What does this suggestion change/add/remove:
This suggestion massively reworks SOP as a whole, including the removal of Nu-7, substantial rework of DEA, and a smaller rework to GSD. You're in for a long read.
Has something similar been suggested before? If so, why is your suggestion different?:
Various changes have been suggested to DEA, GSD, and Nu-7 over the years. Changes to Combat Medics (such as new medic roles for different departments) have also been suggested. None of them are quite the same as any part of this suggestion, and this suggestion overall covers a broad area, rather than minute individual changes. This is overall very different from any previous suggestion.
Possible Positives of the suggestion (At least 2):
Possible Negatives of the suggestion:
Based on the Positives & Negatives, why should this suggestion be accepted:
While this suggestion would obviously take a fair amount of work to implement, and cause some significant short-term disruption, I would argue that the benefits far outweigh the negatives, both overall and in that they are longer-term rather than short-term. This would, in my opinion, lead to a significant increase in activity in the new DEA, a signficant improvement and increase in surface-related RP (which benefits all factions), and overall a much more coherent structure and set of duties for the departments involved. This would be a huge boost to roleplay in the long-term, both for the people within the departments involved, and for everyone else, who will be interacting with at least one of the departments in question. It would also possibly shift the server a bit more towards an RP focus, rather than a combat one, which would be welcome - both because of the DEA diplomatic changes, and because of the increase in interaction between departments/groups. I absolutely realise this would be a huge change, and would cause a lot of disruption right now, but I fully believe that it would be worth it in the long run, along with producing just generally a much more sensible RP structure for the Foundation.
EDIT: Though I do want all of this, in some form, to be done, I would like to leave the option open for CT to tweak this, or just simply take some individual elements from this, even if they don't want to carry out a full rework like this. There's a lot of ideas here.
This suggestion massively reworks SOP as a whole, including the removal of Nu-7, substantial rework of DEA, and a smaller rework to GSD. You're in for a long read.
As part of the SOP rework, Nu-7 would be removed in its entirety. Its duties would be split between DEA (GOI raids, surface management, GOI handling), GSD (compound/EZ protection, personnel protection), and Medical (surface combat medics).
This would be a removal of all Nu-7 jobs, ranks, and the MTF structure as a whole. The associated player models and other content would remain on the server.
Any current members of Nu-7 would be offered the option of transferring into positions within DEA or GSD, or into another MTF or department entirely.
This would be a removal of all Nu-7 jobs, ranks, and the MTF structure as a whole. The associated player models and other content would remain on the server.
Any current members of Nu-7 would be offered the option of transferring into positions within DEA or GSD, or into another MTF or department entirely.
To support parts of the rework, some model changes/additions would help.
To provide flexibility in use of the CAF (old Nu-7) models between both DEA and GSD, it would be helpful to have a new bodygroup or skin that can be used to differentiate GSD/DEA users of the models solidly for Foundation. Perhaps some kind of badge, colour variation, or other accessory. This should be something that makes sense for CAF to wear, which can be clearly differentiated at a medium distance. Using the current models, the specialist cap could be used vs the helmet (DEA/GSD respectively), but it would be nice to have something else that can be used to increase variability. Ideally, this would be compatible with all other bodygroups, so that e.g. the beret can be worn with it for CPT+/Manager+ without causing confusion.
For the standard DEA uniforms (used by Agent/Operative/Senior Agent), I would suggest a minor rework of the text on the uniform (changing it to say DEA instead of EFD, because EFD is literally not a correct acronym at all, and it isn't used by anyone on the server in RP). I would also suggest the addition of a skin option that allows the uniform to have either DEA markings/text or no markings/Canadian federal police markings, which would allow flexibility in their use to either represent the Foundation identifiably (e.g. for diplomatic meetings, or within the site), or to be used for undercover work in public surface areas.
Ideally, the standard DEA uniforms would also have some additional bodygroups or something that can be changed, to allow better differentiation between Agent and Senior Agent (and any future other roles).
As usual, it would also be very nice if there would be female model variants for all related models.
To provide flexibility in use of the CAF (old Nu-7) models between both DEA and GSD, it would be helpful to have a new bodygroup or skin that can be used to differentiate GSD/DEA users of the models solidly for Foundation. Perhaps some kind of badge, colour variation, or other accessory. This should be something that makes sense for CAF to wear, which can be clearly differentiated at a medium distance. Using the current models, the specialist cap could be used vs the helmet (DEA/GSD respectively), but it would be nice to have something else that can be used to increase variability. Ideally, this would be compatible with all other bodygroups, so that e.g. the beret can be worn with it for CPT+/Manager+ without causing confusion.
