Content Meeting Discussion [Content Team Thread] Community Ideas and Feedback - Chaos Insurgency

This suggestion will be discussed at the next content meeting.

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Chaos Insurgency Feedback & Suggestions Thread

Help us make the main opposition to the Foundation a fun challenge.

Good morning Civil Gamers,

With the success of the two previous Community Ideas and Feedback threads, we have decided to create another for the Chaos Insurgency and begin making headway towards improving the faction both when playing as it and when facing it. We're aware that this will be a large task, and that lots of the community will have a bunch of different ideas, but with helpful debate, we aim to make the Chaos Insurgency a fair and interesting part of the server's gameplay loop.

So, whether you’re a DELCOM of the Chaos Insurgency, a Nu-7 PVT, part of DEA, a player who has interacted with them in roleplay, or simply just have ideas you think could help expand them as a whole, we want to hear it.

What We’re Aiming For:

We want the Chaos Insurgency to be:

  • A faction with a clear identity separate from others within the server
  • A collection of unique roleplay mechanisms that support a custom gameplay style not found anywhere else
  • A group that is a threat, but not overpowering
  • A functional yet fun way to disrupt Foundation, which has trade-offs for both sides and can be facilitated without combat as a first option
  • A collection of non-disruptive activities to counter downtime that can be done independently without involving other factions

Some things to think about:
  • What should the Chaos Insurgency be doing in between raids?
  • How would the ideal Chaos Insurgency raid hamper the Foundation while remaining fun for both sides?
  • Are there new tools, gear, or missions they could have?
  • Are there better ways to overhaul the Chaos Insurgency's combat identity, similar to the UNGOC's recent overhaul?
  • What resources or items could be added to the Chaos Insurgency that they can make use of, but are also desired and can be stolen/given to other factions, i.e. like the Neuro Controller.
  • Would you like to see the Chaos Insurgency being given new SCP/anomalous items, and do you have any recommendations?

If you’ve got feedback, ideas, or even flat-out concepts. Please post them below! Just try to be detailed so we can fully understand what you’re suggesting. We’re open to all kinds of input, whether it’s a small tweak or a major shift.

Please know, while we will be reviewing all feedback, this does not mean everything said will be accepted by default. Ideas and feedback will be tallied up in a suggestion thread for Content Team and Senior Server Leadership+ to review.

Keep the thread on topic and respectful. We're aware that some people have strong opinions about the Chaos Insurgency, but expressing these in a non-constructive way will result in deletion, and you may be reply-banned.


Thanks for helping us keep the Chaos Insurgency unique, cool, and fun.

– The Content Team
 
Here are a few of my own ideas. Please keep in mind that I have literally never been a member of CI, but this is more of a GM's perspective:

- Obviously, a base rework is needed. The small enclosed space and choke point hallways make it nearly impossible to raid. If their base was less challenging, but obviously not super easy, it would give foundation a reason to raid more and decrease downtime for CI on surface. With this idea, I also think there should be something similar to a containment blocker on all spawnrooms that prevents leaving after 1 minute (In foundation as well!!!). CI spawn also needs to be moved away from the entrance, deeper into their base, and away from any raid objectives.

