- Feb 26, 2023
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What this suggestion adds:
Adds the following SWEPs from these references:
Reality-Bending: GRAY (Passive)
SWEPs may solely be used combatively during controlled roleplay/events, where reality-bending may be required for an event character or cast member to drive the event in a desired direction.
Players entrusted with the SWEP are expected to understand their function as roleplay-enhancing tools, not as an inherent advantage over others.
Option 1:
Grants SWEPs on spawn to players:
GMs+/SL+ may grant these SWEPs temporarily for events and extended roleplay when and where appropriate.
EDIT 2:
There is a sizeable amount of concern regarding the potential for abuse, and in hindsight, I have to agree. Would likely have to further restrict the SWEPs to non-combative roles.
Has something similar been suggested before? If so, why is your suggestion different?:
There was a similar denied suggestion prior to give CL5 personnel reality bending SWEPs, but it lacked a proper approval process that necessitated legitimate uses for roleplay, as well as failing to present rules to maintain gameplay balance. It also didn't attempt to introduce any unique abilities, opting to save development time by giving the same powers to everybody.
Possible Positives of the suggestion:
With every positive and negative factor considered, this would add a touch of uniqueness among the most dedicated community members and RP leaders. The abilities would encourage RP leaders to build expansive lore, inciting those below them to follow suit in the hope of possibly inheriting some abilities of their own. Since the SWEPs are restricted behind a comprehensive set of rules and requirements, even requiring up to majority SSL approval, the types of players to be entrusted with the SWEPs are more likely to use them to extend roleplay and less likely to misuse them for menial personal advantages.
Adds the following SWEPs from these references:
Reality-Bending: GRAY (Passive)
- Instantly revive one selected player from death (similar to a defibrillator), even from normally unrevivable injuries. Has a cooldown of 120 seconds.
- Feign death, causing the player to spontaneously "die" (ragdoll, similar to being hit by SCP-8854) upon activation and reanimate 10 seconds afterwards. Has a cooldown of 300 seconds.
- Instantly heal all broken limbs on one selected player, including themselves. Has a cooldown of 120 seconds.
- Regenerate health at a rate of 2 HP/s for 50 seconds on one selected player, including themselves. Has a cooldown of 300 seconds.
- Take the form of any non-SCP playermodel or select whitelisted prop, office or nature-themed, with the disguise lasting 60 seconds. Has a cooldown of 60 seconds.
- Switches the forms of random players within a small radius. Has a cooldown of 300 seconds.
- All TYPE-BLUE abilities.
SWEPs may solely be used combatively during controlled roleplay/events, where reality-bending may be required for an event character or cast member to drive the event in a desired direction.
Players entrusted with the SWEP are expected to understand their function as roleplay-enhancing tools, not as an inherent advantage over others.
Option 1:
Grants SWEPs on spawn to players:
- Currently holding a (non-combative?) CL4+ role
- With a submitted, approved, high-quality, and continuous character biography that fits for the SWEP they are applying for
- At the discretion of a majority Senior Server Leadership vote
- Who don't already have a SWEP on a character from the same faction
- Loses access to the applied role
- Grossly misuses the SWEP outside of roleplay (i.e. actively pursing combat or helping allies in active combat)
- Engages in roleplay where their character would lose their powers, either at the discretion of SSL or the player voluntarily giving up their SWEP
GMs+/SL+ may grant these SWEPs temporarily for events and extended roleplay when and where appropriate.
EDIT 2:
There is a sizeable amount of concern regarding the potential for abuse, and in hindsight, I have to agree. Would likely have to further restrict the SWEPs to non-combative roles.
Has something similar been suggested before? If so, why is your suggestion different?:
There was a similar denied suggestion prior to give CL5 personnel reality bending SWEPs, but it lacked a proper approval process that necessitated legitimate uses for roleplay, as well as failing to present rules to maintain gameplay balance. It also didn't attempt to introduce any unique abilities, opting to save development time by giving the same powers to everybody.
Possible Positives of the suggestion:
- Relatively simple SWEPs, as all the "new" abilities would be taken from existing mechanics
- Enhances immersion by not having an invisible force play out every anomalous action
- Gives RP leaders more control, allowing them to contribute events autonomously and with their own values in mind
- Direction of roleplay is more spontaneous and unexpected, which can up the stakes and keep participants engaged
- Abilities can always be added or removed as deemed necessary without needing to consider combative/breach play
- Encourages RP CL4+ roleplay, enticing more players to make applications, fostering a more active leadership base
- Development time
- Approval process will require SSL to regularly vote on and approve characters
- Potential for abuse at the hands of RP leaders
With every positive and negative factor considered, this would add a touch of uniqueness among the most dedicated community members and RP leaders. The abilities would encourage RP leaders to build expansive lore, inciting those below them to follow suit in the hope of possibly inheriting some abilities of their own. Since the SWEPs are restricted behind a comprehensive set of rules and requirements, even requiring up to majority SSL approval, the types of players to be entrusted with the SWEPs are more likely to use them to extend roleplay and less likely to misuse them for menial personal advantages.
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