For the standard DEA uniforms (used by Agent/Operative/Senior Agent), I would suggest a minor rework of the text on the uniform (changing it to say DEA instead of EFD, because EFD is literally not a correct acronym at all, and it isn't used by anyone on the server in RP). I would also suggest the addition of a skin option that allows the uniform to have either DEA markings/text or no markings/Canadian federal police markings, which would allow flexibility in their use to either represent the Foundation identifiably (e.g. for diplomatic meetings, or within the site), or to be used for undercover work in public surface areas.
Ideally, the standard DEA uniforms would also have some additional bodygroups or something that can be changed, to allow better differentiation between Agent and Senior Agent (and any future other roles).
As usual, it would also be very nice if there would be female model variants for all related models.
This is where the majority of the functional changes would take place.
DEA's position and duties would be altered. Specifically, the vast majority of GOI interaction/diplomacy would now be solely DEA's responsibility, with Nu-7's removal and a transfer of general diplomacy duties from Site Administration and Site Command to DEA. SA/SC would still be involved in general oversight, and likely be responsible for signing treaties and other such documents on behalf of the Foundation/site where necessary, but all work relating to general interactions with GOIs/POIs would be DEA's responsibility, as would all but the general outline and final signing of treaty documents - the details of such documents and treaties would be worked out by DEA, as would the documents themselves. SA/SC would have the final say, and give a general direction they expect DEA to take, but DEA would otherwise be fully responsible for handling external affairs.
DEA would also become fully responsible for combative GOI/surface interactions, whereas before they shared this duty with Nu-7. They might still involve other MTFs or forces where it makes sense (e.g. E-11 could back them up for SCP retrieval, or A-1 for retrieval of O5/OSA/A-1 hostages), but DEA would be the primary force involved in this, and the only one by default.
As part of this shift and increase in responsibility, DEA roles would be changed and expanded to support this. The main change here would be the creation of two paths within the department: combative, and diplomatic. Both paths would start with Agent/Operative, and be mostly rejoined at the Manager level.
The Agent/Operative role would have a different loadout set: one for infil/raids (TE-5, well-trafficked weapon types like soviet/civilian arms, Spy Card), and one for diplomatic protection/surface duties (weapons that make sense for Canadian federal police or CAF, interrogate tool). They would also have three sets of models to choose between: marked DEA, unmarked DEA, and CAF. Otherwise, these roles would remain mostly the same as their current ones. As noted, however, they would have the additional (somewhat already existing role) of protecting diplomatic staff.
Senior Agent would be the first job down the Combative path. It would remain mostly the same as it currently is, barring a few minor changes:
Special Agent would be the next step on the Combative path. This position would remain largely the same. Field Agent would apparently need to remain separate (despite the whitelist management being a bit weird, given it's essentially a second loadout for SpA) due to the need to keep the sniper job's separate, low slot limit. Ideally, if this weren't an issue, I would have wanted to have the two merged into one job with separate loadouts. This might still be a possibility, given the removal of the Nu-7 Marksman and the possible need to replace it.
Field Agent would then remain as-is, though a possible change to the slot limit (or outright merge) may be sensible due to the removal of the Nu-7 Marksman. The only specific change I would suggest is the option to use the CAF Marksman/Ghillie model, in addition to (or in replacement of) the current model used.
On the Diplomatic path, the first role would be a new role: the Envoy. This would be a CL3 whitelisted role, of equal overall authority to Senior Agent, but with a focus on diplomacy rather than combat. This role would be a lower level role dedicated to diplomatic duties, which Agents/Operatives could be promoted to similar to Senior Agent, depending on their choices and proficiencies. The specific regular duties would be mostly decided by DEA leadership, but the overall idea is that it would be a lower level role responsible for maintaining relations (e.g. responding to comms promptly, regularly visiting or hosting friendly/neutral GOIs, completing diplomatic tasks assigned by DEA leadership, etc.) and being trained to go further in this path (so they would attend higher-level meetings where possible, do training, do tasks, etc.). The specs for this role would be:
Second on the Diplomatic path, on the same level as Combative's Special Agent, would be a new role: Ambassador. This role would be the level where major contributions to diplomatic relations begin. They would be involved in treaty negotiations, diplomatic decision making (to a limited extent), managing Envoys and Agents/Operatives in diplomatic operations, and working on documentation related to diplomacy (though not as much power in decision making on things like treaty details). They would be as trusted as Special Agents, but with diplomatic duties instead of combat ones. The specs for the job would be:
The Director role would also remain mostly the same, with the addition of diplomatic duties. They would, alongside SA/SC, have ultimate authority over diplomatic decisions.
