inciting a felony.
Code 29 - Death.
Code 30 - Homicide.
Code 30S - Homicide (By shooting).
Code 34S - Shooting.
Code 51B - Bomb threat.
Code 52E - Explosives.
Code 94 - Illegal discharge of weapon.
Code 95 - Illegal carrying of a gun.
Code 187 - Homicide.
Code 603 - Unlawful entry.
Code 647A - Vagrant loitering in public place.
Code 647E - Anti-citizen.
Midnight - Complete Radio Silence
Necrotic - Zombie.
Parasitic - Headcrab.
Infestation - Danger-Level parasite activity.
Biotic - Vortigaunt
Anti-Citizen - Criminal/Rule Breaker
Infected - Mutated (e.g, Zombie Corpse(s), Poisonous Zombies)
Exogen - Antlion.
Virome - Poisonous/New-Generation Head-Crab(s)
Malignant - Danger-Level Red, Contagious individual
Viscerator - Manhack
Restrictor - Thumper
Bouncer - Grenade
Outland - Foreign
Isolate - Vacate or move away.
Neutralise - Kill a specific target
Clamp - Secure POI (Point of Interest)
Administer - Initiate a certain order(s)
Enforce - Maintain sociostability level
Sociostability - Peace
Socioside - Attempted disruption of the established social order
Unrest - Riot or rebellion
Pacify - Handle a situation by non-lethal measures
Amputate - To execute or kill
Sterilize - Clear up a situation through lethal measures
Diagnose - Determine threat level and situation
Innoculate - To protect or safeguard from a threat
Restrict - Prevent access to that area or position
Examine - If applied to an organic entity such as a citizen, pat-down or frisk
Biosignal - Life monitoring or signs of life. Also a system in suits that monitors heart beats
Inject or Deploy - Teams assemble at designated rally points
Contain - Prevent forces or situation from spreading beyond its current location
Unrest - Riot or rebellion
UPA - Unlawful Procreative Activity; Engaging in or attempted intercourse.
Clamp - Seal off a specific area
Expose - Flush suspects or situation out from covering structure
Stand By - Await orders
Intercede - Directly control or mediate key enemy activity
Extract - Evacuate
Clear - Area stable
Breach - Remove obstacle or defenses, sterilize location
Stabilize - Restore order through any means required verbally or otherwise
Prosecute - Administer ordered citation
Amputate - Execute or destroy
Sterilize - Clear up situation or area and establish typical sociostability, usually through lethal means
Contact - Hostile individuals spotted
Line - Form solid defense
Hold - Maintain position or location defensively immediately
Deserviced - Unit deceased or out of action (MIA/KIA)
Holding - Guarding POI (Point of Interest)
In position - Ready to perform duty(s)
Outbreak - Last remaining unit alive in a squadron


Standard Issued Equipment

1 x Kevlar Vest (Check kevlar section for type issued)
1 x L1 Flak Jacket (Covers over your Kevlar; vulcanized rubber )
1 x L1 Heavy Slacks (polyester, polycyclic )
1 x Hard Plastic Mask ( reinforced thick plastic.)
1 x L1 Bracer Gloves ( vulcanized rubber with comfort reinforcement )
1 x L1 OP. Boots ( vulcanized rubber, steel toe reinforcement )
1 x Datapad ID-locked; Allows for citizen data access and HUD update )
1 x PDA Device (ID-locked; Grants ability to update units and citizens data as well as mobile console access for directives retrieval)
1 x Strong-Leather Belt (Vulcanized rubber)
1 x Unions' Field Module (Radio transponder, bio-signal synchronization, dispatch system)
1 x Socio-Lethal Weaponry Sling (Vulcanized rubber, Y-strap also available)
1 x Unions' Modded Utility Belt (Four specialized pouches)
1 x Service Blade (4.9 carbon steel blade, reinforced metal handle with vulcanized leather grip)
1 x Service Armband (Sociostability, rank, digits, department, black marks and merits)
1 x Union Issued Stun-Baton (Vulcanized rubber handle, 150KV first function, 320 second function)
1 x Flare Gun (Issued to all 03 ranked units.)
1 x USP Match 9x19MM (Issued to all 03 ranked units for standard carry)
1 x H&K MP7 4.6x30MM (Issued to all 01 ranked units for standard carry)


In-Depth Kevlar Section

Low-Grade Kevlars (Issued to RCTs/05s --> 04s)
- 10-30% (Low) chance of stopping a 9mm round.
- Low protection against explosives/fragments.
- Cannot stop any rounds bigger than a 9mm.
- Not durable Kevlar; needs to be replaced after being shot once and easily broken.
- Kevlar is low-weight and cheap compared to other types of Kevlar.
- CAN be pierced by a sharp, long object.

