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

This suggestion will be discussed at the next content meeting.

Tay

Super Advanced Expert Civil Gamer
Super Administrator
SCP-RP Staff
Donator
Group Moderator
Feb 4, 2023
258
119
111
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
 
Hi! Small addition to my earlier post, in mention to Cheesy's point of making CI less powerfull on surface;

Provide GM-Objectives that provide specific kits on the same cooldown as the main raid. These kits can be balanced for the raids, while the normal kits that CI spawns with can be weakened sufficiently to make surface combat viable without F being curb-stomped by multiple PKM's!
 
I am too tired to write a full thingy but I'll put a general idea down. CI on surface needs to be less powerful, perhaps change their gun stats to reflect with this with higher spread but increased damage or something like that, give CI IEDs, The ability to setup roadblocks using a tool like in MRP, increase the incentive for CI players to play smart on surface instead of just running to F Hill and shooting.
What reason do CI need to be less powerful on surface? SOP players need to be smarter and not take the same route and run in a straight line. Like I have heard you say before "SOP have a losing mentality" if they played with more confidence they could do a lot better. From being in Nu7 recently I see the losing mentality which you talked about, SOP seem to just sit in base because "they will just die so no point" and when they do leave they just run into 4 CI then complain about it. Maybe the discussion should be how to improve the current state of SOP instead as if you start nerfing one faction just because the other is struggling you will have the same problem just on the other side.
 
What reason do CI need to be less powerful on surface? SOP players need to be smarter and not take the same route and run in a straight line. Like I have heard you say before "SOP have a losing mentality" if they played with more confidence they could do a lot better. From being in Nu7 recently I see the losing mentality which you talked about, SOP seem to just sit in base because "they will just die so no point" and when they do leave they just run into 4 CI then complain about it. Maybe the discussion should be how to improve the current state of SOP instead as if you start nerfing one faction just because the other is struggling you will have the same problem just on the other side.
Doing nothing isn't going to fix the losing mentality.
 
It's a Combat faction that provides a combat loop to the server.
It attracts players due to ease of access, 0 requirements except play on occasion, just combat; Roleplay optional.

Scrap it really.
How you can really "scrap" the "core" faction of the server? You would need to restart whole server to age 0 to make this work.

Not gonna play site 9 card here but this is a sad truth.
 
Shitty CI suggestions from the perspective of a CI LTCOM so probs bias

So what do i think / what did i think should be added to CI is quite a bit, with ultimately taking a lot of dev time to even get it to a level where most people can be happy with it. which is frankly is still impossible due to both of the servers having wildly differentiating opinions on CI. To state for the record the BEST combatatives are on CI on the UK. While US there on foundation AO and DEA, doesnt mean we dont have any it just to state for the record. but this is just the forethought so on to the actual points, and ive probably missed a lot and havent considered everything so give feedback or something.
NUMBER 1. CI BASE UPDATE
I cannot express how much this is needed before literally anything else. From RP, to raiding it, to just being in it is a shitty thing from square one. This is a old remnant from i believe very early on in the server with the only addition being the dirt bulkdoor in HCZ. but instead of just saying base update i would to i guess give a addition of rooms that are needed / changed not in order of importance

1. Interrogation room | Why does O1 have one but we dont, most of us are consider terrorist?
2. A actual lab | We are a group that USES scps WHY DONT WE HAVE CONTAINMENT CHAMBERS / SCPS ill get to that later.
3. More then 1 hallway | Make our rooms connect, think reserve bunkers if you play tarkov (IF YOU PICK USEC YOU ARE A BITCH)
4.Off limits area | Think a lower area for a archive, high grade SCPS, commanders office, a sub div room for like speical ops sub div something like that. Just something that is important. Give us something for new players to wonder and ponder about.
5. Containment cells for SCPS | Something for us to actual steal and weaponize scps, putting them in a chamber that actually locks them out for a time. of course only one, but this gives something for foundation to ACTUALLY RAID FOR. They need to get it back so they dont get it used on them.
6. A raid debrief rooms or presentation room | A room to actually show off projects for respective R&D and for raid leads to have a better stage then one they have

These are the 6 rooms i mainly want added / ideas, there are others but for now this will do.
Number 2. Changes to the DC system / Making DC non VIP

the second change but probably hardest is make DC non VIP as i believe it can be one of the most fun jobs to do RP on. But since its locked behind a pay wall it incentivizes shooting people. I know its the jobs CO to make the objectives and to make sure RP is being run. But it still brings the wrong idea to the role. Ultimately making it a non VIP role will not have people believe they have to do certain objectives or they are just wasting the slot and time.

