Denied New 22415 powers

This suggestion has been denied and will not receive development.
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DarFish3030

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Dec 24, 2024
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What does this suggestion change/add/remove:
This suggestion would add different abilities to the 22415 instances, some new and some already existing, to hopefully give the 22415s more things to help with around the site, whether it is to revive someone, or to help non combatives to escape/ evacuate the facility when a breach is very bad. High energy cost or long cooldowns could help keep the abilities from being too game breaking

“Necromancy” -When the ability is used on a recently deceased body they are revived. ( already in game) (This would be given to 22415-1 only)

“Seamless Passage”- When the ability is used it allows the user to be able to walk through doors for a short amount of time, and can be used on 1-3 people. (This could be given to 22415-2, with a lesser power “ solo” to the other two)

“Absolute Containment”- when the ability is used on a door breakable by an SCP, the door is no longer able to be broken for a short amount of time, but if a keycard is used or the door is hacked open, then the door will open normally. ( This would be given to 22415-3 only)

“Protection”- gives protection from scps for a short amount of time. (already in game) (this would be given to 22415-3, and maybe 22415-1)

“Warp”- short distance warp, could also have a option to choose players close by to warp with 22415 (most likely given to 22415-2, with lesser power “solo” to the other 2)

“Close portal”- allows 22415 to close portals to dimension ( all 3 could get this)

“Pull”- pull an scp towards the user. (this would be given to 22415-3 only)(22415-3 already has the ability to push scps, but this will allow them to instead of trying to get in the right spot and worrying about the angles and wondering if the scp you push will be pushed into another player, the pull will only put 22415-3 in harm's way)


Has something similar been suggested before? If so, why is your suggestion different?:
A suggestion about rule changes and minor tweaks to 22415 was also made, that suggestion was about rules, while this suggestion gives examples of powers for 22415s to use.

Possible Positives of the suggestion (At least 2):
-Enhances the 22415s role and gives them more utility, like the ability to give temporary walking through doors will allow the 22415s to save researchers and others locked in hcz during breach, or help during evacuation when ez bulkdoor is closed.
-The ability to close a portal instead of leaving it open and allowing random personnel into the dimension.
-With these changes hopefully more players will play them.

Possible Negatives of the suggestion:
-These abilities have a high chance for abuse or trolling
-There is already a chemical that can allows people to walk through doors
-22415s are still very new
-Development time
-Making 22415 either too powerful
-taking away from other job
-messing with the balance of the server

Based on the Positives & Negatives, why should this suggestion be accepted:
By adding more utility, SCP-22415 can contribute more to site operations. These changes would expand their usefulness while keeping them balanced through cooldowns and energy costs. While the abilities have a high potential for abuse/ trolling, it is a whitelisted job, so hopefully it will deter bad behavior and if not they could remove the whitelist. While a chemical already exists that allows players to walk through doors, which I think is a combative only and with a high clearance, this would provide an alternative for the low clearance level and noncombatants to escape danger.
 
“Necromancy” -When the ability is used on a recently deceased body they are revived. ( already in game) (This would be given to 22415-1 only)
No.
“Seamless Passage”- When the ability is used it allows the user to be able to walk through doors for a short amount of time, and can be used on 1-3 people. (This could be given to 22415-2, with a lesser power “ solo” to the other two)
...HIGHLY abusable with potentially immensely undesirable effects - We gate off certain things for a reason. Especially 008. There is no circumstance under which this would be permitted.
There is already a chemical that can allows people to walk through doors
Yes - But it is very difficult to make and finicky to work with - And if I were to make some, go down to atrium and walk into 008 outside of a CI raid, I would be in very deep trouble. Having this on tap would be a disaster.
“Absolute Containment”- when the ability is used on a door breakable by an SCP, the door is no longer able to be broken for a short amount of time, but if a keycard is used or the door is hacked open, then the door will open normally. ( This would be given to 22415-3 only)
Interesting. I like it.
“Protection”- gives protection from scps for a short amount of time. (already in game) (this would be given to 22415-3, and maybe 22415-1)
Okay.
“Warp”- short distance warp, could also have a option to choose players close by to warp with 22415 (most likely given to 22415-2, with lesser power “solo” to the other 2)
“Close portal”- allows 22415 to close portals to dimension ( all 3 could get this)
I don't see the use cases for it, but alright.
“Pull”- pull an scp towards the user. (this would be given to 22415-3 only)(22415-3 already has the ability to push scps, but this will allow them to instead of trying to get in the right spot and worrying about the angles and wondering if the scp you push will be pushed into another player, the pull will only put 22415-3 in harm's way)
Sure.

+Support for Absolute Containment, Protection & Pull,

+/- Neutral for Warp & Close Portal

Major -Support for Necromancy & Seamless Passage
 
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Bananolas

Head Moderator
Head Moderator
SCP-RP Staff
Event Team
Jan 16, 2024
107
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-Support
Most of these abilities would be abused the only one i see that actually fits in with he type of gameplay of the scp is protection.
 
