Content Suggestion 22415 things

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Dec 25, 2024
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What does this suggestion change/add/remove:
Add:
- Thaumatologist powers to all 3 22415's (not Disguise and Banish)
- The beam back on 22415-3
- A defibrillator to 22415-1
- Allow 22415's to pick up certain items (like Documents, Brief Cases to hold for someone, the phone, etc.)

Has something similar been suggested before? If so, why is your suggestion different?:
Not that I know of.

Possible Positives of the suggestion (At least 2):
Makes 22415-1 a bit more useful healing wise incase someone dies and needs a revive.
Makes 22415-3 also a bit more useful for E-11 since they have the beam IF this does get accepted.
Makes playing 22415 in general just a bit more fun.

Possible Negatives of the suggestion:
The Thaumatologist powers would not feel unique anymore.

Based on the Positives & Negatives, why should this suggestion be accepted:
As someone who enjoys playing 22415, I feel like the things that I listed (and hope fully added) would help 22415 and the Foundation a lot, considering Thaumatologist powers are pretty useful at times and adding them to 22415 would make 22415 actually pretty fun and pretty useful to play on.
 
Defib? +Support

Beam? -Support. Way too oppressive with little way to fight back.

Thauma powers? +/- support. Depends on what powers, some would make it OP as fuck. Some would be reasonable (for example speed boost and protection is reasonable, materialise and blessing isn't reasonable.
 
Defib? +Support

Beam? -Support. Way too oppressive with little way to fight back.

Thauma powers? +/- support. Depends on what powers, some would make it OP as fuck. Some would be reasonable (for example speed boost and protection is reasonable, materialise and blessing isn't reasonable.
The defib and beam, sure (the beam wasn't actually an issue, SCP players just like complaining). Picking up documents and whatever would also be nice. You're gonna need to be more specific about thaumo powers, though
When I meant Thaumatologist powers, I meant the helpful ones like Bullet Wall, Speed Boost, etc. (there could be more powers that could be useful but I just don't have XK-Class VIP to check which ones.)
And for the beam, I say just make just nerf it a tiny bit so it's not on par with Foundation's beams.
 
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When I meant Thaumatologist powers, I meant the helpful ones like Bullet Wall, Speed Boost, etc. (there could be more powers that could be useful but I just don't have XK-Class VIP to check which ones.)
I think those two in particular could be good options for 22415. Just a couple, though, because otherwise it starts to make them less unique
 
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+/- Neutral
on everything but the beam,

-Support
for the beam unless non-096 SCPs are able to do anything about it.
(the beam wasn't actually an issue, SCP players just like complaining)
No, there is a genuine asymmetry here. Breached SCPs that aren't 096 can willingly pick and choose who they go for in a fight, and generally in a situation where you can't easily run away and someone beams you, you can try and kill them. That kinda falls apart when it's 22415 as your only option is to attempt to put as much distance between you and 22415 as possible to try to break the beam. 22415 also gets to beam with impunity because SCPs physically can't attack them for doing so, and therefore they don't need to put any value on themselves because they know there's no potential consequence for doing so. 22415 with a beam has very little room for counterplay, and I wouldn't be surprised if that was the reason why it was removed in the first place.

If SCPs could attack 22415 to the point of downing it, I would be okay with it having a beam. 22415 should need to be able to value itself to some degree when choosing to directly fight another SCP over more support-related recontainment assistance.
 
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-Support
for the beam unless non-096 SCPs are able to do anything about it.

No, there is a genuine asymmetry here. Breached SCPs that aren't 096 can willingly pick and choose who they go for in a fight, and generally in a situation where you can't easily run away and someone beams you, you can try and kill them. That kinda falls apart when it's 22415 as your only option is to attempt to put as much distance between you and 22415 as possible to try to break the beam. 22415 also gets to beam with impunity because SCPs physically can't attack them for doing so, and therefore they don't need to put any value on themselves because they know there's no potential consequence for doing so.

If SCPs could attack 22415 to the point of downing it, I would be okay with it having a beam. 22415 should need to be able to value itself to some degree when choosing to fight another SCP over more support-related recontainment assistance.
I did mention a nerfed beam for 22415-3, though you do prove a good point, I say make 22415-3 vulnerable to damage from SCPs (not humans, but SCPs), but make 22415-3 have a LOT more health than just 500 HP (which is roughly ERT health I believe) and then it would be a bit more balanced to counter.
 
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When I meant Thaumatologist powers, I meant the helpful ones like Bullet Wall, Speed Boost, etc. (there could be more powers that could be useful but I just don't have XK-Class VIP to check which ones.)
And for the beam, I say just make just nerf it a tiny bit so it's not on par with Foundation's beams.
I did mention a nerfed beam for 22415-3, though you do prove a good point, I say make 22415-3 vulnerable to damage from SCPs (not humans, but SCPs), but make 22415-3 have a LOT more health than just 500 HP (which is roughly ERT health I believe) and then it would be a bit more balanced to counter.
Bullet wall could be good for 22415-1 and -2, as theyre meant to protect. speed boost good for all. health boost good for -1 (duh). beam is good for -3 ONLY for 096 OR SCPS with 30% BP or more. Protection good for all.
 
-Support
I believe the 22415 units are already OP as is. They're meant to just bring people into the dimension idk how it'd make sense that they can also do all the other abilities such as speed boost or bullet wall. Sure their main goal is to protect people and all but they can do that just fine by sending people into the dimension (unless of course someone smart gets a scranton). Giving 22415s access to all thaumatology powers (except the two you specified) means you're giving them access to: Necromancy, Blessing, Bullet Shield, Speed Boost,

22415-3 having a beam was added when they were first introduced, although removed in favor of the SCP cuffs as 22415 would constantly shadow the SCPs and constantly beam them which was annoying and also unfair as the SCPs couldn't do anything to combat it. Also giving it a beam now would just make it a one man army where it'll be able to recontain everything if they had low BM already.


22415-1 with a defib does sound pretty good although I fear this would already make it overshadow medical's job. Medical already has a lot of stuff that do its job better (Thaumatologists, 22415 heal ability, 2295 in general) so giving it a defib would just make medical only really used for curing diseases and not actually saving lives (outside of rp at least).

Although I will +Support the ability for 22415 to pick up and hold documents, briefcases, phones etc. They get a clipboard in their kit, why can't they pick up documents?

Overall, I believe 22415's are already in a good spot as they are. Giving them more abilities would just make them more offensive rather than protecting people.
 
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