Content Meeting Discussion [Content Team Thread] Community Ideas and Feedback - Chaos Insurgency

This suggestion will be discussed at the next content meeting.

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Chaos Insurgency Feedback & Suggestions Thread

Help us make the main opposition to the Foundation a fun challenge.

Good morning Civil Gamers,

With the success of the two previous Community Ideas and Feedback threads, we have decided to create another for the Chaos Insurgency and begin making headway towards improving the faction both when playing as it and when facing it. We're aware that this will be a large task, and that lots of the community will have a bunch of different ideas, but with helpful debate, we aim to make the Chaos Insurgency a fair and interesting part of the server's gameplay loop.

So, whether you’re a DELCOM of the Chaos Insurgency, a Nu-7 PVT, part of DEA, a player who has interacted with them in roleplay, or simply just have ideas you think could help expand them as a whole, we want to hear it.

What We’re Aiming For:

We want the Chaos Insurgency to be:

  • A faction with a clear identity separate from others within the server
  • A collection of unique roleplay mechanisms that support a custom gameplay style not found anywhere else
  • A group that is a threat, but not overpowering
  • A functional yet fun way to disrupt Foundation, which has trade-offs for both sides and can be facilitated without combat as a first option
  • A collection of non-disruptive activities to counter downtime that can be done independently without involving other factions

Some things to think about:
  • What should the Chaos Insurgency be doing in between raids?
  • How would the ideal Chaos Insurgency raid hamper the Foundation while remaining fun for both sides?
  • Are there new tools, gear, or missions they could have?
  • Are there better ways to overhaul the Chaos Insurgency's combat identity, similar to the UNGOC's recent overhaul?
  • What resources or items could be added to the Chaos Insurgency that they can make use of, but are also desired and can be stolen/given to other factions, i.e. like the Neuro Controller.
  • Would you like to see the Chaos Insurgency being given new SCP/anomalous items, and do you have any recommendations?

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 and respectful. We're aware that some people have strong opinions about the Chaos Insurgency, but expressing these in a non-constructive way will result in deletion, and you may be reply-banned.


Thanks for helping us keep the Chaos Insurgency unique, cool, and fun.

– The Content Team
 
  • How would the ideal Chaos Insurgency raid hamper the Foundation while remaining fun for both sides?
  • Are there new tools, gear, or missions they could have?
  • Are there better ways to overhaul the Chaos Insurgency's combat identity, similar to the UNGOC's recent overhaul?
Not gonna lie but i think adding a raid command to Delcom+ will be a good first step.

The raid command will have Delcom+ select what is raid obj, and what to do after the raid obj is done.
The raid command will have ui that will allow to type in it who is raid lead and such. And can be used to start and end raids.
 
Honestly, the CI TB makes combat really unfun between CI, like TB using bullet freeze or that healing ability while shooting us. It makes encounters with CI feel really unfair so I believe some rebalancing would be beneficial.
 
real simple foundation on UK are annoyed on CI so half of them dont end up going to fight CI so CI ends up outnumbering foundation in a fight most the time
 
I'd like to see the active requirement to be on CI removed. I'd think it'd open up CI more to players more interested in a secondary play style that isn't Foundation but are off put by the need to be available each day. If you wanna progress higher then Alpha then you can take the test/range/hacking. Granted I doubt we'd see the activity requirement removed. But at least mentioning it is something.
 
I'd like to see the active requirement to be on CI removed. I'd think it'd open up CI more to players more interested in a secondary play style that isn't Foundation but are off put by the need to be available each day. If you wanna progress higher then Alpha then you can take the test/range/hacking. Granted I doubt we'd see the activity requirement removed. But at least mentioning it is something.
Activity requirements are set by the Command Team and it is enforced in order to allow fresh players to join the faction (We kick inactive players to ensure we don't hit our Faction Cap) The activity requirements that we have does allow you to treat it as a secondary faction we do not hold any hour requirements
 
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No shade to the UK CI players but I simply can’t keep up with people who play 10 hours a day practicing their PKM aim while using third party cross hairs. It’s simply not fun and quite literally kills all incentive to fight them, this is evident for a LOT of people.