Medium-Grade Kevlars (Issued to 03s --> 01s)
- 30-50% (Medium) chance of stopping a 9mm round.
- 10-30% (Low) chance of stopping SMG rounds.
- 10-30% (Low) chance of stopping buckshot rounds.
- Mild protection against explosives/fragments.
- Able to stop 9mm, SMG, and buckshot rounds.
- Cannot stop any other rounds besides 9mm, SMG, and buckshot.
- Not really durable Kevlar; remains effective after being shot once.
- Kevlar is a little heavier compared to the Low-Grade Kevlars, somewhat cheap.
- A little more resistance against sharp, long objects.

Heavy-Grade Kevlars (Issued to DvOs --> EpOs)
- 60-80% (High) chance of stopping a 9mm round.
- 40-60% (Medium) chance of stopping SMG rounds.
- 40-60% (Medium) chance of stopping buckshot rounds.
- 10-40% (Low-Medium) chance of stopping magnum rounds.
- 10-40% (Low-Medium) chance of stopping pulse rounds.
- Better protection against explosives/fragments.
- Able to stop 9mm, SMG, buckshot, .357 magnum rounds, and pulse rounds (depends on what class kevlar).
- Cannot stop any other rounds besides 9mm, SMG, buckshot, and .357 magnum rounds.
- Little/better durable Kevlar; remains effective after being shot twice or three times.
- Kevlar is heavier than the previous Kevlars, a little expensive.
- Provides protection against sharp, long objects.

High-Grade Kevlars (Issued to DvGs --> SeCs)
- 90-100% (Extremely high) chance of stopping a 9mm round.
- 70-90% (High) chance of stopping SMG rounds.
- 70-90% (High) chance of stopping buckshot rounds.
- 50-70/80% (High) chance of stopping magnum rounds.
- 50-70/80% (High) chance of stopping pulse rounds.
- Extremely better protection against explosives/fragments.
- Able to stop 9mm, SMG, buckshot, .357 magnum rounds, and pulse rounds.
- Cannot stop any other rounds besides 9mm, SMG, buckshot, .357 magnum, and pulse rounds.
- Highly durable Kevlar; remains effective after being shot multiple times.
- Kevlar is very heavy than the previous Kevlars, expensive.
- Provides full protection against sharp, long objects.

Classes of Kevlar
SeC: Class 12 High Grade Kevlar ......... (Able to stop pulse rounds)
DvG: Class 10 High Grade Kevlar ......... (Able to stop pulse rounds)
EpO: Class 8 Heavy Grade Kevlar ......... (CAN stop pulse rounds)
DvO: Class 7 Heavy Grade Kevlar ......... (Cannot stop pulse rounds)
01: Class 6 Medium Grade Kevlar
02: Class 5 Medium Grade Kevlar
03: Class 4 Medium Grade Kevlar
04: Class 3 Low Grade Kevlar
05: Class 2 Low Grade Kevlar
RCT: Class 1 Low Grade Kevlar


Citizen Infractions

Level 3
1-3 Detainment Points
1-2 Cycle Detainment
<==============================>

|Abuse of Union Technology| Using the requester to make false requests, any other unauthorized use of Union Technology.
|Assault Class 3A| An assault targeting a citizen.
|Audio Violation| Any profane, racist, or divisive words spoken aloud. Also entails yelling.
|Civil Privacy Violation| Any unauthorized entry into personal property.
|Contraband Possession Level 3| Holding or owning an item classified as level three contraband.
|Malcompliance Level 3| Disobeying or not cooperating with a Civil Protection unit's orders. Punishment varies with severity.
|Movement Violation| Moving at speeds disruptive to the sociostability; running.
|Personal Display of Affection (PDA)| Two or more persons encroaching their partner's proximity with signs of affection, such as holding hands, hugging, or kissing.
|Socioside Level 3| Harming the sociostability in any way, shape, or form. Punishment varies with severity.


Level 2
4-8 Detainment Points
3 Cycle Detainment
<==============================>

|Accomplicity| Aiding in a crime in any way.
|Assault Class 2A| A repeated assault targeting a citizen.
|Assault Class 2B| An assault targeting a Civil Worker.
|Assault Class 2C| An assault targeting a Civil Protection unit.
|Conspiracy| Displaying or distributing material that depicts the Union negatively. Also entails verbal defamation of the Union.
|Contraband Possession Level 2| Holding or owning an item classified as level two contraband.
|Illegal Consumption| Being under the influence of contraband consumables, including mind-altering drugs and beverages.
|Inaction| Failing to report a witnessed offense.
|Malcompliance Level 2| Disobeying or not cooperating with a Civil Protection unit's orders. Punishment varies with severity.
|Socioside Level 2| Harming the sociostability in any way, shape, or form. Punisment varies with severity.
|Theft| Possession of an item(s) owned by a different citizen.
|Trespassing Level 2| Unauthorized entry into the sub-system, tunnels, or any other restricted area.


