We are a community originally drafted to create a schema that spun HL2RP on its heels and provide an experience set in the same universe, but with a different design philosophy then previous HL2RP servers, Project Pawn has evolved in a way that I wasn't even able to predict initially. We've abandoned the idea of HL2RP, and are instead pursuing a session-based structure that makes use of custom scripted functionality to evolve the level of immersion granted in each session. With tailored scripts for each scenario and fine-tuning by our admin team, anything is possible. Don't just be a player, be a Pawn in something bigger.
Our aim is to provide immersive and engaging experiences that exceed most people's expectations. Storytelling, personalization, and scripted functionality are the core three aspects that we focus on to create an authentic playthrough worth experiencing. Currently, we have various assets and scripts from previous projects of mine that are being repurposed for planned scenarios:
-A fully functioning medical system, including management of blood, pain, and respiration, unconsciousness, a large list of temporary and permanent injuries that reduce the character's abilities in certain scenarios, infections, a huge assortment of items to prevent, treat, and temporarily suspend injuries, and the ability to tailor aspects of the medical system to specific scenarios, like the creation of a super-bug or an injury specific to a supernatural event.
-An expandable armor system that works similar to Tarkov, with different levels of protection, different materials with various levels of durability lost, and several pieces of armor that combine these stats. Additionally, the armor system is connected to the medical system, allowing pieces of armor to protect players from injury and enable things like blunt trauma wounds from stopped bullets.
-Custom weapon base with over 70+ scripted variations, fit for any time period after World War 2. This provides us with a larger degree of control over what weapons are capable of, and tune them to perform more realistically.
-NV/thermal goggles, gas masks, and other unique wearable items that provide tangible benefits.
-Improved radios with multi-channel functionality.
-And even more that will be revealed with scenarios appropriate to their usage.
You can find our Discord where we post announcements and information related to our server here: https://discord.gg/nG2TUME
We have several demonstrations of features for some of our previous projects. These are our most notable ones:
Continue reading if you want to know more about some of our previous projects and attempts.
Project Pawn has cycled through many stages so far that have helped us get where we stand now, a clear goal in mind and the know-how to get there. Previously, I was working on a schema called Solar by myself and temporarily stopped working on it to instead collaborate with a group of friends I had met on another server to create an experience called Warzone. We had planned to create an authentic war experience with a player-driven story separated into three acts, each one impacting the next depending on how the players prevailed. With a relatively successful test of our custom medical and weapon systems, we were proud of what we had accomplished so far but felt that the story we had prepared was too large in scope for our small team to pull off at the time, so we moved on to making Solar a reality.
Solar was an even more special project, with an entirely different objective. I won't share too many details, as we plan on possibly revisiting it in the future. Solar was meant to have a large focus on survival, pitting players against each other organically. Solar flares and dust storms would make the surface inhabitable for periods of time, forcing players to either share safehouses or fight over them. Resources would be scarce, with fierce creatures roaming areas containing them. Admin characters were meant to provide players with opportunities to receive limited items to aid in their survival, and eventually, their escape from what seemed like hell.
Sadly, Solar would not see the light of day, and no-one would have to face the grueling environment that Solar would've provided. We took a break after real-life complications stopped our team from actively working on the server. But we're back, and we got even more drive than before. We aren't limiting ourselves to one universe, or one idea, and are instead taking an open approach, visiting scenarios that may exist in other universes, or creating our own. Some sessions may be connected, others might be stand-alone. All that is known for sure though is that we intend on making each one memorable, each one immersive, and each one worth spending time on. We're in the process of repurposing and revamping our pre-existing systems and making entirely new ones to fit a myriad of scenarios we've written up. In the coming weeks, we'll be running various tests and even some of these scenarios to see how everything works and get ourselves acquainted with this model, and we're hoping you can join us for the ride.