What does this suggestion change/add/remove:
Set a 30-40 minute timer once an SCP has been breached to restart the Breach Queue.
Has something similar been suggested before? If so, why is your suggestion different?:
Many people (myself included) have requested various forms of breach changes but to my knowledge no-one has asked to set a timer on the Breach pause.
Possible Positives of the suggestion (At least 2):
Allows for SCPs who tend to take significant time to be recontinued, or even be properly breached in the first place (035 and 966) to be played without frustrating other players in queue. As well as restarting the breach queue if an SCP is captured by CI or GOC and take a significantly longer time to be recontained or destroyed by one of them.
Possible Negatives of the suggestion:
If a breach lasts for 2+ hours an SCP may breach during another SCP's breach which might be an issue with less players. But this can be solved by not enabling the timer at lower player counts.
Based on the Positives & Negatives, why should this suggestion be accepted:
This would help solve the frustration that many SCP players have with the breach queue pause that has caused many to angrily leave the server or swap off of SCP which leaves them frustrated at whatever wasted time they spent on a SCP while also minimizing the issues that such a request may cause.
Set a 30-40 minute timer once an SCP has been breached to restart the Breach Queue.
Has something similar been suggested before? If so, why is your suggestion different?:
Many people (myself included) have requested various forms of breach changes but to my knowledge no-one has asked to set a timer on the Breach pause.
Possible Positives of the suggestion (At least 2):
Allows for SCPs who tend to take significant time to be recontinued, or even be properly breached in the first place (035 and 966) to be played without frustrating other players in queue. As well as restarting the breach queue if an SCP is captured by CI or GOC and take a significantly longer time to be recontained or destroyed by one of them.
Possible Negatives of the suggestion:
If a breach lasts for 2+ hours an SCP may breach during another SCP's breach which might be an issue with less players. But this can be solved by not enabling the timer at lower player counts.
Based on the Positives & Negatives, why should this suggestion be accepted:
This would help solve the frustration that many SCP players have with the breach queue pause that has caused many to angrily leave the server or swap off of SCP which leaves them frustrated at whatever wasted time they spent on a SCP while also minimizing the issues that such a request may cause.
Head Game Master
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