disable 1:1 914 disguises under a certain amount of players

Dec 7, 2022
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What does this suggestion change/add/remove:
it would make it so 914 cannot give disguises while the server is under a certain amount of players (this could be anywhere between 40-50 depending on what SL find acceptable)

Has something similar been suggested before? If so, why is your suggestion different?:
im pretty sure some one has made a thread about this kind of thing in the past but im unsure

Possible Positives of the suggestion (At least 2):
-low pop is less chaotic
-mtf have less to handle where there is much less of them on
-914 becomes less abusable by dclass who metagame who run into 914 instantly as they get a keycard


Possible Negatives of the suggestion:
-
ci have less ways to keep a low profile during low pop

Based on the Positives & Negatives, why should this suggestion be accepted:
914 has always been highly abused by people on low pop to be used as a free ticket to rdm the entire server for dozens of minutes or even a few hours without anyone being able to stop them. pair this with the fact that regular dispenser items can be turned into high power guns just by throwing them in on fine or very fine and you'll end up with some of the most annoying long lasting goose chases that you could possibly have. this would also remove the massive issue with metagame that is caused by dclass uncharacteristically running into 914 and willingly throwing themselves in on 1:1 despite the fact that in-character they have no clue what it would do or where 914 is in the first place
 
+Support
This change makes a lot of sense for low-pop rounds. During times when there aren’t enough players to balance out roles, disguises, and upgraded items from 914 can completely ruin the flow of the game. Overall, this would make low-pop gameplay smoother and more enjoyable for everyone without really hurting the experience during high-pop rounds.
 
+Support
Honestly I dont even mind D-Class getting out and getting guns low pop, though disguises are really annoying when theres too little people to investigate the gunshots or just too little people to notice you getting killed anywhere besides right outside medbay.
If this is implemented the keycard buying restriction under a certain pop should be removed though, D-Class running around undisguised arent really that disruptive.
 
+support honestly.. I'd rather THIS then d class not getting keycards.

The main problem with d class at lowpop is Once they get a disguise there unkillable, You cant shoot them without them making a player report for meta gaming. They can farm kills on you since they have energy weapons. And if one's a scout TB or brute your not winning a 1 on 1 fight.

But i feel it should scale to how many none afk MTF GSD Or ISD are on site. Not by player count as 90% of those players could be d class and now you got a bigger issue
 
40-50 is not really low pop you can RP or have some combat with this number,

would recommend toning it down to 20-30 players
having enough players for good rp doesnt equate to having a good amount of mtf playing on average who could handle mass dclass escapes and the subsequent meta gaming and mass breaches that comes from dclass running straight to 914 and going in on 1;1 then setting it back to rough to not alert people so they can hack out scps.
last night on usa there was about 5 MTF on and 40 players, dclass ended up causing a triple breach because no one could leave PW because 457 got hacked out and just camped outside medbay and PW bulk as the dclass kinda just roamed free with disguises and hacked out a ton of scps due to the fact that the mtf who were on couldnt communicate well with each other as they were all in different regiments and would just get instantly killed by the disguised dclass if they were caught out. what im saying here is that if keycards are disabled from the scrap dealer under 40 pop and that change was received amazingly then 914 disguises should get the same treatment
 
+Major Support
There are several entries in SCP test logs that convey the premise of the turnkey "not catching" and 914 just straight up declining to begin the process under certain conditions (albeit arbitrary, as is usually the case with 914). I think that if possible, something like that would be the best way to implement population restrictions like this, which are sorely needed for server health reasons.

Although the rub here is that 914 is... A map entity? Something along those lines, so I'm not entirely sure how doable this is. I've been on the side of substantial 914 changes for a long time and historically, these kinds of 914 suggestions that propose significant alterations to how it works don't do well for those reasons.
 
MAJOR -Support

all you post is scp nerfs like what 914 can be heard FROM HCZ and you have high Kants all your posts a indirect direct ci nerfs imo Disquises won't obliterate sever health
 
MAJOR -Support

all you post is scp nerfs like what 914 can be heard FROM HCZ and you have high Kants all your posts a indirect direct ci nerfs imo Disquises won't obliterate sever health
1. thats just not true i made like 2 post abt removing 008 spores from spawn doors and this for 914 i dont see how that refutes anything lol
2. it cant be heard from hcz
3. kants wear off after like 10 minutes
4. on low pop there isnt enough players around to deal with both disguised players and scps
5. 0/10 bait
 
MAJOR -Support

all you post is scp nerfs like what 914 can be heard FROM HCZ and you have high Kants all your posts a indirect direct ci nerfs imo Disquises won't obliterate sever health
MAJOR +Support

all you post is scp buffs like what 914 can be heard FROM LCZ and you have high Kants all your posts a indirect direct ci buffs imo *Disguises obliterate sever health