With all of the above, it may be sensible to then move DEA back under O5 command, instead of Site Administration, as they would be in a position where they have major influence over diplomatic relations that may be (lore-wise) Foundation-wide, rather than just at the site level. They would also take full control over what is currently SOP offices, which would simply become the DEA offices. It would also make sense to possibly expand the slots for DEA in general (perhaps 1/2 per job) to allow for the department to expand a bit as part of its expanded duties.
DEA's position and duties would be altered. Specifically, the vast majority of GOI interaction/diplomacy would now be solely DEA's responsibility, with Nu-7's removal and a transfer of general diplomacy duties from Site Administration and Site Command to DEA. SA/SC would still be involved in general oversight, and likely be responsible for signing treaties and other such documents on behalf of the Foundation/site where necessary, but all work relating to general interactions with GOIs/POIs would be DEA's responsibility, as would all but the general outline and final signing of treaty documents - the details of such documents and treaties would be worked out by DEA, as would the documents themselves. SA/SC would have the final say, and give a general direction they expect DEA to take, but DEA would otherwise be fully responsible for handling external affairs.
DEA would also become fully responsible for combative GOI/surface interactions, whereas before they shared this duty with Nu-7. They might still involve other MTFs or forces where it makes sense (e.g. E-11 could back them up for SCP retrieval, or A-1 for retrieval of O5/OSA/A-1 hostages), but DEA would be the primary force involved in this, and the only one by default.
As part of this shift and increase in responsibility, DEA roles would be changed and expanded to support this. The main change here would be the creation of two paths within the department: combative, and diplomatic. Both paths would start with Agent/Operative, and be mostly rejoined at the Manager level.
The Agent/Operative role would have a different loadout set: one for infil/raids (TE-5, well-trafficked weapon types like soviet/civilian arms, Spy Card), and one for diplomatic protection/surface duties (weapons that make sense for Canadian federal police or CAF, interrogate tool). They would also have three sets of models to choose between: marked DEA, unmarked DEA, and CAF. Otherwise, these roles would remain mostly the same as their current ones. As noted, however, they would have the additional (somewhat already existing role) of protecting diplomatic staff.
Senior Agent would be the first job down the Combative path. It would remain mostly the same as it currently is, barring a few minor changes:
- Option between marked DEA, unmarked DEA, and CAF models
- Possible weapon replacements with ones that make sense for CAF/federal police - if current ones don't already
- Possible slot increase and/or weapon stats improvement to allow them to properly fill in for the Nu-7 duties
- Addition of Interrogate Tool to at least one loadout
Special Agent would be the next step on the Combative path. This position would remain largely the same. Field Agent would apparently need to remain separate (despite the whitelist management being a bit weird, given it's essentially a second loadout for SpA) due to the need to keep the sniper job's separate, low slot limit. Ideally, if this weren't an issue, I would have wanted to have the two merged into one job with separate loadouts. This might still be a possibility, given the removal of the Nu-7 Marksman and the possible need to replace it.
Field Agent would then remain as-is, though a possible change to the slot limit (or outright merge) may be sensible due to the removal of the Nu-7 Marksman. The only specific change I would suggest is the option to use the CAF Marksman/Ghillie model, in addition to (or in replacement of) the current model used.