This brings to the second change i would love to see which is a more passive DC rp in the form of a scout class or other recon. This way with this suggestion you still could keep DC VIP and add a scout job. TLDR just a disguise card, a pistol and a way to not equip any more guns.
but its a just a way to actual scout for main raids and a way for infils with focusing on gathering info and RP research while saving DC for more type of serious missions. of course this "scout" job will need some more rules and cooldowns for the raid but its purpose to encourage more passive RP not focused on killing at all and could even just not have a gun.
Number 3. Passive RP and ADD SCPS TO THE GROUP THAT IS SUPPOSED TO ABUSE THERE EFFECT

I agree that we definitely need passive RP more and for more focused centralized mission on our raids. Everyone has already stated it so just go read another suggestion about adding the option for a delcom to actual make a clear raid objective with a like thing on everyone's screen. but still we need to actual add checklistable objectives, that can be tracked, easy to see success, and actually different then just doing something different because you already breached 2 scps today. but besides raids let discuss somethings we could get for passive rp

1. Test on SCPS and research which should be added

2. Scouting jobs like the one i stated before

3. Tasks to do around the base like repairs and maybe some gun crafting

4. basically the other shit marvin already stated (crafting armor, comms spoofer and interceptors)

5. More incentive for Foundation to do infil raids so we can catch and interrogate

6. More surface SCPs. doesnt have to be playable ones maybe just ones that were left or put out on escape

but now onto SCPS WHY DO WE HAVE NONE, "Well that is because there a not a focus" MOTHERFUCKER IT IS CALLED SCP RP. you can talk about how to rp and the combat division in the server but still i really want to ask a question. which was when was the last SCP added to the server like a actual SCP not a GM one. it has been over 2 years, on the server that is CALLED SCP RP. ADD SOME TO CI AND JUST MORE IN GENERAL

but let me recommend some

SCP-207 | This one is really easy and should just be one at this point. Here a idea if you hate speed chems, add this to CI and then remove speed chems tell them to use the scps.

SCP-330 | I know this one is already in but make it where you can just actually pick up the candy and have it as a item.

SCP-1499 | WE HAVE A DIMESION SYSTEM USE IT.

SCP-009 | Add this one in foundation for another Code 3 breach and then make 008 harder. This way you can still do a code 3 breach with effects that are similar to 008 without dealing with the actual 008 problems and memory leaks

Here are just a few but read Marvin's ideas are pretty goated as well. these are just ones that exist and pretty easy

Number 4. Guns and loadouts / WHY DO WE HAVE GUNS FROM FLORIDA AND GEORGIA (kinda Georgia i mean mostly USA)

The fourth change while not as important i believe should still be stated. While we use guns from wherever we can get our hands on, we should ultimately atleast to keep a identity of some sort. why do we have the KSG and Ghost r5, i know the ghost R5 is proablely our best gun i think it should atleast be swapped with a different one to fit our more russian / eastern theme, so basically TLDR KSG goes to KS23 (ADD IT) and the Ghost R5 to AKZ or something

But the more important while still not important change. There is a loadout system, why do we keep making CI classes have everything. ill let content deal with the actual loadouts but for example. on Marksman you can have a class use the vss vintorez and ditch the SMG and smoke grenade and then the normal class with a SVD something like that.

Number 5. Anything else and all typing and no play makes Froggo a dull boy

add a way to passive hack out SCPS for stealing

Add a way to actually box SCPS and steal the inanimate ones with a actual limit besides which super / senior is feeling for the day

add motorbikes to CI with a sidecar and remove that one stupid ass truck

Remove TS in general, it feels like im talking at a bunch of skin walkers, how am i supposed to get info if this shit happens.

Stealing Docs make us able to do that even if its just copying the doc and not actual stealing it

Add a camera to DC

ADD CHEM GRENADES TO FRIDGES THE SUGGESTION ALREADY GOT ACCEPTED

add more ways for people to not treason RP but corruption RP where they get something from CI for the greater good or something.

Make assassations means something. Make it where if you get killed on like O5 or ECM you have a job ban for like 15 mintues, if it was RDM you can just get staff to job place you.

add a flame throwers or explosions expert

Surface Updates in generals, More trees, more civs, more houses and shit.

Add vents to EXFIL for ci for like XP or some other shit.


ok ingore all the errors and shit i proablely missed some stuff about thinking about the other side but im sure blob or like the uk -2 will say something about that and ill edit then
 
So nerfing the other side is going to fix all the problems
This isn't nerfing? This is changing the stats, higher spread but also higher damage, it also removes Type-Blue but adds custom SCPs that CI can use. I am not just nerfing but buffing in turn, that just changes the play style and doesn't weaken it by too much a significant margin.
 