- Some kind of unique coded CI oriented SCPs would be interesting. Maybe not combative or playable, but something that is usable and weaponizable.
  1. SCP-127 - Secret Lab has shown that it is an interesting concept.
  2. A pair of glasses or monocle that gives thermal/heat vision through walls for a few seconds on a cooldown
  3. Something that can create an instant barrier that must be destroyed before pursuers can proceed. (Plant seeds? Tech deployable?)
  4. Something that silences or greatly muffles noise in a certain range (no footsteps, gunshots, etc).
  5. Item that prevents guns from firing in a certain range
  6. Item that mimics 8837's gravity ability
  7. Something that disorients in a certain radius (682 roar style? Tremor/earthquake for a few seconds?)
  8. Hologram creator, when used places a fake CI that can trick opposition. (Maybe like posed with a gun or something, idk)
  9. Charm that breaks when fatal damage would be taken (Minecraft totem of undying)
  10. Sunflare charm/candy that works like the orange candy from halloween secret lab. (other candy effects might also be cool)
  11. Cloak that gives near perfect invisibility when standing still (Not 100%, but really have to look to see)
- CI is very much a decentralized organization, and would likely procure their own technology. I think it would be interesting to add raid objectives for things like research notes or technology that could be used to make weapons/upgrades/support items. Similarly, there could be stuff in CI base that foundation could raid for, like a stolen research harddrive or something. Perhaps it could come from the SCiPNET computers to give an actual reason to hack them besides a cognitohazard. A few ideas for that below:
  1. A comms disruptor causing temporary comm interference near the user in a certain radius.
  2. Maybe some kind of ghost keycard that downgrades keypads by 1 clearance, or works on keypads 1 above its level and can be upgraded through tech/scrap.
  3. Comms interceptor that can be placed on a comms base station in foundation to tap into and read one comms line, with a higher chance of failure/difficulty increase for higher ranked comms?
  4. Comms spoofer that can be used to send realistic comms messages (Good for DCs)
  5. Improvised armor repair mechanism that can repair a certain amount of armor like a medkit, but has limited uses.
  6. Craftable plate armor that adds armor above the 100 cap for normal players, maybe like 50 to 100.
- New missions that are custom for CI. Some ideas below:
  1. Smuggling mission: Package drop-off somewhere in pinewood, must be retrieved and taken to CI base without interception by GoI
    1. Could have a similar one for foundation and GOC that CI can try and steal
  2. Server room data download - Installed on a server rack (Floor 3?) or specfic chosen computer and defended for a few minutes before extraction and return to base.
  3. A specific kidnapping target is generated, and must be located and retrieved?
  4. Generator raid - rewarded for managing to disable one or all generators.
  5. CI must install some kind of module at 3 electrical boxes on site, possibly allows control of them?
  6. Assassination missions (these exist for d-class, why not CI?)
I don't think its specifically necessary for there to be similar ones on Foundation side for any of the above categories. I also don't really know where GOC fits into all this. Either way, the focus is on CI for now.
Another interesting idea would be to make it so completing missions is a requirement to activate a raid, and make raid activation a logged/controlled action as mentioned by others above, selecting what the specific objective is, and providing a UI for CI members to keep track of it.
Some kind of multi-step mission might also be interesting, as the current format for raids is one and done. Some kind of objective that requires multiple raids, or consistent activity to accomplish (Hack a terminal --> obtain a code --> Use code to breach scp)

My final idea is to also put things inside CI base for them to do in downtime.
  1. Lab/Anomaly study that gives XP, or contributes to raid activation
  2. Let CI have some weird bioengineering plant garden room, that can generate some cool grenades or something from the anomaly list above, or maybe some kind of illness?
  3. Vehicle maintenance?
  4. Moving boxes and crap around the base?
  5. Minigame style terminal repairs?
  6. Generator malfunction?
Anyway, I'll leave it there for now.
 
A big reason that CI raids are awful to fight is because there is no incentive for CI to try and exfil. It makes no sense that they wouldn't try to escape after achieving their objective, but with the way the server is set up, they have no reason to bother.

Implementing some system that punishes dying during raids harder would be immensely helpful, it would immediately make kill corridors much less of a headache as CI are less incentivized to hold them.
 
Expand surface and make it less hilly, you'll have a lot more Nu-7/DEA vs CI vs GOC action away from the core RP loop within the facility. In order to facilitate this, stuff within the Foundation would have to get trimmed down. But this is quite the undertaking. Would solve a lot of problems imo

Edit: When I mean "stuff", I mean map brushes within Site-65 itself
SURFACE REWORK 👀👀👀👀👀👀👀👀👀👀👀👀
 

Scranton's for some reason don't instantly stop things like bullet freeze or inversion sadly - that is actually my suggestion for this thread.

Fix it so that Scrantons instantly cancel a TBs ability if it is being used rather than still allowing them to be stood inversioning for a few seconds, nothing worse than a TB jumping into a crowd of people while inversioning just to completely disregard the scranton while spraying at everyone...
 
I don’t really understand what people expect to change with CI. It’s a combat only group, built on combat, centered around combat. Its like yrying to force the GOC into a purely combat role while expecting CI to suddenly become RP focused is unrealistic. You can’t flip the core identity of either group and expect it to work, so flipping scripts to make things work will never have the proper outcomes.

