Content Suggestion New Items impacting chemicals

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What does this suggestion change/add/remove:
This suggestion is to add new items that would be used for multiple uses, both for Roleplay & Combat. My Suggestion is for a new set of items similar to the Scranton Reality Anchor that instead of negating & neutralising Reality benders & hume placements, would be used to neutralise & cancel out chemicals effects. If you have watched the CW Flash series, its kinda like the Meta Dampener Cuffs & Meta-Prison. One of the Items would be in the form of handcuffs, Given to roles like Nu-7 & GSD which are the Sites main line of defence (they should be anyway), The cuffs, when used on any player under any chemical effect, such as NHU, Anima, Potent Duloxetine, Dianabol & even anomalous chemical effects (this would not effect Amnestics, Obviously).

Cuffs im referring to in the show:
Meta_cuff.png

The other Item, i was thinking of either a similar device to the SRA, that of a AOE effect that would cancel out any players who walked through it, stopping its effects until the player again consumes said chemical outside of the device. Other than the SRA design, I was thinking about another placeable like the SRA, such as the ERT's Shield Wall, Which would do the same, should a player walk through it. (i dont have a picture of the shield wall :( )

As for accessing these items, I think for balancing reasons, these Items are either added primarily to certain loadouts for GSD & Nu-7, or access via Armoury / Advanced Armoury.

Has something similar been suggested before? If so, why is your suggestion different?:
I am not sure if this has been suggested before.

Possible Positives of the suggestion (At least 2):

- New addition to RSD's chemical testing Roleplay

- Roleplay for Anomalous chemical usage

- Counter to players who abuse chemical effects

- Counter to high tier chemicals such as Anima, NHU, Potent & i'd love to see this effect 106 users, cuffing them while TP'ing, immediately stopping its effect, or when attempting to drink 106 inside this item or injected in cuffs, the player wouldnt TP, but would still decay due to the anomalous side of the chemical.

- With this addition, would heavily change the Meta of Stopping users who zip around the site on NHU or anima. From what i understand, we are just supposed to stand around, spamming the cuffs at Mach 3, & bodyblock to attempt to cuff one of them users. This would indeed end up needing a rule change to halt bodyblocking anima players but that would come after a trial.

Possible Negatives of the suggestion:

- Two sides to a counter, both positive & negative, the counter would most likely heavily impact GOC & CI infiltrations & their extractions, should the items be used against them & also should Foundation attempt the same thing on them.

- I do see this greatly used by Foundation players more, but RP is still open to all.

Based on the Positives & Negatives, why should this suggestion be accepted:

I feel this should be accepted as it would bring not only bring new items to the server for players to Roleplay with, this would greatly fix the counter of having to deal with NHU & Anima abusers. These items would be very useful to Chemical Trial Roleplay & could be used in RP/combat scenarios like checkpoints, meetings, even raid counters.
 
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-support
countering nhu????? Which costs loads and lasts like 25seconds anyway that’s like dropping 50k on the floor and walking off
I get that. Sure, NHU can be quite expensive, but the current counter to NHU users is to spam cuffs & hope it works. Im not expecting this to be an easy access set of items from a dispenser, i was thinking like either they are added to a roles loadout or access via armory.
 
-Support

Hello Tim, I hope my response doesn't come off as too harsh and moreso as constructive:

Why and how does reality anchoring equipment interfere with non anomalous chemicals like Dianabol and duloxetine? Also just no.

The pricing and difficulty in production of these chemicals shouldn't just get insta nerfed by a cadet with some magic cuffs it's silly.

The reward comes from the pain staking process to get all the stuff in the first place and people should be allowed to reap those rewards. It keeps the economy of the server flowing and this suggestion will crash it.

As much as I understand this suggestion, the idea behind it and how it fits to server lore, is this going to positively or negatively impact the player base and the business which is civil networks by making such an easy nerf to these enhancement chemicals (at which point why not just remove or nerf the chemicals).

Kindest Regards
Maksim "Enigma" Antonov
 
-Support

Hello Tim, I hope my response doesn't come off as too harsh and moreso as constructive:

Why and how does reality anchoring equipment interfere with non anomalous chemicals like Dianabol and duloxetine? Also just no.

The pricing and difficulty in production of these chemicals shouldn't just get insta nerfed by a cadet with some magic cuffs it's silly.

The reward comes from the pain staking process to get all the stuff in the first place and people should be allowed to reap those rewards. It keeps the economy of the server flowing and this suggestion will crash it.

As much as I understand this suggestion, the idea behind it and how it fits to server lore, is this going to positively or negatively impact the player base and the business which is civil networks by making such an easy nerf to these enhancement chemicals (at which point why not just remove or nerf the chemicals).

Kindest Regards
Maksim "Enigma" Antonov
Hey Maxim,

Allow me to address each point in order;

First, when I mentioned the SRA, it was only used as a reference to a new item, I did not say they Scrantons should be changed to block chemicals. The new item would suggest a function that cancels out chemical effects, Like how the SRA throws players out of the dimension or temporarily stops RB’s from using their abilities. For peace of mind, how about this. The Item when placed near, on top or when a player passes through like the SRA, would fully cancels out the effects of common chemicals such as Dianabol & Potent, but for NHU/Anima, the negation is only temporary.

Second, yes the chemical pricing is high, but thats blamed on server inflation, chemical policy restrictions & rules being in place to stop economic decline. Getting these altered is easier said than done, but not impossible. At no point should a cadet be given that, obviously. That is why i suggested only certain roles are given them or can only be gathered via CL3+ armoury or Advanced Armory.

Third, just because players manage to acquire these chemicals, via trading or making them, does not grant them an allowance to abuse them as they wish. For the common chemicals, players buy them in bulk for cheap I’m talking like 70+ Litres for a whole department (which ultimately they’ll blow through in like a week), but it still does not allow them to use them as they see fit. For the more pricey chems, this is still the case. Your philosophy of players who go through the awful process of getting them get to reap it’s rewards would greatly impact server health, that’s why rules were made to make sure players didn’t abuse them, IE the NHU nerf.

Lastly, the very last point you made, that should be the end goal overall for CN, chemicals were not added to be abused massively or become the servers majority economy growth. They were made as an RP enhancement. Would you call sprinting at 1.5x speed at a group of hostile factions, or Walking through doors & into offices to steal documents, RP Enhancement?

Kindest Regards, Tim