Content Meeting Discussion [Content Team Thread] Community Ideas and Feedback - E-11

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E-11 Feedback & Suggestions Thread

Help us fine-tune Site-65's primary SCP response force.

Hey everyone,

We’re putting this thread together to gather your thoughts on Mobile Task Force Epsilon-11 ("Nine-Tailed Fox"). how they function, what they bring to the table, and what could be improved to make them more balanced, interesting, and fun for everyone involved, including SCPs.

Whether you’re part of E-11, have interacted with them in roleplay, or just have ideas you think could help expand them as a whole, we want to hear it.

What We’re Aiming For:

We want E-11 to be:

- A MTF that feels elite and fun to play, but not overpowered
- A team with a meaningful gameplay loop beyond combat
- A role that's fun to play and isn't racking up burnout from constant SCP breaches
- A functional MTF that serves as the primary line between SCPs breaches and a Code Black
- A unique loadout system that's a well-rounded balance between lore, combat, and roleplay for both E-11 and the wider site​

Some things to think about:

- What should E-11 be doing outside of containing breaches?
- Are E-11 too strong or weak against SCPs? And what should they be?
- Are there new tools, gear, or roles they could have?
- Are there better ways to separate E-11 from other combat roles beyond just SCP combat?
- How can E-11’s containment tools or methods be more interactive?
- What would make playing in E-11 more rewarding in the long term to limit burnout?​

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, we will be forced to reply ban people and delete messages if they don't contribute to the thread as a whole.


Thanks for helping us keep E-11 sharp, fair, and fun.

– The Content Team
 
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What? Zen, we have both been E-11 COs. We have both had (Or at least, maybe only I've had?) the CSG interview requirement for going from CSG -> LT. Admittedly, this was almost 2 years ago now and E-11 reqs have changed a lot since then, so I don't know what they are like now, but I don't see much reason to have changed them. I'll defer to @'Dutch' on that matter, but I think this is just patently false.
I can't lie, I'd completely forgotten about the CSG interview because I did mine so long before I got LT I forgot it was even related. Though to my memory it wasn't exactly thorough.
 
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E-11 Medic, We legit need one CMs dont come down or I just dont see them during C5 and if they do they are not with us when we need them having a dedicated medic within the regiment would fix that and allow us to better fight a breach instead of the current loop of die, wait for callouts, go to SCP and die again.
Holy shit, finally someone said this. G1 was partially medical wings response to this exact issue, as their priority during a code is 1, escort 2, code 5 help e-11 3, everything else. However, because G1 is an unofficial MTF unit and are cl3, they usually end up getting stuck at the checkpoint bulks and are never able to help to the full extent. An E-11 Medic (or official implementation of the G1 unit) would be a wonderful decision
Since CT are hesitant to budge on the E-11 Medic issue, I will propose the following compromise:

Implement the ability for E-11 Conspec to be able to obtain the same kind of fieldkit and/or defibs that Medics have, but with dispenser-esque limitations.

This probably isn't exactly what you want, but something along these lines may be the best you can get.
 
Since CT are hesitant to budge on the E-11 Medic issue, I will propose the following compromise:

Implement the ability for E-11 Conspec to be able to obtain the same kind of fieldkit and/or defibs that Medics have, but with dispenser-esque limitations.

This probably isn't exactly what you want, but something along these lines may be the best you can get.
Turn the old HCZ AA into a medical and supplies station and set it as a secondary spawn for Combat Medics and SCUs.
 
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Imo, expand E-11 job slots. 2 biohazards isn't enough for a full scale 008 breach. 3 containment specialists doesnt compare to the 4 specialist slots every other job has. Seems a bit more fair, especially with biohazards.
A way this could be somewhat helped is by making it so CMs are/can be trained for dealing with 008 infections, so they can focus on the infection part while biohazards focus on the spores. (If it were up to me, I'd also add a Biohazard Remediator job that would be a CL3 janitor role with 008 access, decon foam and a bio scanner [not an infection scanner].)
 
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On UK server, I'm fairly sure E-11 has never had any kind of interviews or anything for CO. It's just treated the same as NCO, you do your reqs and then it gets announced during the meeting that you're a CO and that's the first you'd hear of it.

With AA, that's my problem - it needs firing lines. The Auger is great with that. But 99% of the time, you take one and just die before you can even spool it up because HCZ is a maze, the SCP can be anywhere (you don't know where), and usually the first time you know where the SCP is is when they appear out of nowhere and obliterate you in 2 seconds before you can make any real use of something like an Auger. Nerve gas is fine, nitro is wonky but fine, but the Auger is very hit or miss because of how the site and breaches tend to be.

With breaches, it doesn't matter how competent E-11 is, a lot of the time they're simply not able to be contained to HCZ or whatever. A lot of the time they are, but it's very noticeable how often it's not. All it takes is a slight mistake by one person with a blastdoor (usually not even by E-11) or the wrong combination of SCPs and then suddenly you've got 3 SCPs roaming LCZ. I'd like E-11 to be more effective at preventing that, even if the breach lasts the same length.

And for the last point, yes, fighting breaches can be fun. But it used to be fucking awful how often breaches and raids were, and it doesn't seem to have been massively improved. It was to the point it was actually difficult for NCOs to do reqs around hosting trainings and the like, because you'd go to start and there'd just immediately be a breach or a raid or whatever. Weekly meetings would usually start late due to a breach and then a raid would start mid-way through the meeting, so we'd have to rush and then all run off at the end to fight it. These things are fun in moderation, and it has often been way beyond that.
Wait do you no longer do the CO Interview where you have to Descripe how you would handle as example Seeing a Frog wearing a Top hat in LHCZ ? I remember i had to write 100+ Words for it. Well didnt really had to i just personally wanted to write as much as possible XD
 
Wait do you no longer do the CO Interview where you have to Descripe how you would handle as example Seeing a Frog wearing a Top hat in LHCZ ? I remember i had to write 100+ Words for it. Well didnt really had to i just personally wanted to write as much as possible XD
I can't lie, I'd completely forgotten about the CSG interview because I did mine so long before I got LT I forgot it was even related. Though to my memory it wasn't exactly thorough.
 
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