A major part of the issue comes down to the people involved. Staff needs to stop being overly lenient and start holding individuals accountable across the board when they fail to do their jobs. This is an RP server, not VRChat. These specialized groups have no external support structure; they survive entirely on the standards set by their leadership and upheld by their members. If you fill a group with low effort players doing low effort things, the entire group will naturally slide into stagnation. That creates a bubble of frustration for everyone around them. These groups rise or fall based on the quality and discipline of the people inside them, and until that is enforced, the same problems are going to keep repeating.

Also, remove this 'you can have any role or job that you want, just buy a character slot'.
No justifiable reason for even having it, more work for staff unnecessary work for regiments and departments unless we can impose department rules preventing people from joining groups if they meet a specific set of internal rules.
 
Just to clarify, those "new items" aren't just referring to combat, it could be a passive RP item that can be imagined and help CI move away from solely doing combat.

I only see CI doing passive RP if you remove the entire co-team and bring in LARPers that enforce RP over combat, which will either kill CI or eventually the co-team folds and bring in a pro-combat player in the CI co-team, and we're back to square one
or
restricting CI, which could long-term kill the server

If CI dies, SOP will die as they no longer serve a purpose.

Also make SCP heisting more easier makes no sense for us need to hack the box at that point we just might as well just breach the scp and let them have fun
 
Here are a few of my own ideas. Please keep in mind that I have literally never been a member of CI, but this is more of a GM's perspective:

- Obviously, a base rework is needed. The small enclosed space and choke point hallways make it nearly impossible to raid. If their base was less challenging, but obviously not super easy, it would give foundation a reason to raid more and decrease downtime for CI on surface. With this idea, I also think there should be something similar to a containment blocker on all spawnrooms that prevents leaving after 1 minute (In foundation as well!!!). CI spawn also needs to be moved away from the entrance, deeper into their base, and away from any raid objectives.

- Some kind of unique coded CI oriented SCPs would be interesting. Maybe not combative or playable, but something that is usable and weaponizable.
  1. SCP-127 - Secret Lab has shown that it is an interesting concept.
  2. A pair of glasses or monocle that gives thermal/heat vision through walls for a few seconds on a cooldown
  3. Something that can create an instant barrier that must be destroyed before pursuers can proceed. (Plant seeds? Tech deployable?)
  4. Something that silences or greatly muffles noise in a certain range (no footsteps, gunshots, etc).
  5. Item that prevents guns from firing in a certain range
  6. Item that mimics 8837's gravity ability
  7. Something that disorients in a certain radius (682 roar style? Tremor/earthquake for a few seconds?)
  8. Hologram creator, when used places a fake CI that can trick opposition. (Maybe like posed with a gun or something, idk)
  9. Charm that breaks when fatal damage would be taken (Minecraft totem of undying)
  10. Sunflare charm/candy that works like the orange candy from halloween secret lab. (other candy effects might also be cool)
  11. Cloak that gives near perfect invisibility when standing still (Not 100%, but really have to look to see)
- CI is very much a decentralized organization, and would likely procure their own technology. I think it would be interesting to add raid objectives for things like research notes or technology that could be used to make weapons/upgrades/support items. Similarly, there could be stuff in CI base that foundation could raid for, like a stolen research harddrive or something. Perhaps it could come from the SCiPNET computers to give an actual reason to hack them besides a cognitohazard. A few ideas for that below:
  1. A comms disruptor causing temporary comm interference near the user in a certain radius.
  2. Maybe some kind of ghost keycard that downgrades keypads by 1 clearance, or works on keypads 1 above its level and can be upgraded through tech/scrap.
  3. Comms interceptor that can be placed on a comms base station in foundation to tap into and read one comms line, with a higher chance of failure/difficulty increase for higher ranked comms?
  4. Comms spoofer that can be used to send realistic comms messages (Good for DCs)
  5. Improvised armor repair mechanism that can repair a certain amount of armor like a medkit, but has limited uses.
  6. Craftable plate armor that adds armor above the 100 cap for normal players, maybe like 50 to 100.
- New missions that are custom for CI. Some ideas below:
  1. Smuggling mission: Package drop-off somewhere in pinewood, must be retrieved and taken to CI base without interception by GoI
    1. Could have a similar one for foundation and GOC that CI can try and steal
  2. Server room data download - Installed on a server rack (Floor 3?) or specfic chosen computer and defended for a few minutes before extraction and return to base.
  3. A specific kidnapping target is generated, and must be located and retrieved?
  4. Generator raid - rewarded for managing to disable one or all generators.
  5. CI must install some kind of module at 3 electrical boxes on site, possibly allows control of them?
  6. Assassination missions (these exist for d-class, why not CI?)
I don't think its specifically necessary for there to be similar ones on Foundation side for any of the above categories. I also don't really know where GOC fits into all this. Either way, the focus is on CI for now.
Another interesting idea would be to make it so completing missions is a requirement to activate a raid, and make raid activation a logged/controlled action as mentioned by others above, selecting what the specific objective is, and providing a UI for CI members to keep track of it.
Some kind of multi-step mission might also be interesting, as the current format for raids is one and done. Some kind of objective that requires multiple raids, or consistent activity to accomplish (Hack a terminal --> obtain a code --> Use code to breach scp)

