What does this suggestion change/add/remove:
Adjusts the override rules for SCP-079 to include NCOs (whether it is CPL, SGT or CSG is up to the content team).
Has something similar been suggested before? If so, why is your suggestion different?:
Yes, https://civilnetworks.net/community/threads/give-e-11-csg-override-to-079-and-electricals.32831/
This suggestion will go over the exact scenario as to why I think E-11 should regain this override back and in what capacity.
Possible Positives of the suggestion (At least 2):
- Allows E-11 to more easily access the 079 CC to check if it is breached.
- Reduces the amount of time needed to re-contain SCP-079 as E-11 wouldn't need to spend their time hacking 2 CL4 doors just to get in.
- Would allow non-CL4 E-11 to complete the CMission Patrol objective in its CC
Possible Negatives of the suggestion:
-SCP-079 would get re-contained faster if discovered earlier.
Based on the Positives & Negatives, why should this suggestion be accepted:
I'm not going to bother with any fancy formatting here; I am just going to say state the facts of the matter and my opinion afterwards of having played E-11 for the past 3 months or so.
Currently, SCP-079 is locked behind 2 CL4 doors that E-11 do not have override for in any way, shape or form. This was introduced back when the 079 rework came out. Previously, SCP-079 was a cloaked player with no-clip and a TE5, and as such was powerful out of the gate. This meant that a capable hacker with SCP-079 could throw the site into utter disarray, so fast response from E-11 was needed.
However, this all changed with the rework, which introduced a tiered system to SCP-079, requiring the player to spend time levelling up before being able to inflict serious damage onto the site. Seeing as how E-11 had override at the time, any suspicious activity that could allude to SCP-079 being breached would immediately have it called out, and E-11 would be re-containing it before it had a chance to cause any real problems.
SCP-079 is a silent breach, so it is not called out in breach announcements when a natural breach occurs. Furthermore, when it does breach, the containment box doesn't alert E-11 to this fact until 10 minutes or so (don't have an exact number). What ends up occurring is that SCP-079 goes completely undetected while E-11 fight to re-contain the breach, accumulating power in the meanwhile. If E-11 manage to re-contain the breach, they will do a sweep to check for silent breaches after which they call off any active codes.
Here is where we run into our first issue. Non-CL4 E-11 cannot sweep SCP-079's containment chamber without needing to do 2 CL4 hacks to get in. This is incredibly time-consuming if they are not incredibly skilled hackers. The time taken to get to the CC, hack both doors, and check the box would be entirely wasted if SCP-079 isn't breached. If it is, there's a chance that the containment box still wouldn't display a breach due to it being obfuscated for a time frame by design. In the chance that the box does say it is breached, the responding E-11 can proceed in re-containing it, and any other E-11 who wish to help might have to hack the CL4 door open again just to get in.
Why not just wait for a CO/CL4?
There are times when an E-11 CO simply isn't online (or available to assist). Other CL4s can open the override door, but this is entirely reliant on players coordinating in comms, which they often do not respond to in a timely manner.
Wouldn't this just allow for easier meta-gaming?
Again, the indicator that SCP-079 is breached is the box indicating such after certain period of time OR a suspicious inexplicable action is called out to E-11 (D-Block Doors suddenly jamming, friendly turrets firing upon Foundation Staff). If a member of Epsilon-11 enters the CC just to RC 079 without any concrete proof of a breach occurring, that is just meta-gaming and is something SL should be handling so that it doesn't occur.
This would be unfair to the SCP-079 player!
As someone who plays SCP-079 and often wreaks havoc with him, I have to disagree. SCP-079 has plenty of discreet and undetectable ways to gather levels and energy while not giving away the fact that it is breached. Furthermore, 10 minutes is more than enough time for SCP-079 to have accumulated enough energy to breach out another SCP, one that could play defender while it causes more damage to the site. E-11 having override can be the critical difference in making sure that an SCP-079 breach doesn't spiral wildly out of control.
The proposed change I had in mind is to provide E-11 NCOs (whether CPL, SGT, or CSG is up to the Content Team) with the override for the door. This would allow experienced players who had sunk time into the regiment that ability to go inside to check the CC/RC the SCP. This would also allow NCOs to complete the patrol CMission E-11 recently obtained, which has a waypoint placed inside 079 CC.
If the Content Team still believes this would be overpowered, we could reserve the override to specifically the 'Breacher' job in E-11, which only has 2 slots available, or the 'Containment Specialist' job, which has 3 slots that anyone LCPL+ can access, but is specifically designed to re-contain breaches (It even spawns with TE-5 to RC 079, but if you're not a CO, you can't go in without hacking your way).
That's mostly it, if you have any specific questions or criticism regarding this suggestion addressed, leave them below. I can probably give you answer of sorts.