Just wondering why -Support for Necromancy. I feel like that would fit well with -1. They might need to reflavor the name to fit better with the SCP but the ability I feel fits quite well.
Just because an ability was added and given to one specific kind of reality bender, does not necessarily mean more reality benders should have that ability, too - In fact, it more often than not means the opposite for a multitude of reasons such as balance disruption and unintended/detrimental usage in roleplay situations - If we start handing out revival capabilities to more and more roles, then this serves to delegitimise Medical. Admittedly not significantly with the few amount of roles that would be able to revive people, but it feels increasingly pointless to have an entire department for medical care when we have people and entities running around simply able to revive people at will.

Additionally, the capability to revive non-foundation members makes it very easy to facilitate kidnap gameplay, which... I get we want to increase RP, but kidnap RP is not particularly popular right now, because unfortunately no-one seems to be particularly interested in innovating. Don't get me wrong, I've had my fair share of interesting kidnap RP and people have done interesting things with it; But as a result of how it all is the chief complaint becomes that you're just left cuffed in room for tens of minutes waiting for a deal you're not even able to OOCly follow along with. And let me tell you something - I'm an 096 main. I'm also crazy. One of my favourite things to do on the server is be in CI custody. Everyone always thinks I'm joking about this, but I really mean it. I love the absurdity of playing 096 but I'm basically just a hostage-turned-commodity. It's very funny. My least favourite part about it is ADB gameplay, I wish I had the Breaking Bad bell.

I also don't particularly know how kosher potentially allowing 22415 facilitate kidnap RP would be, though. Imagine you're @Johnson J. Marauder cyaniding to evade capture and 22415 just shows up and res's you, now you're under gunpoint and gonna be nabbed by DEA. Specifically that circumstance is probably directly FailRP because it was cyanide and probably not something we want to further enable, but you get my point.

Actually, would it be possible for the revival systems to be able to detect cyanide/bleach usage and just mechanically not allow that player to be revived? Or is that the way it works now? I'm not sure.

And there's most likely a myriad of other reasons why giving 22415 res is just a very very bad idea that I'm sure CT will inform us in the denial. Or they accept it and I look stupid here, but I'm confident that won't happen. "Reasons for Accepting: We like the idea of making @Emilia Foddg look stupid." Please actually write this if you do decide to accept it, that's honestly funny as fuck.
 
Just because an ability was added and given to one specific kind of reality bender, does not necessarily mean more reality benders should have that ability, too - In fact, it more often than not means the opposite for a multitude of reasons such as balance disruption and unintended/detrimental usage in roleplay situations - If we start handing out revival capabilities to more and more roles, then this serves to delegitimise Medical. Admittedly not significantly with the few amount of roles that would be able to revive people, but it feels increasingly pointless to have an entire department for medical care when we have people and entities running around simply able to revive people at will.

Additionally, the capability to revive non-foundation members makes it very easy to facilitate kidnap gameplay, which... I get we want to increase RP, but kidnap RP is not particularly popular right now, because unfortunately no-one seems to be particularly interested in innovating. Don't get me wrong, I've had my fair share of interesting kidnap RP and people have done interesting things with it; But as a result of how it all is the chief complaint becomes that you're just left cuffed in room for tens of minutes waiting for a deal you're not even able to OOCly follow along with. And let me tell you something - I'm an 096 main. I'm also crazy. One of my favourite things to do on the server is be in CI custody. Everyone always thinks I'm joking about this, but I really mean it. I love the absurdity of playing 096 but I'm basically just a hostage-turned-commodity. It's very funny. My least favourite part about it is ADB gameplay, I wish I had the Breaking Bad bell.
I completely agree with your first point and I don't think giving a res would be good for medical. Although your second point to me does not make sense because 22415s goal is to help keep foundation safe and using your res on a ci does not really make sense. I also get that you are mainly referring to abusing it but it is a WL role it is as easy as just removing the WL if it is abused or misused. I do agree that the res would take alot away from the medical department.
(I hope this is coherent as I am writing this at around midnight)
Updating +Support to a

+Support for everything but the res
 
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ci does not really make sense. I also get that you are mainly referring to abusing it but it is a WL role it is as easy as just removing the WL if it is abused or misused. I do agree that the res would take alot away from the medical department.
This is true - But the concern is with possibility of their role being taken away if they abuse it not being enough of an effective deterrent to reasonably reduce the amount of abuses that would happen otherwise.

Additionally, the FailRP could also kinda come from the other direction, where players try to trick or convince 22415 in RP to res a CI.
 

Verlocity

Head Moderator
Head Moderator
SCP-RP Staff
Content Team
Feb 18, 2024
260
123
61
Suggestion Denied

Hi @DarFish3030 ,

Thanks for taking the time to make a server suggestion.
The Content Team has chosen to deny your suggestion due to the following reasons.

Reason:
We as content feel We dont feel that 22415 needs these powers. Furthermore, it would take away from the current thaumatologist jobs as a whole.

Your suggestion will now be locked and marked as denied.​
 
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