My final idea is to also put things inside CI base for them to do in downtime.
  1. Lab/Anomaly study that gives XP, or contributes to raid activation
  2. Let CI have some weird bioengineering plant garden room, that can generate some cool grenades or something from the anomaly list above, or maybe some kind of illness?
  3. Vehicle maintenance?
  4. Moving boxes and crap around the base?
  5. Minigame style terminal repairs?
  6. Generator malfunction?
Anyway, I'll leave it there for now.
glad to see some good constructive points with some positives and negatives not just complete bias!
 
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I think the primary thing that needs to be taken into consideration is how CI affects the overall environment. Their primary gameplay loop, while it gels with things like D-Class, MTF, DEA, SCP gameplay, directly disrupts virtually all ongoing RP. I'm not saying this should go -I just think that CI right now, from a player's perspective, it kinda feels like either that is all you do or otherwise everything else you do works towards that. There's kinda not really "anything else to do," in a sense. Things like this
What should the Chaos Insurgency be doing in between raids?
I feel create the wrong impression about what CI should be. I don't think they should just be "the antagonist faction that only raids or does things between raids, waiting for the next raid because all they do is raid," they should have other gameplay loops promoted and such. Raiding shouldn't be the only thing CI do .If other gameplay loops were reinforced for CI, I think that could contribute greatly to server health. Subterfuge, interference, theft. These are possible in a limited capacity via DC roles, but I think they're vastly overshadowed by raids and raid gameplay, especially since you've also said
  • A functional yet fun way to disrupt Foundation, which has trade-offs for both sides and can be facilitated without combat as a first option
  • A collection of non-disruptive activities to counter downtime that can be done independently without involving other factions
I think CI should be able to enable mingery. And by that I mean, they should be able to do things like get CL3 keycards to Chefs for them to fuck around with. Influence, manipulate, undermine. I would love to be on Chef and a DC approaches me all like "Hey, here's a CL3 keycard, have fun" and then I go run around HCZ and cause trouble for E-11. That'd be fun. The problem there is that's considered TreasonRP 😭 And you can't brainwash without Class F and there's so many things around the use of Class F (including the fact that it's just really hard to make). So it's just like, why, you know? Maybe something like a 'Neuro Controller for the weak-willed' type thing that's basically a more limited version of Class F, that you can only use on low-level grunt-like positions like Chefs, Engineers, Techies, etc.

I think CI should also be able to help D-Class break out from afar - Maybe put something on the hill behind Foundation, between Compound and vents that could be used to let out a D-Class into LCZ? Although I guess there's a whole host of issues with that.

I agree with the already raised premise of a base rework; At the moment it largely just feels like a tight crossroads with some rooms vaguely stuck onto it, rather than anything worth attempting to raid by Nu7/DEA, or that would contribute to meaningful roleplay. To CI's credit, I've seen UK CI do fantastic things with the space they're given. So it's not entirely impossible, just not particularly conducive, since the arrangement of everything is kinda awkward. The most anything on the map is undoubtedly Foundation - Thus, that generates interest in Foundation activities. It makes sense since they're the biggest faction, but in turn that creates this impression of "ah, so we are the raiding faction that only raids Foundation and nothing else." I think if CI had (were able to have) more, this would be less of an issue.

