Denied Allow Foundation Tactical Tablet for SC, SA, Nu7 Maj +, DEA Manager+

This suggestion has been denied and will not receive development.
Status
Not open for further replies.
What does this suggestion change/add/remove:

SCP Foundation Tactical Tablet Features

  1. Containment Breach Protocol (Special Ability):
    Instead of calling in airstrikes, the tablet could deploy specialized containment drones that temporarily incapacitate hostile entities or deploy "containment zones" (areas that slow or debuff enemies). This ties directly to the SCP Foundation's mission of containment rather than outright destruction.
  2. Field Research Module:
    The tablet could highlight anomalies or provide situational awareness (like marking high-value targets, detecting hidden players, or displaying weak points of enemy factions). This reinforces the Foundation’s expertise in understanding and controlling threats.
  3. Support Crates (Ammo and Utilities):
    Instead of super armor or traditional ammo crates, the tablet could deploy "SCP-Class Utility Crates" containing experimental Foundation tech. Examples:
    • Armor Patches: Temporary shields based on SCP-enhanced materials.
    • Restorative Injectors/Octane Needle-like Apex Legends: A health boost item with a limited duration.
    • EMP Grenades: Devices to disable enemy tech for a brief period.
  4. Mobile Communication Interceptor:
    A passive ability where the tablet can disrupt enemy communication within a specific radius, causing delayed responses or disorganized tactics among opposing factions.
  5. Lockdown Zones:
    Deploy barriers or blockades temporarily, creating impassable areas and allowing for strategic positioning or retreat opportunities.

How This Stays Balanced:

  • Limited Uses per Round: The tablet abilities could have cooldowns or require specific resources (like power cells) to activate.
  • Team Coordination: Abilities could only be fully effective if teammates are nearby or actively supporting.
  • Unique Weakness: The tablet could emit a signal that reveals its operator’s location when active, creating risk versus reward. (Similar to a drone tablet, you must be in a certain range to use certain options.)
Has something similar been suggested before? If so, why is your suggestion different?:
Don't think so.

Possible Positives of the suggestion (At least 2):
  1. Lore-Friendly: The abilities align with the SCP Foundation’s focus on containment, research, and tactical superiority rather than direct combat dominance.
  2. Gameplay Balance: By focusing on support and strategic disruption rather than outright firepower, the tablet becomes a utility tool rather than an overpowered weapon.

Possible Negatives of the suggestion:
It's not super overpowered; it's not extreme bombardment or firepower, and it's not a cloaking device that gives a one-sided advantage. You are required to use your brain.
 
Chaos Insurgency Tactical Tablet Abilities
  1. Anarchy Protocol
    Temporarily disables all enemy tech (like containment drones, barriers, or scanners) in a large area. This makes Chaos Insurgency excel at disrupting enemy plans and sowing chaos.
  2. Red Tide Barrage
    Deploys a swarm of micro-drones that attack enemies in a targeted area, dealing consistent damage over time and forcing opponents to move out of cover.
  3. Sabotage Spike
    Temporarily disables and reprograms one enemy tech item (like drones or barriers) to work for the Chaos Insurgency for 2 minutes
  4. Wrath of the Insurgent
    Temporarily boosts teammates’ damage output and movement speed, letting them overwhelm enemies in a sudden blitz attack.
  5. Warlord’s Gambit
    Spawns a Chaos NPC operative with low health and an experimental weapon to assist in combat.
  6. Bloodlust Field
    Projects a field that heals Chaos Insurgency members for an average portion of the damage they deal to enemies, encouraging aggressive combat.
  7. Nightmare Protocol
    Temporarily scrambles enemy HUDs, disabling their ammo count, name tags and targeting systems. Creates panic and confusion in enemy ranks.
  8. Black Market Drop
    Calls in a crate containing random high-risk, high-reward experimental gear. Items may include explosive weapons, unstable gadgets, or adrenaline stims.
  9. Overclock Serum
    Injects teammates with a powerful serum, boosting speed, strength, and damage resistance for a limited time—but with a brief stun after the effect wears off as a downside.
  10. Insurgent’s Fog
    Releases a thick, black fog that blinds enemies but allows Chaos Insurgency players to see clearly through it, giving them the upper hand in close combat.
    (Chaos players are also slightly slowed while in the fog to offset the vision advantage.)
 