Adjusts the override rules for SCP-079 to include NCOs (whether it is CPL, SGT or CSG is up to the content team).
Has something similar been suggested before? If so, why is your suggestion different?:
Yes, https://civilnetworks.net/community/threads/give-e-11-csg-override-to-079-and-electricals.32831/
This suggestion will go over the exact scenario as to why I think E-11 should regain this override back and in what capacity.
Possible Positives of the suggestion (At least 2):
- Allows E-11 to more easily access the 079 CC to check if it is breached.
- Reduces the amount of time needed to re-contain SCP-079 as E-11 wouldn't need to spend their time hacking 2 CL4 doors just to get in.
- Would allow non-CL4 E-11 to complete the CMission Patrol objective in its CC
Possible Negatives of the suggestion:
-SCP-079 would get re-contained faster if discovered earlier.
Based on the Positives & Negatives, why should this suggestion be accepted:
I'm not going to bother with any fancy formatting here; I am just going to say state the facts of the matter and my opinion afterwards of having played E-11 for the past 3 months or so.
Currently, SCP-079 is locked behind 2 CL4 doors that E-11 do not have override for in any way, shape or form. This was introduced back when the 079 rework came out. Previously, SCP-079 was a cloaked player with no-clip and a TE5, and as such was powerful out of the gate. This meant that a capable hacker with SCP-079 could throw the site into utter disarray, so fast response from E-11 was needed.
However, this all changed with the rework, which introduced a tiered system to SCP-079, requiring the player to spend time levelling up before being able to inflict serious damage onto the site. Seeing as how E-11 had override at the time, any suspicious activity that could allude to SCP-079 being breached would immediately have it called out, and E-11 would be re-containing it before it had a chance to cause any real problems.
SCP-079 is a silent breach, so it is not called out in breach announcements when a natural breach occurs. Furthermore, when it does breach, the containment box doesn't alert E-11 to this fact until 10 minutes or so (don't have an exact number). What ends up occurring is that SCP-079 goes completely undetected while E-11 fight to re-contain the breach, accumulating power in the meanwhile. If E-11 manage to re-contain the breach, they will do a sweep to check for silent breaches after which they call off any active codes.
Here is where we run into our first issue. Non-CL4 E-11 cannot sweep SCP-079's containment chamber without needing to do 2 CL4 hacks to get in. This is incredibly time-consuming if they are not incredibly skilled hackers. The time taken to get to the CC, hack both doors, and check the box would be entirely wasted if SCP-079 isn't breached. If it is, there's a chance that the containment box still wouldn't display a breach due to it being obfuscated for a time frame by design. In the chance that the box does say it is breached, the responding E-11 can proceed in re-containing it, and any other E-11 who wish to help might have to hack the CL4 door open again just to get in.
Why not just wait for a CO/CL4?
There are times when an E-11 CO simply isn't online (or available to assist). Other CL4s can open the override door, but this is entirely reliant on players coordinating in comms, which they often do not respond to in a timely manner.
Wouldn't this just allow for easier meta-gaming?
Again, the indicator that SCP-079 is breached is the box indicating such after certain period of time OR a suspicious inexplicable action is called out to E-11 (D-Block Doors suddenly jamming, friendly turrets firing upon Foundation Staff). If a member of Epsilon-11 enters the CC just to RC 079 without any concrete proof of a breach occurring, that is just meta-gaming and is something SL should be handling so that it doesn't occur.
This would be unfair to the SCP-079 player!
As someone who plays SCP-079 and often wreaks havoc with him, I have to disagree. SCP-079 has plenty of discreet and undetectable ways to gather levels and energy while not giving away the fact that it is breached. Furthermore, 10 minutes is more than enough time for SCP-079 to have accumulated enough energy to breach out another SCP, one that could play defender while it causes more damage to the site. E-11 having override can be the critical difference in making sure that an SCP-079 breach doesn't spiral wildly out of control.
The proposed change I had in mind is to provide E-11 NCOs (whether CPL, SGT, or CSG is up to the Content Team) with the override for the door. This would allow experienced players who had sunk time into the regiment that ability to go inside to check the CC/RC the SCP. This would also allow NCOs to complete the patrol CMission E-11 recently obtained, which has a waypoint placed inside 079 CC.
If the Content Team still believes this would be overpowered, we could reserve the override to specifically the 'Breacher' job in E-11, which only has 2 slots available, or the 'Containment Specialist' job, which has 3 slots that anyone LCPL+ can access, but is specifically designed to re-contain breaches (It even spawns with TE-5 to RC 079, but if you're not a CO, you can't go in without hacking your way).
That's mostly it, if you have any specific questions or criticism regarding this suggestion addressed, leave them below. I can probably give you answer of sorts.
Game Master
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Content Team