I think CI should be able to 'steal' SCPs. I forget if I mentioned this idea in another thread in the past, but searching turns up nothing, so - The idea is that CI can grab an SCP and when they bring it back, its spawn changes to a holding location in the CI base until it's either recaptured by F, or ADB'd (or on server restart, which I can foresee there being problems in the event of crashes, especially with refunding CI a whole SCP :skull:). The implementation would probably really suck, but if doable, I think it could pose more long-term ramifications to losing an SCP to CI and give more incentive to negotiate for it back. It'd also help with SCP players being kidnapped by CI, holding onto them for a long time, and they need to flag off (or end up crashing), but that usually gets refunded anyway(?) - As well as there being potential issues of CI players just flagging onto the SCP in that situation.

Might be better just considering it for inanimate SCPs, but it might end up not being as interesting if it ends up where CI are just able to yoink something from LCZ inanimate and F are just like "lmao, we don't care, let them have it." I can see there not being enough incentive to protect/get them back, which then would feed into it being less valuable for CI, if F end up just basically letting them have the inanimate SCPs. And that's not even mentioning development concerns.

One idea I think that could be worth looking into is potentially reworking CI Juggernauts into SCP-3033 instances-ish? That could be interesting.

I think a lot of fun interactions either lack content or are (IMO) a bit too restricted. I think that in trying to improve CI, you invariably run into both and end up having to untangle them.
 
Here are a few of my own ideas. Please keep in mind that I have literally never been a member of CI, but this is more of a GM's perspective:

- Obviously, a base rework is needed. The small enclosed space and choke point hallways make it nearly impossible to raid. If their base was less challenging, but obviously not super easy, it would give foundation a reason to raid more and decrease downtime for CI on surface. With this idea, I also think there should be something similar to a containment blocker on all spawnrooms that prevents leaving after 1 minute (In foundation as well!!!). CI spawn also needs to be moved away from the entrance, deeper into their base, and away from any raid objectives.

- Some kind of unique coded CI oriented SCPs would be interesting. Maybe not combative or playable, but something that is usable and weaponizable.
  1. SCP-127 - Secret Lab has shown that it is an interesting concept.
  2. A pair of glasses or monocle that gives thermal/heat vision through walls for a few seconds on a cooldown
  3. Something that can create an instant barrier that must be destroyed before pursuers can proceed. (Plant seeds? Tech deployable?)
  4. Something that silences or greatly muffles noise in a certain range (no footsteps, gunshots, etc).
  5. Item that prevents guns from firing in a certain range
  6. Item that mimics 8837's gravity ability
  7. Something that disorients in a certain radius (682 roar style? Tremor/earthquake for a few seconds?)
  8. Hologram creator, when used places a fake CI that can trick opposition. (Maybe like posed with a gun or something, idk)
  9. Charm that breaks when fatal damage would be taken (Minecraft totem of undying)
  10. Sunflare charm/candy that works like the orange candy from halloween secret lab. (other candy effects might also be cool)
  11. Cloak that gives near perfect invisibility when standing still (Not 100%, but really have to look to see)
- CI is very much a decentralized organization, and would likely procure their own technology. I think it would be interesting to add raid objectives for things like research notes or technology that could be used to make weapons/upgrades/support items. Similarly, there could be stuff in CI base that foundation could raid for, like a stolen research harddrive or something. Perhaps it could come from the SCiPNET computers to give an actual reason to hack them besides a cognitohazard. A few ideas for that below:
  1. A comms disruptor causing temporary comm interference near the user in a certain radius.
  2. Maybe some kind of ghost keycard that downgrades keypads by 1 clearance, or works on keypads 1 above its level and can be upgraded through tech/scrap.
  3. Comms interceptor that can be placed on a comms base station in foundation to tap into and read one comms line, with a higher chance of failure/difficulty increase for higher ranked comms?
  4. Comms spoofer that can be used to send realistic comms messages (Good for DCs)
  5. Improvised armor repair mechanism that can repair a certain amount of armor like a medkit, but has limited uses.
  6. Craftable plate armor that adds armor above the 100 cap for normal players, maybe like 50 to 100.
- New missions that are custom for CI. Some ideas below:
  1. Smuggling mission: Package drop-off somewhere in pinewood, must be retrieved and taken to CI base without interception by GoI
    1. Could have a similar one for foundation and GOC that CI can try and steal
  2. Server room data download - Installed on a server rack (Floor 3?) or specfic chosen computer and defended for a few minutes before extraction and return to base.
  3. A specific kidnapping target is generated, and must be located and retrieved?
  4. Generator raid - rewarded for managing to disable one or all generators.
  5. CI must install some kind of module at 3 electrical boxes on site, possibly allows control of them?
  6. Assassination missions (these exist for d-class, why not CI?)
I don't think its specifically necessary for there to be similar ones on Foundation side for any of the above categories. I also don't really know where GOC fits into all this. Either way, the focus is on CI for now.
Another interesting idea would be to make it so completing missions is a requirement to activate a raid, and make raid activation a logged/controlled action as mentioned by others above, selecting what the specific objective is, and providing a UI for CI members to keep track of it.
Some kind of multi-step mission might also be interesting, as the current format for raids is one and done. Some kind of objective that requires multiple raids, or consistent activity to accomplish (Hack a terminal --> obtain a code --> Use code to breach scp)