Level 1
9-12 Detainment Points
4-5 Cycles in Detainment
<==============================>

|Assault Class 3B| A repeated assault targeting a Civil Worker.
|Assault Class 3C| A repeated assault targeting a Civil Protection unit.
|Attempted Suicide| The act of trying to end one's life.
|Contraband Possession Level 1| Holding or owning an item classified as level one contraband.
|Disruption of Progress| Destroying or disabling Union technology/ electronics, Union property, or anything else Union-sanctioned.
|Homicide Class A| The attempted/successful murder of a citizen.
|Homicide Class B| The attempted/successful murder of a Civil Worker.
|Homicide Class C| The attempted/successful murder of a Civil Protection unit.
|Imperfection| Any citizen with mental issues or physical issues that can not be fixed through medical aid.
|Capital Malcompliance| Any attempts to resist arrest and/or detainment. Punishment varies on severity.
|Policide| Any assault targeting the City Administrator.
|Trespassing Level 1| Unauthorized entry into the Nexus.
|Unapproved Procreative Activity (UPA)| Two or more persons engaging in any type of fornication, or one person self-stimulating.

MPF Contraband Levels
An admin may modify this post if need be.

Class 3
Non-Union distributed clothing.
Non-Union distributed foods/ beverages.
Non-Union distributed books.
Non-Union distributed documentation.
Anti-Union Literature

Class 2
Medical Supplies. (UU-Branded Bandages are allowed.)
Unauthorized electronic devices/ components.
Unauthorized drugs.
Radios. (CWU are allowed to have Radios)

Class 1
Weapons.
Weapon ammunition.
Explosives.
False Identification (i.e. fake business permit, fake CWU/loyalist ID)

Civil Protection Protocol

Respecting Higher Ranks
First things first, showing respect for any unit at least two ranks higher than you is required as part of your duties. Failure to do so will result in re-education, demotion or even being dis-serviced. You will salute every unit that is at least two ranks higher than you, if you are inside UU property (Such as the nexus). You will ALWAYS salute members of high command. If you are out in public, saluting is not necessary and is even looked down upon, so don't do it in public. You will also address higher-up units as "Sir" or "Ma'am." Failure to identify a higher unit's gender will be seen as disrespect, so make sure the unit is a "Sir" or "Ma'am", before addressing them as such.

Radio Usage
Your radio is your link to every other on-duty member of the civil protection. The frequency that the C.P.T. uses can be found under the /viewobjectives function of your datapad. To set the frequency of your radio, turn the dial to the appropriate frequency. (/setfreq XXX.X) To activate your radio, press the on button on the side of the device and speak clearly into the receiver (/radio), using code whenever applicable.

Stunstick Usage
Your stunstick is used to re-educate and render citizens unconscious. It has three modes: [Low], [Medium] and [High]. These can be changed by using the small dial on the side of the handle. See the re-education section below for the proper protocol of a re-education.

Civil Housing Protocol
Never follow an anti-citizen into a civil housing if they retreat into one. Radio for permission to enter from a GpO or higher. It is generally easier to get your request accepted if you have a team of at least three units ready to enter. Failure to follow this protocol (by entering a CCH without permission) will result in punishment.


Re-Education
Re-education is the punishment for any offense, but not the only punishment given for most offenses. To re-educate a citizen, make them face a wall and hit them with your stunstick two times, no more, no less (OOCly just hit the wall twice, don't actually hit them, in case their health is low). The citizen can resist a re-education, but doing so will earn them a level four offense. If a unit is equipped with a firearm, they can ensure that the citizen will not resist, by aiming their weapon at the citizen. Once you are done re-education and if they only committed a level one offense, tell them to move along.

Viewdata
Whenever you make a citizen apply, you will be using the viewdata function of your datapad. To use the viewdata function, simply type /viewdata xxxxx, with the Xs being replaced by the citizen's name (both first and last not necessary, but easier if another citizen has same last or first name). When detaining a citizen, edit their detainment and infraction count. Then write a report about their infraction in the Unit Reports section of their viewdata.

Detainment
To detain a citizen that has committed an infraction, first make them face a wall. When they have faced a wall, tie and search them for any contraband. After you are finished searching the citizen, knock them out with your stunstick. As with re-education, an armed unit can assist by ensuring that the citizen does not resist during the procedure.

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Re: Amazing guide for CCA

Post by Cinere on Mon Feb 17, 2014 11:10 pm

The guide could be edited to apply to the current handbook somewhat, like the OICW, the DvL rather than Divisional Generals, but the rest of it, including crimes is better I think.
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Re: Amazing guide for CCA

Post by Slashraider on Mon Feb 17, 2014 11:53 pm

I'm loving this!! (Que mc Donald's music) if we change some stuff up to fit our CCA that we have now then this would be so cool.

