Denied Adding jobs that spawn with NVGs

This suggestion has been denied and will not receive development.
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- What does this suggestion change/add/remove:
Similar to ERT, I believe certain jobs could benefit from spawning with NVGs while having it make sense and not being overpowered or too common.
  • E-11 Containment Specialist & E-11 Commander (Possibly even E-11 Breacher due to E-11s specific need for NVGs)
  • Nu-7 Specialist & Commander
  • ISD Specialist & Commander
  • GOC Strike Team & Commander
  • C.I Delta Operative & Commander
- Has something similar been suggested before? If so, why is your suggestion different?:
This suggestion has not been brought up before (to the best of my knowledge).

- Possible Positives of the suggestion (At least 2):
  1. More utility to the aforementioned jobs
  2. Less player frustration regarding lights
  3. Does not provide a significant or unfair advantage, especially with the limited slots/jobs.
- Possible Negatives of the suggestion:
  1. Not entirely necessary, just Q.O.L
  2. Reduces the need for NVGs from armories for these specific jobs.

- Based on the Positives & Negatives, why should this suggestion be accepted:
Overall, this is just a quality of life change. The goal is to reduce the frustration of players having to constantly get Night Vision during blackouts, since no job in the server besides ERT spawns with them. And with the nature of NVGs, they do not provide any significant advantage for or against any other player. Spawning with NVGs are also restricted to specialty jobs with limited slots who specifically would benefit from them, and are all higher-end whitelisted positions to ensure this is not too common of a thing.
 
Last edited:
Jan 2, 2023
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+Support for MTF E-11 and Technical Experts
-Support for others

E-11 actively fight breaches and Tech Experts usually need NVGs to do their job. All the other jobs you have listed gain almost no benefit from always having NVGs - all of which spawn near armouries if they do need them.

I especially don't believe GOC or CI should spawn with them, if they didn't grab NVGs during raid prep then it's their fault they can't see shit.

While I do understand that lights being off can be annoying, it is apart of the gameplay loop in some capacity. It'd make CI/MTF turning lights off completely useless to fight their enemies (e.g CI turn LCZ lights off, A-1 and Nu-7 turn NVGs on and can easily see them which makes it useless.)
 
the one thing you forget here is the advantage is not having to deal with the cooldown for getting NVGs
+Support for MTF E-11 and Technical Experts
-Support for others

E-11 actively fight breaches and Tech Experts usually need NVGs to do their job. All the other jobs you have listed gain almost no benefit from always having NVGs - all of which spawn near armouries if they do need them.

I especially don't believe GOC or CI should spawn with them, if they didn't grab NVGs during raid prep then it's their fault they can't see shit.
sort of agree with what biscuits is saying here, but i think ISD are justified in that lights always go off for a triple breach and in that case, VIPs need escorting to garage - for the GOIs, i also agree, but they're very limited roles that are specified here, i think it's fine to give it to just them.
+Support for E-11, Tech Experts, ISD, GOC & CI
- Support for others


but because of what i started this post with, i just don't see it being accepted for that reason. bypassing the cooldown in this way is a significant advantage over SCPs and opponent hostile factions, especially D-Class.
 
+Support
I especially like the idea that Tech Experts get them. Travelling through the site in the dark just to get NVGs to get to reactor, or just never being able to get them so having to go the whole length of site just to fix reactor, is a PITA sometimes.

An alternative for them specifically, that would add some additional use to the E&TS office, would be an NVGs spawn similar to what E-11 bunks has, possibly on the empty shelves in the office. That way, tech experts can get them if they need them as they leave, but it also makes it just a bit easier for others to get them if they're nearby (there's already an armoury in medbay anyway, so this isn't really a major change).
 
An alternative for them specifically, that would add some additional use to the E&TS office, would be an NVGs spawn similar to what E-11 bunks has, possibly on the empty shelves in the office. That way, tech experts can get them if they need them as they leave, but it also makes it just a bit easier for others to get them if they're nearby.
problem with this is that this is tied to AA cooldowns

because funny
 
-Support
-to me this will just encourage turning off lights when hostiles are in the facility, which is a pain in the arse for everyone

-Tech Experts are fire though, do that
to be fair, the only thing we do with lights atm is just turn them back on when they're fucked with for any reason. we could have more nuanced interaction with lights
 
The easier solution imo is to remove the random blackouts keep it so a blackout occurs if it’s hacked but just removing the random blackouts or adding a way to prevent them by having maintence on the reactor as them being random is really annoying.
i get why people don't like the random blackouts, but i feel like they could probably be iterated on a bit better, rather than outright removed - since that would impact engineering RP
 
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+support for e11 and tech expert
Worst thing is running to get nvgs only for lights to come back once you've gone out of your way. Also just adds to the list of thing to delay e11 from helping with a breach. That being said one thing to consider is how this would affect 966 breaches. Would make it a very easy scp to counter so might be worth keep it to only containment specs or something
 
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