On the Diplomatic path, the first role would be a new role: the Envoy. This would be a CL3 whitelisted role, of equal overall authority to Senior Agent, but with a focus on diplomacy rather than combat. This role would be a lower level role dedicated to diplomatic duties, which Agents/Operatives could be promoted to similar to Senior Agent, depending on their choices and proficiencies. The specific regular duties would be mostly decided by DEA leadership, but the overall idea is that it would be a lower level role responsible for maintaining relations (e.g. responding to comms promptly, regularly visiting or hosting friendly/neutral GOIs, completing diplomatic tasks assigned by DEA leadership, etc.) and being trained to go further in this path (so they would attend higher-level meetings where possible, do training, do tasks, etc.). The specs for this role would be:
- CL3
- Non-combative
- Whitelisted
- Model: Red Shirt, Black Tie (i.e. DEA Manager without the jacket)
- Tools:
- Clipboard
- Camera
- Personnel Tablet
- Binoculars
- Gestures
- (Optional) Pistol (for self-defense in dangerous areas like surface)
Second on the Diplomatic path, on the same level as Combative's Special Agent, would be a new role: Ambassador. This role would be the level where major contributions to diplomatic relations begin. They would be involved in treaty negotiations, diplomatic decision making (to a limited extent), managing Envoys and Agents/Operatives in diplomatic operations, and working on documentation related to diplomacy (though not as much power in decision making on things like treaty details). They would be as trusted as Special Agents, but with diplomatic duties instead of combat ones. The specs for the job would be:
- CL4
- Non-combative
- Whitelisted
- Model: Red Shirt, Black Tie, Jacket and Waistcoat (i.e. same as Manager, but with Waistcoat added)
- Tools:
- Clipboard
- Camera
- Personnel Tablet
- Binoculars
- Gestures
- (Optional) Pistol (for self-defense in dangerous areas like surface)
- (Optional) Interrogate Tool (for parity with GOC Ambassador)
The Director role would also remain mostly the same, with the addition of diplomatic duties. They would, alongside SA/SC, have ultimate authority over diplomatic decisions.
With all of the above, it may be sensible to then move DEA back under O5 command, instead of Site Administration, as they would be in a position where they have major influence over diplomatic relations that may be (lore-wise) Foundation-wide, rather than just at the site level. They would also take full control over what is currently SOP offices, which would simply become the DEA offices. It would also make sense to possibly expand the slots for DEA in general (perhaps 1/2 per job) to allow for the department to expand a bit as part of its expanded duties.
With the removal of Nu-7, a replacement would be needed for keeping EZ, Compound, and the surface area surrounding Compound and the Vents safe from raids and infils. This would be partly under DEA jurisdiction, given their role, but DEA focuses on external affairs, rather than site security. The same goes for personnel protection, which (although any combative department/MTF can do it, including GSD) is mostly done by Nu-7 as-is. GSD would be perfect for taking over these duties.
The main change I suggest here is the addition of a new role: Perimeter Security. This role would be a CL3 role, above or equal to Officer, which focuses on keeping EZ, vents, and compound safe from intruders. They would also be primarily responsible for combating raids, both at the perimeter and within the site. They would have the option of spawning in both Security Sector and Garage (and/or possibly SOP offices). The overall specs for this role would be as follows:
In addition to this, I suggest that GSD SGT+ be given the choice between CAF and GSD models, so that SGT+ can also act as (and command) Perimeter Security. They would also then get the option to spawn in Garage, the same as them. the CAF models would be differentiated from Perimeter Security similar to Nu-7 Autorifleman, Officer, and Commander.
As this is a partial GSD rework/expansion, it may also be sensible to look at altering the structure/loadout regarding Officers and Response Units. These roles, along with Cadet+, would now have the duty of protecting personnel upon request, such as Site Administration. It may be sensible to tweak these jobs a bit to allow loadouts that better suit this duty. It may also be sensible to reconsider SRU's strange position as being harder to achieve than Officer, but lower clearance level. A merger, or clearance level upgrade for SRU, or some other such change, may make sense here, though such things have been suggested before and rejected.
The main change I suggest here is the addition of a new role: Perimeter Security. This role would be a CL3 role, above or equal to Officer, which focuses on keeping EZ, vents, and compound safe from intruders. They would also be primarily responsible for combating raids, both at the perimeter and within the site. They would have the option of spawning in both Security Sector and Garage (and/or possibly SOP offices). The overall specs for this role would be as follows:
- CL3
- (Optional) Job approval or whitelist required - the former being more ideal, to balance keeping enough numbers while still maintaining some level of quality control (with the purpose of preventing poor quality RP players from causing problems on surface, which would be possible if only level was a barrier).