Fighting TB is also the worst part of playing on the server, nothing fun about it. TB’s are a cool concept but yet again I can’t keep up with people who play so much that they can switch abilities and pull all these massive plays on the regular.
 
CI just needs actual raid objectives, half the raids, especially on low pop are just breaking out dclass so they can get disguises, breaching SCPs and kidnapping random non-combatives when there is too little people to stop them. Real raid objectives would atleast somewhat help this as there would be less distruptive raids. There does feel like a slight issue with CI balance sometimes, though the issue entirely depends on the ratio of foundation combatives to CI, how they enter site and whether they are seen doing so. A frontal rarely ever works except when there are no Nu7 or DEA on, if CI make it to vents and get train vents or 914 they are able to enter HCZ without issue, now this is all an issue with foundation not doing their jobs properly if CI can enter HCZ without anyone noticing but it happens lots, the issue is that when they do no foundation can do anything until the breach is over, all because SOP didn't notice them enter vents on surface and the E-11 private forced to guard secondary didn't call it out in comms before his head was popped by a TB.

Another issue I have with CI is how stealing SCPs is done, all CI have to do, and foundation when stealing SCPs back for that matter have to do is do a /me and carry a box out of base. It is genuinely impossible to stop CI from stealing SCPs without blatantly metagaming the DC for carrying a box, if they are even forced to carry a box by the SL authing the stealing, ive seen them steal an SCP without even having to do that. Genuinely no counterplay and it is pretty frustrating as a foundation member having CI steal the 5th inanimate SCP this month without having any method at all of stopping it.


Basically my suggestions are create proper raid objectives for CI and implement a standardised, counterable way to stop CI from stealing SCPs. Another suggestion is just make it so only DCs can use vents to raid so CI can't just appear at 914 with disguises because SOP didn't notice them enter vents.
 
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As I originally spoke to Aki and several members of A-1, I would love it if raids overall performed similarly to infils. More specifically, I would love to see a system whereby a DELCOM can use the tac tablet to select raid objectives and then initiate it. With CI having to go to X location and perform X task before exiting to receive an increased reward, they should be rewarded for entering; however, we should also incentivise them to leave when possible.
I am admittedly unfamiliar with the vwar system or any of the MRP systems that were ported over; I never played MRP, but I feel that something of this nature would be beneficial to both people who want rp and CI as a faction. They get juicy rewards alongside their dopamine hit, and the sooner they leave the site, the faster we can return to roleplay.

"Are there better ways to overhaul the Chaos Insurgency's combat identity, similar to the UNGOC's recent overhaul?"

I personally feel CI already have a distinct combat identity, a combination of the TB, bomb drones, care packages and the like. However, I do feel they're more of a force that shows up and does location holds rather than a hit-and-run force that is in and out; hence my reason for the top half of this comment.

"Would you like to see the Chaos Insurgency being given new SCP/anomalous items, and do you have any recommendations?"

Again, I personally feel this would just lead to another TB situation. And TB is already cried about enough, for both good and bad reasons. Please make scrantons actually pull them out of inversion rather than allowing them to sit for five seconds still gunning people down.

"A group that is a threat, but not overpowering"

I feel that for this aim, CI's main X factor should be their speed. They should be able to show up quickly and then vanish just as quickly, with them getting bogged down being a weakness; something that I feel their loadouts don't really reflect. Given how any garage raid goes. The threat of CI should be that they can appear quickly or could already be in the room (DC's).

Anyhow, this rant is just my little tidbit in regards to the situation. Given my time on the server and having watched CI change, I do think some changes are still needed. They'll never be perfect; no faction will be, but the current state can be adjusted and make it more rewarding for either party.
 