Another point. CCA shouldn't be hard on citizens as much.. For gods sake YOU ARE A CITIZEN!!! I have seen 03's scream and beat the fuck out of randoms (You know who you are) and this is NOT how it should go.

RCT-01 should treat citizens like they would treat them selves (02-01 can be more meaner) and of course you can act tough and whatnot INFRONT of a high ranking unit. But 03s shouldn't be going around harassing citizens just for fun.

05-03 would basically have MORE sympathy towards citizens than the CCA. But they would still want to impress at times.

TL;dr: units need to be more friendly to citizens. "Whaaaat?" You say. Go read above u lazy noobstrike.


Sorry for grammar / spelling / format mistakes, I'm typing on my phone

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HL2RP OWNER Of TEH
Administrator :
Dr. Hiroshi Saga - Running the CCA from his office while eating takeout.
Citizen(s) :
Shea Vegas - DEAD
Loyalist(s) :
Patrick Free - Slowly recovering from his insanity and he is starting to work at the CWU Goods Store and the Hospital again.
Enslaved Biotic(s) :
Combine(s) :
CCA-C18-GHOST-DvL.32789 - Bringing the GHOST division back to life.
Anti-citizen(s) :
Lucy "Hera" Dellgott - DEAD


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Re: Amazing guide for CCA

Post by Colonel HollerHavoc on Tue Feb 18, 2014 12:15 am

I do like a lot of this, but, only the detailed information on ranking, I say, we don't fully add this in but rather meld it together with our own, it provides the CCA with the much needed and forgotten foundation which they will NEED to use or risk failrp punishments administered upon them. I believe our Handbook rules and structure are solid and work, but rather than revise, I strongly encourage just adding the details as I've mentioned. The days of these super hardass pging uncanon low ranking machine pistol ninja 05/04's will be over.

-Support to the overall unneeded Structure, 


+Support to The melding of needed details.


{I am also removing the poll for now, people need to give justified reasoning if they wish to add or remove this before you add in a poll.}

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HL2 Characters
CCA-C18-HELIX-DvL.64007: Alive, Observing over his divisions units/Enhancing his OCULUS AUG.

Jenny Lanes: Alive, Finding her ground, Hope far from leaving her.

Doug Suddler: Alive, Surviving his way and his way only.

Hak'Navel: Alive, Freed Using his power to help The Great Rose and the rest of the Lambda and is thankful for his saviors.

Daniel Fernandez: Alive, Level 5 CWU, Doing whatever he possibly can to benefit the CCA.

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Re: Amazing guide for CCA

Post by Slashraider on Wed Mar 05, 2014 10:42 pm

Bump so people can vote on what they want and don't want because Holler is adding this to our current Handbook.

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HL2RP OWNER Of TEH
Administrator :
Dr. Hiroshi Saga - Running the CCA from his office while eating takeout.
Citizen(s) :
Shea Vegas - DEAD
Loyalist(s) :
Patrick Free - Slowly recovering from his insanity and he is starting to work at the CWU Goods Store and the Hospital again.
Enslaved Biotic(s) :
Combine(s) :
CCA-C18-GHOST-DvL.32789 - Bringing the GHOST division back to life.
Anti-citizen(s) :
Lucy "Hera" Dellgott - DEAD


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Re: Amazing guide for CCA

Post by Colonel HollerHavoc on Wed Mar 05, 2014 11:04 pm

Slashraider wrote:Bump so people can vote on what they want and don't want because Holler is adding this to our current Handbook.
I actually only added the rank overview part, it's in, heavily revised however, but yeah, go take a read in the CCA Handbook under Rank Generalities. We will never add an abundance of things in fast that should be judged by the people, if you guys have an argument to make about something you feel isn't right, do not hesitate to post it within the forums. Wink

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Colonel War Dog Of TEH

HL2 Characters
CCA-C18-HELIX-DvL.64007: Alive, Observing over his divisions units/Enhancing his OCULUS AUG.

Jenny Lanes: Alive, Finding her ground, Hope far from leaving her.

Doug Suddler: Alive, Surviving his way and his way only.

Hak'Navel: Alive, Freed Using his power to help The Great Rose and the rest of the Lambda and is thankful for his saviors.

Daniel Fernandez: Alive, Level 5 CWU, Doing whatever he possibly can to benefit the CCA.

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Colonel HollerHavoc
Dog of War

Posts : 256
Reputation : 4
Join date : 2014-02-06
Age : 100
Location : Underdepths Of Flamboria

View user profile https://soundcloud.com/hollerhavoc

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