Last edited:
This isn't nerfing? This is changing the stats, higher spread but also higher damage, it also removes Type-Blue but adds custom SCPs that CI can use. I am not just nerfing but buffing in turn, that just changes the play style and doesn't weaken it by too much a significant margin.
I'm not only quoting you, some people believe that the only way to fix these problems is to remove things or make things worse for CI which just isn't the answer.
 
wouldn't be surprise for site 9 to fall unless they bring some sort of uniqueness in the game.
I think like the "unique" thing of site-9 will be custom lore which is eh, other SCPRP servers also have custom lore and SH as main enemies on site-9 which is fine unless they become like CI on site-65.

If they think that no perm weapons or "P2W" stuff on site-9 is unique then wow, they sure went so low.
 
US CI had a meeting recently and some things we decided we would want added/changed are
T702 and or BMP2 addition to warfunds,
Changes to jug gun (M240B, RPD) or change current guns stats mainly the mag size to be closer to the stoner
Changes to strike team and operative base weapons (AKZ on strike team, AK12 on operative),
Having our own unique CI playable SCP
Give commanders helmet cams,
More explosive warfunds
 
  • Like
Reactions: Headbutt
US CI had a meeting recently and some things we decided we would want added/changed are
T702 and or BMP2 addition to warfunds,
Changes to jug gun (M240B, RPD) or change current guns stats mainly the mag size to be closer to the stoner
Changes to strike team and operative base weapons (AKZ on strike team, AK12 on operative),
Having our own unique CI playable SCP
Give commanders helmet cams,
More explosive warfunds
nu7 wouldn't be able to handle this even if they make the tank more weaker
 
Well here is my suggestion foundation and goc have clear identities foundation stores scp's goc destroys them and ci is supposed to weaponize them so far ci only has a nuero controller i think some more roleplay/larp and fun would be more ways the weaponize scp's with or without warfunds and some ways to weaponize scp's without gm's to do it
 
Well here is my suggestion foundation and goc have clear identities foundation stores scp's goc destroys them and ci is supposed to weaponize them so far ci only has a nuero controller i think some more roleplay/larp and fun would be more ways the weaponize scp's with or without warfunds and some ways to weaponize scp's without gm's to do it
This gives me an interesting idea - What if CI could give an SCP they captured the 106 chem effect? Just as a way of dropping it randomly in the site somewhere - This feels within the spirit of CI. Although I don't know if the healbeam is still planned (Which if it is, I hope it's a Warfunds item), combining it with that is probably really strong and could count as a kind of rebreach? Unsure. Not sure how to feel about it, but I'm putting it out there in case it's liked.
 
Pretty much what froggo said because hes the goat but ill reiterate what i think is most important

1. Ci needs to be able to properly steal SCPS, this would fix multiple of the listed points (or at least would contribute to a fix) since it gives them an identity, gives them stuff to do during downtime (test on stolen scps) and serves as a solid raid objective that isnt breaching. I already made an accepted suggestion for being able to passively breach scps with a special containment box hack and steal them and a backpack or something for inanimate scps would be great

2. CI needs to be able to store animate SCPs - when CI steals an anomaly they currently are at the mercy of the admins who allowed them to do it - this is stupid, un-immersive and forces them to immediately neuro-control, terminate or negotiate rather than give time for testing. Let CI be their own boss and drag 049 into a containment cell and let him spawn in CI base until foundation steals him back!

3. DCs need to be adjusted to either non vip or add a slot + reduce cooldown, DC is the RP pivot of CI and making it vip only is cartoonishly evil - either make it accessible to all to give delta command more of an arm to give tryouts/objectives or let more people enjoy it (since it very well may be the only rp you'll get on CI).

4. More interesting warfunds, can be some of what Marvin or others have suggested that cater more to CI's identity or allow for non-murderous methods of causing chaos. I think the anomaly healing beam could fit here (something that was planned a while ago but never added, many such cases!) or something that allows the disruption or interception of comms, or even like monker's suggestion for a disguised noncombative that spawns in foundation. Very cool stuff!

5. Oh yeah, DELETE TEAMSPEAK, no real infiltration RP will ever work when everyone communicates telepathically in game. It's also a metagame chamber that makes any real case of metagaming/posthumous callouts between regiments impossible to prove. "B... but I won't be able to magically discuss classified information to someone 7 miles away in a crowded room! I'll have to WALK to a different room to talk to people! UGH!" SHUTUP!!! YES THATS HOW BEING A HUMAN BEING WORKS, WHEN YOU TALK OTHER PEOPLE HEAR IT, if you want a private convo go to another fucking room, also if you need to be in one place use /c you balding ape, god damn. I genuinely will never understand TS defenders, the ragebait is always successful on me

A lot of other great points here like surface reworks and base updates but a CI base rework will only do so much on it's own, yes it would be nice to facilitate more research and hostile infiltrations but other than that it's up to CI leadership and the devs to give them stuff to do in downtime. Oh yeah, nerf nu7 jugg and delete snipers. That is all