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CI just needs actual raid objectives, half the raids, especially on low pop are just breaking out dclass so they can get disguises, breaching SCPs and kidnapping random non-combatives when there is too little people to stop them. Real raid objectives would atleast somewhat help this as there would be less distruptive raids. There does feel like a slight issue with CI balance sometimes, though the issue entirely depends on the ratio of foundation combatives to CI, how they enter site and whether they are seen doing so. A frontal rarely ever works except when there are no Nu7 or DEA on, if CI make it to vents and get train vents or 914 they are able to enter HCZ without issue, now this is all an issue with foundation not doing their jobs properly if CI can enter HCZ without anyone noticing but it happens lots, the issue is that when they do no foundation can do anything until the breach is over, all because SOP didn't notice them enter vents on surface and the E-11 private forced to guard secondary didn't call it out in comms before his head was popped by a TB.

Another issue I have with CI is how stealing SCPs is done, all CI have to do, and foundation when stealing SCPs back for that matter have to do is do a /me and carry a box out of base. It is genuinely impossible to stop CI from stealing SCPs without blatantly metagaming the DC for carrying a box, if they are even forced to carry a box by the SL authing the stealing, ive seen them steal an SCP without even having to do that. Genuinely no counterplay and it is pretty frustrating as a foundation member having CI steal the 5th inanimate SCP this month without having any method at all of stopping it.


Basically my suggestions are create proper raid objectives for CI and implement a standardised, counterable way to stop CI from stealing SCPs. Another suggestion is just make it so only DCs can use vents to raid so CI can't just appear at 914 with disguises because SOP didn't notice them enter vents.
CI do not usually keep the SCPs they take they mostly use the stolen SCPs for roleplay and the SCPs get returned after a month if they are not needed anymore or SOP takes them back but your suggestion is still good
 
Its weird for CI to have a research job and be allowed to do research, but have nothing to research. I think CI also need more Noncombative Content including with the normal foundation research. Majority of our research, we are using a GM now to make research RP, so having new content would be great. CI bunker is also weird. For a bunker with only 1 floor, it does not seem to be a "Bunker" and more of a literal Hill House.
Give More RND work plz

USA Delcom Hanz 'Represent'
 
As I originally spoke to Aki and several members of A-1, I would love it if raids overall performed similarly to infils. More specifically, I would love to see a system whereby a DELCOM can use the tac tablet to select raid objectives and then initiate it. With CI having to go to X location and perform X task before exiting to receive an increased reward, they should be rewarded for entering; however, we should also incentivise them to leave when possible.
I am admittedly unfamiliar with the vwar system or any of the MRP systems that were ported over; I never played MRP, but I feel that something of this nature would be beneficial to both people who want rp and CI as a faction. They get juicy rewards alongside their dopamine hit, and the sooner they leave the site, the faster we can return to roleplay.

"Are there better ways to overhaul the Chaos Insurgency's combat identity, similar to the UNGOC's recent overhaul?"

I personally feel CI already have a distinct combat identity, a combination of the TB, bomb drones, care packages and the like. However, I do feel they're more of a force that shows up and does location holds rather than a hit-and-run force that is in and out; hence my reason for the top half of this comment.

"Would you like to see the Chaos Insurgency being given new SCP/anomalous items, and do you have any recommendations?"

Again, I personally feel this would just lead to another TB situation. And TB is already cried about enough, for both good and bad reasons. Please make scrantons actually pull them out of inversion rather than allowing them to sit for five seconds still gunning people down.

"A group that is a threat, but not overpowering"

I feel that for this aim, CI's main X factor should be their speed. They should be able to show up quickly and then vanish just as quickly, with them getting bogged down being a weakness; something that I feel their loadouts don't really reflect. Given how any garage raid goes. The threat of CI should be that they can appear quickly or could already be in the room (DC's).

Anyhow, this rant is just my little tidbit in regards to the situation. Given my time on the server and having watched CI change, I do think some changes are still needed. They'll never be perfect; no faction will be, but the current state can be adjusted and make it more rewarding for either party.
Just to clarify, those "new items" aren't just referring to combat, it could be a passive RP item that can be imagined and help CI move away from solely doing combat.
 
Expand surface and make it less hilly, you'll have a lot more Nu-7/DEA vs CI vs GOC action away from the core RP loop within the facility. In order to facilitate this, stuff within the Foundation would have to get trimmed down. But this is quite the undertaking. Would solve a lot of problems imo

Edit: When I mean "stuff", I mean map brushes within Site-65 itself
 
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