- Model: CAF Operative (helmet, chest rig, etc., similar to Nu-7 Operative)
- Tools:
- Weapon Checker
- Interrogate Tool
- Gestures
- Personnel Tablet
- Pistol that makes sense for CAF
- Loadouts:
- Station:
- Mid-long range assault rifle, sensible for CAF
- (Optional) Deployable Shield
- (Optional) Smoke Grenade
- Patrol:
- Mid-range SMG, sensible for CAF
- Flashbang
- Smoke Grenade
- (Optional) Deployable Shield
- Station:
In addition to this, I suggest that GSD SGT+ be given the choice between CAF and GSD models, so that SGT+ can also act as (and command) Perimeter Security. They would also then get the option to spawn in Garage, the same as them. the CAF models would be differentiated from Perimeter Security similar to Nu-7 Autorifleman, Officer, and Commander.
As this is a partial GSD rework/expansion, it may also be sensible to look at altering the structure/loadout regarding Officers and Response Units. These roles, along with Cadet+, would now have the duty of protecting personnel upon request, such as Site Administration. It may be sensible to tweak these jobs a bit to allow loadouts that better suit this duty. It may also be sensible to reconsider SRU's strange position as being harder to achieve than Officer, but lower clearance level. A merger, or clearance level upgrade for SRU, or some other such change, may make sense here, though such things have been suggested before and rejected.
As there would be a removed Nu-7 Medic role, with no additional roles within GSD or DEA to replace this, I suggest that Combat Medics be used to cover this duty. This is already the case for all other departments, with SL/CT previously denying other departments/MTFs medic roles as they want to focus that duty on Combat Medics for all areas, so this is consistent with that view.
To allow Combat Medics to better act as medics on surface, I suggest giving them Garage as a spawn location option, along with the choice between both the regular Combat Medic model and the CAF Medic model for surface duty.
Related, if possible, it might be a good idea to also give Combat Medics the option to spawn in HCZ. They currently, consistently, very rarely operate in HCZ, despite E-11 regularly needing them, and a spawn in HCZ would likely significantly improve this, as well as generally spreading Combat Medics further across the site, rather than their current concentration around medbay and D-block. They are already supposed to cover the whole site and support every department, this just makes that much easier and much more likely. This HCZ spawn could either be in E-11 bunks, or in the unused rooms that used to be HCZ AA/breach shelter.
To allow Combat Medics to better act as medics on surface, I suggest giving them Garage as a spawn location option, along with the choice between both the regular Combat Medic model and the CAF Medic model for surface duty.
Related, if possible, it might be a good idea to also give Combat Medics the option to spawn in HCZ. They currently, consistently, very rarely operate in HCZ, despite E-11 regularly needing them, and a spawn in HCZ would likely significantly improve this, as well as generally spreading Combat Medics further across the site, rather than their current concentration around medbay and D-block. They are already supposed to cover the whole site and support every department, this just makes that much easier and much more likely. This HCZ spawn could either be in E-11 bunks, or in the unused rooms that used to be HCZ AA/breach shelter.
Has something similar been suggested before? If so, why is your suggestion different?:
Various changes have been suggested to DEA, GSD, and Nu-7 over the years. Changes to Combat Medics (such as new medic roles for different departments) have also been suggested. None of them are quite the same as any part of this suggestion, and this suggestion overall covers a broad area, rather than minute individual changes. This is overall very different from any previous suggestion.
Possible Positives of the suggestion (At least 2):
- Broader GSD presence and activity across the site, as was intended with the previous broader GSD rework
- More for them to do, more places for them to be, more interest in the department in general (which often lacks people staying to progress within the department - many just go off into Nu-7 or other departments after reaching the required levels, which leads to a lack of quality leaders within GSD).
- Broader range of duties for DEA
- There is often a complaint that there's either nothing to do for extended periods, or that they just spend their entire time on DEA just handling random Parawatch and the like, and nothing actually interesting. This changes this state significantly.
- This then makes DEA much more attractive to others to join, as there's more things people may be interested - maybe you join for the combative stuff, maybe you want to be diplomatic, either way there's options.
- Removed overlap/redundant duties between DEA and Nu-7
- Both currently overlap a lot, and it often causes issues both in individual incidents, and with both often not having enough to do for one full department/regiment. By essentially combining them, there should be more than enough for the new DEA to do, and less push/pull as different departments try to do the same duties with different chains of command and different goals.
- As it is, both of them often have issues with activity and/or quality RP, and merging the somewhat redundant roles together should hopefully make a significant impact to this.
