Accepted Certain Keycard Scanners Changes/Replacements.

This suggestion has been accepted for future development.
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James "P. Sage"

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Mar 27, 2024
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What does this suggestion change/add/remove:
This suggestion changes to certain keycard scanners to just regular keypads. With this change it would make response times to codes faster. This change only applys to two areas.
1. LCZ SS.
2. E-11 Bunks.
(IMAGES)
A.1. What is currently used. (LCZ SS)
Medal_9aYUk6QTpm.png
A.2. What is current used. (E-11 Bunks)
Medal_mTvisbfq4D.png

B.1 What is would be changed to. (LCZ SS)
Medal_r5ffKNuvfU.png
B.2. What it would be changed to. (E-11 Bunks)
Medal_y8ktxxTTc7.png

Now. This is change would ONLY affect when you were to leave the areas not to enter them. To enter them you would still need a keycard.

In regards to the the bulk in SS at the bottom you would still need the keycard, which would be counter intuitive with the suggest. However it is a 'safeguard' when its comes to hostile or trespassers.

Has something similar been suggested before? If so, why is your suggestion different?:
To my knowledge no.

Possible Positives of the suggestion (At least 2):
Faster response times to multiple things such as; codes 1,2,3,4,5.
Does not waste time having to stop and pull out a keycards when responding to code.

Possible Negatives of the suggestion:
People (those to allowed) are able to leave quicker the areas quicker but only if they enter from the LCZ elevator.

Based on the Positives & Negatives, why should this suggestion be accepted:
Overall this it to have less of a hassle when it come to opening the doors making it easier for everyone to be able to get back to their jobs quicker.
 

Emilia Foddg

Trial Game Master
Trial Game Master
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Jul 15, 2023
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Faster response times to multiple things such as; codes 1,2,3,4,5.
this isn't fully a positive as this would be a slight nerf to GOIs, D-Class & SCPs, but the effect would ultimately mean that combative scenarios end sooner, if only by a little.

1. LCZ SS.
the spawn room door must remain a CL1 to get out of, to ensure that cadets can't do anything until they pass test. but the other doors leaving SS imo are fine to make CL0, with the exception of the secondary armoury bulk

with this considered,
+Support
 

James "P. Sage"

Active member
Mar 27, 2024
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the spawn room door must remain a CL1 to get out of, to ensure that cadets can't do anything until they pass test. but the other doors leaving SS imo are fine to make CL0, with the exception of the secondary armoury bulk
Yes this only applies to the two doors leaving SS. Sorry, I should have made this more apparent.
 
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