My final idea is to also put things inside CI base for them to do in downtime.
  1. Lab/Anomaly study that gives XP, or contributes to raid activation
  2. Let CI have some weird bioengineering plant garden room, that can generate some cool grenades or something from the anomaly list above, or maybe some kind of illness?
  3. Vehicle maintenance?
  4. Moving boxes and crap around the base?
  5. Minigame style terminal repairs?
  6. Generator malfunction?
Anyway, I'll leave it there for now.
I really like some of these ideas you cooked!
 
I don’t really understand what people expect to change with CI. It’s a combat only group, built on combat, centered around combat. Its like yrying to force the GOC into a purely combat role while expecting CI to suddenly become RP focused is unrealistic. You can’t flip the core identity of either group and expect it to work, so flipping scripts to make things work will never have the proper outcomes.

A major part of the issue comes down to the people involved. Staff needs to stop being overly lenient and start holding individuals accountable across the board when they fail to do their jobs. This is an RP server, not VRChat. These specialized groups have no external support structure; they survive entirely on the standards set by their leadership and upheld by their members. If you fill a group with low effort players doing low effort things, the entire group will naturally slide into stagnation. That creates a bubble of frustration for everyone around them. These groups rise or fall based on the quality and discipline of the people inside them, and until that is enforced, the same problems are going to keep repeating.

Also, remove this 'you can have any role or job that you want, just buy a character slot'.
No justifiable reason for even having it, more work for staff unnecessary work for regiments and departments unless we can impose department rules preventing people from joining groups if they meet a specific set of internal rules.
True words brother, fucking true words.

If you create a faction at the start of the server life that is mostly combat focused. You buff it, nerf, small adding new things or small reworks and etc. And then boom: "We making this faction that was combat focused to roleplaying only because community hates its for runining roleplay". You can't like after 3-4 years of server life, change the god damn faction that was only combat focused to a roleplaying only one because "Roleplay". Then why the fuck you didnt do it when you had chance in early life of the server to change? Why now after 3 years of the server now?

There is a reason why staff need to intervene each time there is a "fallout" in some reg. There is reason why tryouts or higher ranks must be harder to get, because you will have more people if easier reqs yes, but the quality and weridly enough the discipline start to fall until the point of no saving and such: SL intervention and restart.

Also, i dislike buying character slots, more money for ventz yes but people don't know it will take more of their real life time on this server.
 
Give CI the mrp technicals as warfund call in since there is not much to spend war funds on as the neuro controller relies on actually having an scp captured and the m202 is only needed if there is a tank out. Also give them more things to do when on cooldown for a raid as that can get boring just waiting especially when SOP is dead or is just not doing their job. While waiting for a raid maybe have like stuff CI can research so they can make new weapons to use in raids or be able to buff themselves with anomalous things.