Content Meeting Discussion [Content Team Thread] Community Ideas and Feedback - E-11

This suggestion will be discussed at the next content meeting.

Snake

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E-11 Feedback & Suggestions Thread

Help us fine-tune Site-65's primary SCP response force.

Hey everyone,

We’re putting this thread together to gather your thoughts on Mobile Task Force Epsilon-11 ("Nine-Tailed Fox"). how they function, what they bring to the table, and what could be improved to make them more balanced, interesting, and fun for everyone involved, including SCPs.

Whether you’re part of E-11, have interacted with them in roleplay, or just have ideas you think could help expand them as a whole, we want to hear it.

What We’re Aiming For:

We want E-11 to be:

- A MTF that feels elite and fun to play, but not overpowered
- A team with a meaningful gameplay loop beyond combat
- A role that's fun to play and isn't racking up burnout from constant SCP breaches
- A functional MTF that serves as the primary line between SCPs breaches and a Code Black
- A unique loadout system that's a well-rounded balance between lore, combat, and roleplay for both E-11 and the wider site​

Some things to think about:

- What should E-11 be doing outside of containing breaches?
- Are E-11 too strong or weak against SCPs? And what should they be?
- Are there new tools, gear, or roles they could have?
- Are there better ways to separate E-11 from other combat roles beyond just SCP combat?
- How can E-11’s containment tools or methods be more interactive?
- What would make playing in E-11 more rewarding in the long term to limit burnout?​

If you’ve got feedback, ideas, or even flat-out concepts. Please post them below! Just try to be detailed so we can fully understand what you’re suggesting. We’re open to all kinds of input, whether it’s a small tweak or a major shift.

Please know, while we will be reviewing all feedback, this does not mean everything said will be accepted by default. Ideas and feedback will be tallied up in a suggestion thread for Content Team and Senior Server Leadership+ to review.

Keep the thread on topic, we will be forced to reply ban people and delete messages if they don't contribute to the thread as a whole.


Thanks for helping us keep E-11 sharp, fair, and fun.

– The Content Team
 
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Aug 4, 2023
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In regard to this, there are no plans to remove E-11 in any way whatsoever.

It's a well-liked MTF, and a lot of players on the server enjoy being in E-11. The lore argument is trumped by the overall enjoyment of being able to play E-11. Some random MTF or even a made-up one wouldn't have the same factor as E-11.
Well, that's just my suggetion but i didn't said to remove E-11 fully? Just wanted them to replace ERT. But you do you.
 
Mar 6, 2025
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I had the same thoughts but when I really thought about it. If the foundation really did attempt to keep this many Euclid and Keter class SCPs on one site, I don't see why an onsite garrison of E-11 wouldn't be out of the question. With that being said, it still doesn't fit the E-11's MO.
3 Realilty benders
a computer that can destroy everything
An unkillable reptile
A man who walks through solid materials and is interdimmensional
076 whos constantly in a state of rage and homicide
About a dozen others just like this (not to forget 6 syrgines of a pathogen that could destroy the world)

im not against fully E-11 being on site, though i just think we're underpowered. I'd argue we should be geared and have the equipment on hand for if like 60% of the anomalies breach at a given time.
 
Jul 6, 2025
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Anyways some food for thought on how to make E-11 a little more enjoyable imo would be getting us some unique job that no other MTF would have. I have suggested a Containment Engineer in a previous suggestion but perhaps instead of a class that effectively serves as a Combat Techie, what if said Containment Engineer possessed a weaker version of those ERT deployable force fields. Its a stretch but it could be interesting and super beneficial for E-11 to hold breaches in HCZ that little bit longer.
 
Then put in place of E-11 a unique MTF that has the "Jack of All Trades status". Because in SCP canon, only E-11 is Jack of All Trades. If you replace or remove E-11, you will have to make a unique non-scp canon MTF to fill that place and status.

We technically have this, and they are GSD. They have all the resources to be a full site security force, but not the enforcement to actually act on it. However you'd have to completely rework the fundamentals of GSD if E11 was aimed to be absorbed by GSD
 
Aug 4, 2023
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We technically have this, and they are GSD. They have all the resources to be a full site security force, but not the enforcement to actually act on it. However you'd have to completely rework the fundamentals of GSD if E11 was aimed to be absorbed by GSD
Mhm. Don't rework it, just put new paint on it. Same jobs but new models and maybe even jobs names
 
Apr 6, 2023
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Hiya, just checking something.

I was talking with a dev not too long ago when they mentioned that E-11 may be getting energy weapons that do like fuck tons of damage to KTEs but fuck all damage to humans. I am talking like 100 HP per shot on an KTEs and 1 on people ( it's an exaggerated example ) is this weapon planned or was it scrapped?

Additionally, Grenades that lure in KTEs ( like 8837 blackhole or 035 possession ) would be kinda cool to see as Special Equipment for E-11.


You could additionally add more ways to containing KTEs that isn't just shooting or beaming.
 
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E11 doesn't need more damage they need more utility. If the scope is to keep the server on an RP forward position, utility is far better for gameplay than straight damage, as allocating change to what works best for all parties involved is far more complex through balancing damage than fixing how a utility works.
I disagree, E-11 wouldn't be nearly as tedious as it is if they had a better chance against KTEs. Which would help with retention.

Utility is a big part but Damage should be looked into.
 

Tay

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Feb 4, 2023
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Hiya, just checking something.

I was talking with a dev not too long ago when they mentioned that E-11 may be getting energy weapons that do like fuck tons of damage to KTEs but fuck all damage to humans. I am talking like 100 HP per shot on an KTEs and 1 on people ( it's an exaggerated example ) is this weapon planned or was it scrapped?

Not the worst idea, do you remember which dev that was?
 
I disagree, E-11 wouldn't be nearly as tedious as it is if they had a better chance against KTEs. Which would help with retention.

Utility is a big part but Damage should be looked into.
I don't personally believe E11 is as tedious as people make it out to be. Possibly on the UK side but for all intents and purposes it's rather straight forward. The only issue is rallying people and getting enough people to want to stand still for hours on end to get ripped apart by a Reality Bender breach and spend 35min running from spawn to a death point over and over again.
 
Jul 6, 2025
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Another idea I've had for a content suggestion would be for E-11 to have some sort of shock grenade that would heavily slow down SCPs allowing E-11 to get more time to pump SCPs full of lead. Could even be a net gun if you wanna get into the whole hunt SCPs role but I think it could be pretty fun adding like a class to E-11 that's whole purpose is hunting SCPs through placeable/throwable utilities.
 
Mar 6, 2025
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Allow us to know more things, declassify things for us.

In lore, we report under A-1, and directly underthat , O-5.

We should know about the warhead, we should know about who site inspection actually is ,even as level 3. This is just to add on to the "lore" part of us
 
Aug 4, 2023
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Allow us to know more things, declassify things for us.

In lore, we report under A-1, and directly underthat , O-5.

We should know about the warhead, we should know about who site inspection actually is ,even as level 3. This is just to add on to the "lore" part of us
me when the E-11 enlisted tells me about O5, nuke, nuke's location, what is really A-1: