Rule Suggestion A rule addition that part of the chemical content in your inventory becomes part of an "In-Character Total".

Rule suggestions will be reviewed by Superadmins, this may take longer than standard content suggestions.
What does this suggestion change/add/remove:
This suggestion prevents players essentially hoarding multiple liters of the exact same chemical in their inventory at one given time with absolutely zero risk. This is to be done by making it so that a small amount of total chemicals held in the inventory are deemed "In-Character" as if they were on your person, making them eligible for confiscation in roleplay under the right circumstances. An example of how this rule would look like;

"At all times, if you have chemicals in your inventory, 500ml-1L (EXAMPLE NUMBER) of that amount is considered to be your in-character posession. If you are detained and thoroughly searched, the detaining party may confiscate that in-character amount from your person, with valid reasoning"

Has something similar been suggested before? If so, why is your suggestion different?:

Not to my knowledge.

Possible Positives of the suggestion (At least 2):
Specifically for combat scenarios, this will be a great change - chemical fueled permanent holds of a chokepoint become much more risky to maintain, because if you mess up, they can be confiscated, adding actual risk to their use.
Helps further decentralise the importance of chems to the combat loop (This is a positive in my opinion as I vehemently have expressed my dislike of combat chems in the past)
Possibly drives roleplay elsewhere; if this risk exists and they are used in less occasions, that time can be spent conducting roleplay on the server.


Possible Negatives of the suggestion:
Players will be unhappy in any circumstance to have chemicals taken from them if they bought/made them
There will be edge cases at low-pop or when staff aren't able to attend, that this system could be abused to essentially unfairly steal chems.


Based on the Positives & Negatives, why should this suggestion be accepted:
Random lightbulb moment suggestion after talking in the SA channels on UK. Chems are mostly protected because of their nature of intrinsic link to the OOC economy, this is probably one of the best ways I can think of to bypass that and actually add some inherent risk to chems use. This also should contribute to a reduction in average time per C1/C5 scenario, as the reduced frequency of infalliable chokeholds using chems should allow for scenarios to clear up better.

I won't bother yapping too hard on this suggestion like last time, I think it's a simple but good idea, curious for thoughts.
 
Dec 25, 2023
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I like the idea if loss but not of other players gaining, I think that would cause larger problems to be honest.

Am I right to assume your suggestion means the first few X millilitres of chems would be safe (e.g first 1L of potent, or first 100ml of Anima wouldn't be lost or taken) and then anything after that would have a risk tied to it?

I know you mentioned confiscation mainly, but I also think this would be interesting for deaths in general (RDM could be a larger problem though, would need logs) but honestly getting caught and confiscated is much higher of a risk for people actually RP using chemicals than ones using them for combat / raids.
 
I like the idea if loss but not of other players gaining, I think that would cause larger problems to be honest.

Am I right to assume your suggestion means the first few X millilitres of chems would be safe (e.g first 1L of potent, or first 100ml of Anima wouldn't be lost or taken) and then anything after that would have a risk tied to it?
Say the threshold is 500ml;

User X enters a raid with 600ml of potent, and is cuffed and kidnapped. User Y interrogates and searches him for this information. User Y is entitled to take 100ml of the potent.
 
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@Cade Valentine I'm not handling this or anything as its for supers but the question comes to mind what happens to the chems that are confiscated?
Building onto my reply to the above, and also because I know that this suggestion will 100% become "guys we're gonna kidnap random players to farm chems off them", I'm suggesting that the chemicals will essentially be destroyed. I'd LIKE for it to be the case it's player-to-player interaction, but I realise how infinitely abusable that is. So yeah, they are lost.
 
What does this suggestion change/add/remove:
This suggestion prevents players essentially hoarding multiple liters of the exact same chemical in their inventory at one given time with absolutely zero risk. This is to be done by making it so that a small amount of total chemicals held in the inventory are deemed "In-Character" as if they were on your person, making them eligible for confiscation in roleplay under the right circumstances. An example of how this rule would look like;

"At all times, if you have chemicals in your inventory, 500ml-1L (EXAMPLE NUMBER) of that amount is considered to be your in-character posession. If you are detained and thoroughly searched, the detaining party may confiscate that in-character amount from your person, with valid reasoning"

Has something similar been suggested before? If so, why is your suggestion different?:

Not to my knowledge.

Possible Positives of the suggestion (At least 2):
Specifically for combat scenarios, this will be a great change - chemical fueled permanent holds of a chokepoint become much more risky to maintain, because if you mess up, they can be confiscated, adding actual risk to their use.
Helps further decentralise the importance of chems to the combat loop (This is a positive in my opinion as I vehemently have expressed my dislike of combat chems in the past)
Possibly drives roleplay elsewhere; if this risk exists and they are used in less occasions, that time can be spent conducting roleplay on the server.


Possible Negatives of the suggestion:
Players will be unhappy in any circumstance to have chemicals taken from them if they bought/made them
There will be edge cases at low-pop or when staff aren't able to attend, that this system could be abused to essentially unfairly steal chems.


Based on the Positives & Negatives, why should this suggestion be accepted:
Random lightbulb moment suggestion after talking in the SA channels on UK. Chems are mostly protected because of their nature of intrinsic link to the OOC economy, this is probably one of the best ways I can think of to bypass that and actually add some inherent risk to chems use. This also should contribute to a reduction in average time per C1/C5 scenario, as the reduced frequency of infalliable chokeholds using chems should allow for scenarios to clear up better.

I won't bother yapping too hard on this suggestion like last time, I think it's a simple but good idea, curious for thoughts.
Can't wait to kidnap people and steal their hard earned shit!!! -support
 
-support
Me when i steal my COs liter of class x (+1m)
Building onto my reply to the above, and also because I know that this suggestion will 100% become "guys we're gonna kidnap random players to farm chems off them", I'm suggesting that the chemicals will essentially be destroyed. I'd LIKE for it to be the case it's player-to-player interaction, but I realise how infinitely abusable that is. So yeah, they are lost.
 

Froggo

Game Master
Game Master
Oct 16, 2024
34
6
41
-Support
people would just start bringing in the only amount they need, and for other chemicals like dinabol no one really cares dont feel like typing other reasons
 
Jan 16, 2022
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Quite a couple people seem to have not read the entire suggestion
The suggestion removed the chemicals IN CHARACTER, as in /me takes chemicals, as Cade quite clearly said.
No +/-, just thought it was an interesting observation.
But I will say, /me takes chemicals has always been okay which this does seem to be so....
 

Merrick Travolta

Head Moderator
Head Moderator
SCP-RP Staff
Platform Team
Oct 18, 2023
388
83
61
I'm neutral for this

While a good idea in concept you run into two issues

1. If an item is confiscated incorrectly and is destroyed. How does this player get their confiscated item back?

2. Should the item be confiscated incorrecctly and is kept by a player (To avoid issue 1), What if that player just stopped playing? or plays sporadically, or just isn't identifiable in an incharacter way. You'd be ineligable for a refund as the person still has the chemical (and chem stealing wouldn't apply)


I know both these hinge on chemicals being taken incorrectly. But it will happen.
 
Apr 4, 2023
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-support
Me when i steal my COs liter of class x (+1m)
-support
so people can just lose 35-100k in the matter of seconds
-Support
people would just start bringing in the only amount they need, and for other chemicals like dinabol no one really cares dont feel like typing other reasons
-Support

Can't wait to steal someones NHU and it just "disappears".....This kills motivation to make chems since if someone steals your chems its just waisted. And why would you even steal the chems if you don't get them....

Me when I risk losing my Roleplay Items on a Roleplay server due to Roleplay!!!

If you don't want to risk losing it, keep it in your stash! This is a lovely way to make it so some players don't walk around with an absurd amount of chemicals on them.





people would just start bringing in the only amount they need,
This is an issue how? If anything it's a positive and increase immersion. I wouldn't want to run around the Foundation with more then whatever contraband I'm trying to use.
 
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