- Expanded RP opportunities for DEA and surface players (GOC, Rangers, CI, etc.)
- With the new Diplomatic branch, there is improved opportunity for RP both by the new DEA, and by other players interacting with them.
- Shift more towards RP for surface, rather than just combat
- Nu-7 is almost entirely combat-based, and DEA also is significantly focused on this. The move to only having DEA, which is already partly RP-focused, and an increase in the RP focus of the department, would significantly skew the focus more towards roleplay over combat, which is what the server is supposed to be about.
- More sensible DEA models
- Currently, DEA models are just walking infobreaches when interacting with civilians. The option for unmarked or police models would significantly improve this.
- "EFD" is not an acronym anyone uses. If the uniforms are to have markings, they should at least be correct.
- More options for models
- Generally, for different roles, which can use CAF/department models for different uses
- And also, female models, if added, would be a huge W for anyone that wishes to present in such a way.
- Lighter general load for Site Administration
- SA roles are supposed to be RP leaders, and generally be focused on managing the site in general. As it is, they often have a bunch of different things they need to do all at once, and it can be a huge hassle. By giving most of the diplomatic duties to DEA, SA can focus on that less and the site itself (and RP leadership) more.
- Broader Combat Medic presence and duties
- Currently, CMs often just stand around medbay and D-block, and other nearby areas, acting as GSD with a medkit. It is rare that they go to further areas of the site, such as EZ, compound, LCZS, or HCZ, and it leaves a lot of groups not covered by the medical department. By allowing them to spawn in Garage (and maybe HCZ as well), a lot more people should then have coverage, such as E-11, chefs, DEA, and SCUs.
- Generally more sensible duty structure
- GSD does site security. DEA does external affairs. Medical does medical. Less overlap, more cooperation, more coherent duties.
- Decreased "job bloat"
- According to Content Team, this is a significant issue that they try to balance. By this, they mean that there's too many jobs, and they don't want to add more and stretch the playerbase too thin. While this may be a possible issue, I don't personally agree that it is as bad/actively concerning as CT seems to say. Either way, this suggestion would, overall, likely result in a net removal of 5 jobs (give or take - depends on possible merger of Field Agent or not, or whether SRU gets removed/merged/etc., or possibly just CT tweaking the overall suggestion in implementation).
- Given the current number of jobs seems to (based on previous communication with CT) be in a state where it's not a significant issue right now, but it is in a position where even a single new job is too much, this then gives room for up to ~4 new jobs in other places.
Possible Negatives of the suggestion:
- Significant short term disruption and upset, mainly for Nu-7 players
- Some current Nu-7 may not wish for this to change at all. I would argue that this would, in the long term, benefit both RP in general and the players that might currently dislike the idea.
- This would also cause some significant short term disruption, as the removal of the regiment and movement of a number of players/characters to other departments and regiments would take a lot of work, and would cause disruption in the short-term.
- Removal of a well-known MTF as a playable element
- While it may be attractive to have this, to be something for players to be interested in, I would argue that the benefits far outweigh this. Nu-7 itself also isn't the most attractive MTF as it is - the other three far outstrip it, and that does already show in general interest and activity.
- Significant work to implement
Based on the Positives & Negatives, why should this suggestion be accepted:
While this suggestion would obviously take a fair amount of work to implement, and cause some significant short-term disruption, I would argue that the benefits far outweigh the negatives, both overall and in that they are longer-term rather than short-term. This would, in my opinion, lead to a significant increase in activity in the new DEA, a signficant improvement and increase in surface-related RP (which benefits all factions), and overall a much more coherent structure and set of duties for the departments involved. This would be a huge boost to roleplay in the long-term, both for the people within the departments involved, and for everyone else, who will be interacting with at least one of the departments in question. It would also possibly shift the server a bit more towards an RP focus, rather than a combat one, which would be welcome - both because of the DEA diplomatic changes, and because of the increase in interaction between departments/groups. I absolutely realise this would be a huge change, and would cause a lot of disruption right now, but I fully believe that it would be worth it in the long run, along with producing just generally a much more sensible RP structure for the Foundation.
EDIT: Though I do want all of this, in some form, to be done, I would like to leave the option open for CT to tweak this, or just simply take some individual elements from this, even if they don't want to carry out a full rework like this. There's a lot of ideas here.
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