Content Suggestion Remake EZ escalator stairs

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Shinan

Trial Moderator
Trial Moderator
SCP-RP Staff
Jan 24, 2024
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What does this suggestion change/add/remove:
[Removes the escalator in EZ and replaces it with a normal staircase...]

Has something similar been suggested before? If so, why is your suggestion different?:
[not that I have found, no]

Possible Positives of the suggestion (At least 2):
[The escalator takes up a lot of space which is really annoying when trying to drag people with restraints as they will often get stuck, or purposefully get stuck to prevent movement. It also only allows for 1 person to come up or down in each column, and you'll have to jump over the railing if someone is going the other way. It also makes absolutely no sense that such a small staircase needs an escalator, it's like... 8 small steps... the staircase to SA offices are higher than that, and they don't have an escalator... Overall, the escalator just looks really dumb, is inconvenient and way too big due to the railings, when a lot of more space could be added by simply getting a normal staircase.]

Possible Negatives of the suggestion:
[Like with any other suggestion, time consumption for mappers]

Based on the Positives & Negatives, why should this suggestion be accepted:
[I think it should be accepted as the overall idea of an escalator in that specific location (and nowhere else on the map) is extremely silly and nonsensical. It isn't really useful in any way, shape or form and only really hinders movement in worst case scenarios. All this can be circumvented by simply replacing it with a completely normal staircase, that won't only look better but also make traversal with restrained people a loooot easier]
 
It's annoying, yeah. Though - this isn't a one-off issue specifically with the EZ escalators. There's plenty of bottle-necks on the map which hinder movement while dragging someone, such as doors that automatically close after a while and so on. There's no particular fix to it - the best way to deal with it is to just focus on who you're dragging and whether or not you think they'll get stuck on an obstacle.
 
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I would argue that this carries implications beyond what was stated in the OP - Allow me to raise SCP gameplay for the consideration pile (How did you not see this coming, I'm an 096 main); The staircase is kind of a weird chokehold? I can't speak for some of the more complex SCPs, but I imagine there's some fuckery there that the reality benders and 457 could take advantage of, however they obviously can't do much considering the fact that it's literally right next to Nu7 spawn and any camping would get brought to a sit anyway given that there are roughly four or so different departments that either spawn in that area or otherwise immediately travel through that area to get to the rest of the site - So an SCP using that space is not only impractical, but in some cases against the rules.

Okay. So if that's fine, then let's talk about size - obviously 682 and 939s with their wacky hitboxes probably have struggle to some extent with that area. It makes sense from a perspective that they're not meant to be able to get through towards Surface easily - But for the most part, is their intended gameplay loop. While it should be difficult for SCPs to get to Surface, I would argue that the largest obstacle that should be in their way of doing so, is player skill. I would argue that in some significant cases, a relatively big (larger than human) SCP like 682 or 939 getting stuck on the escalators may not be the fault of the player.

And attesting from personal experience, 096 has this sort of thing to a lesser extent - It's obviously not a big SCP, but I have had weird experiences in the past where I briefly got a little stuck on the escalators chasing a target as 096. 096 is a bit more of an alarming case, because the possibility of the target going to Surface can mean that there are instances where the escalators being a sort of physical chokepoint can make it easier for 096 to get to surface, which has its own implications for server health - Although I have argued in the past that 096 getting to surface easier could be better for surface health by virtue of 096 breaches being easily resolvable, especially when captured by GOIs and still believe this, everyone else seems to feel differently, so I'm mostly just reciting Staff's own position back to them🤷‍♀️ To be honest, based on some of the past issues that myself and others have raised with 096 over the past couple years and the responses given for them, I would wager that CT harbour... Something? Against 096 in general. So the fact that this could potentially mean 096 could be getting to Surface more often would rationally reinforce the idea that this would be actioned. 🫠

Anyway, the final issue I wanted to bring up regarding SCP gameplay and escalators is pretty much the same issue raised in the OP about cuffs - That being dragging cuffed SCPs around. Whether it be RC'ing something that got past escalator and needs to come back through (inc. returning SCPs traded back by GOIs - Something like trying to bring 682 back could be especially significant here as it could disincentivise negotiating with Surface GOis by virtue of just not wanting to deal with struggling to get it past escalator; In which case it'd just be easier to wait until it's ADB'd) or bringing a captured Surface SCP down for sampling/RP (probably the most common case here(? Unless it's just done in compound after the map update, in which case ignore this point) - Also significant as 8854 has a larger-than-normal hitbox).

Whichever way you slice it, all of these issues are apparent to some extent, so I think it should be taken into consideration as well and how all of these points impact server health.

Also thinking about it from a "does it make sense lore-wise" perspective, A) If EZ was always like that, how did they get all the SCPs down there? (Or at least the ones that are fairly large and/or very hostile)
or B) If the SCPs were brought down there and then EZ was refurbished later, then... That also doesn't make sense from a "why would you make it harder to either recontain or transfer them to another site" perspective - Although that one makes sense if you apply the logic that the Foundation is also a company and companies make stupid decisions sometimes, so sure, fine.

Nah, Dev's spent time remaking EZ they aren't just going to change 1 thing because you can't move people around the railings.
Well obviously they wouldn't drop everything to release a map update with just this one change. It'd be considered to potentially be part of a larger update - A prior request from GOC to remove stuff from their base so that they could use the space for permaprops comes to mind.

I do greatly appreciate the effort that Level Design have put into the EZ escalators - I think they're quite pretty and it's actually one of my favourite parts of the map overall. With that being said, I can't ignore the impracticality of the area's geometry as an intended throughway for different areas of gameplay, whether that be how it impacts RP or breaching. For the sake of practicality and server health, I agree that it unfortunately should be considered for the escalators to be replaced with wide stairs. ...Or be funny about it and replace it with one wide escalator and just to rationalise it in a world-building sense, stick like a lightswitch nearby and say that just controls the direction :skull: That'd be a good bit and would feel very Foundation to some degree.
 
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To be completely honest, it has felt like SCPs quite easily pass the escalators, where is the weird behaviour mentioned here?
While restraints can often be a pain to drag someone in, it is evident that a lot of basic systems hinder it in a very minor way like doors closing. This seems like a non-issue but I wanted to check how it feels worse and if there's anything to show specifically railings ruining the dragging.