  • Love
Reactions: Niox

"Fang"

Well-known Member
Apr 13, 2024
47
6
41
+Support
Probably wont get accepted tho because SL hates surface Factions/Departments.
 
-/+ Neutral
Instead of calling in airstrikes
Since this and all other indication of the method of usage ties to/revolves around the tac tablet, I'm going to have to assume that these are methods in which Warfunds may be used, even though you haven't explicitly stated that is the case here, it is the logical step to implementing, facilitating and balancing this system. It also happens to synergise fairly decently with your notes on balancing.

On that note,
Has something similar been suggested before? If so, why is your suggestion different?:
Don't think so.
Behold, the Warfunds saga. A long back-and-forth series of suggestions involving adding various capabilities to primarily CI & F, surrounding the use of the tactical tablet, with other important aims such as giving GOC's warfunds more of a use (As they sit on a massive dragon's hoard of the stuff, with which they can really only call airstrikes, but it's otherwise meaningless), via making it a tradable currency between factions for the purposes of improving hostage RP; Wherein the main points of contention have been along the lines of:
  • The Warfunds need to have reasonable weight and worth so that they're something with actual value that can reasonably be traded for hostages, in addition to current methods.

  • The abilities conferred by Warfunds cannot be too overpowered or otherwise overly disruptive to normal gameplay loops.

  • The abilities conferred by Warfunds cannot overly promote combative gameplay over non-combative roleplay.
The last of which proving to be the biggest snag, and will most likely be the primary reason why this suggestion gets denied - While you provide some very good and interesting ideas, they are all focused on combative gameplay, with very little enhancement of non-combative roleplay.

Most importantly, ideas like
Black Market Drop
Calls in a crate containing random high-risk, high-reward experimental gear. Items may include explosive weapons, unstable gadgets, or adrenaline stims.
Have outright been denied in the past and will likely be denied again for the same reason(s) (Aside from the combative nature, there is a significant and understandable hesitancy to just give weapons via Warfunds).

In summary, in my (apparently now expert) opinion, you pose some interesting ideas that will all ultimately be denied by virtue of skewing gameplay balance in favour of combatives, over non-combative roleplay.
 
Last edited:
How is this better then bombs and airstrikes that have blast radius that can cover the entire Plainfield.
"How would us getting on demand HP and Armour Regen, the ability to disable your HUD, getting powerful weapons with no real effort, and ability to negate Comms and TS more powerful than a single 500 damage impact and a 30 second deployment time bomb?"
 
  • Like
Reactions: Emilia Foddg

"Fang"

Well-known Member
Apr 13, 2024
47
6
41
"How would us getting on demand HP and Armour Regen, the ability to disable your HUD, getting powerful weapons with no real effort, and ability to negate Comms and TS more powerful than a single 500 damage impact and a 30 second deployment time bomb?"
UNGOC isn't a fully combative faction and GOC already have very powerful guns on most of there roles, the air strike/1000lb is more suited for combating SCP's anyways. Having powerful PVP supports + minor AOE's for both Foundation/CI makes sense because they are technically always at war
 

"Fang"

Well-known Member
Apr 13, 2024
47
6
41
Behold, the Warfunds saga. A long back-and-forth series of suggestions involving adding various capabilities to primarily CI & F, surrounding the use of the tactical tablet, with other important aims such as giving GOC's warfunds more of a use (As they sit on a massive dragon's hoard of the stuff, with which they can really only call airstrikes, but it's otherwise meaningless), via making it a tradable currency between factions for the purposes of improving hostage RP; Wherein the main points of contention have been along the lines of:
  • The Warfunds need to have reasonable weight and worth so that they're something with actual value that can reasonably be traded for hostages, in addition to current methods.

  • The abilities conferred by Warfunds cannot be too overpowered or otherwise overly disruptive to normal gameplay loops.

  • The abilities conferred by Warfunds cannot overly promote combative gameplay over non-combative roleplay.
The last of which proving to be the biggest snag, and will most likely be the primary reason why this suggestion gets denied - While you provide some very good and interesting ideas, they are all focused on combative gameplay, with very little enhancement of non-combative roleplay.
Fun and interesting mechanics should not be denied because "Its promotes overly combative gameplay" when the vast majority of surface is combative. The majority of RP takes place within Site-65 and that RP wont be disrupted except durring raids which RP would already disrupted regardless if this suggestion was implemented or not.
 
Status
Not open for further replies.