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.
 
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?

Unironically I keep making the suggestion and will continue to.

Update. Civilian. Gameplay.

CI, GOC, and surface regiments for Foundation, revolve around eachother and you guys act surprised that all they can do is shoot at eachother and how BORING thst gets when they ain't especially when there's rules lockinh their relationships to either hostile or neutral. The only group TRUELY grey is Civilians.

But no one plays Civilian because there's literally nothing to do but dumpster dive.

My suggestion is: make a reason for GOI/SCP to interact with Civilians and thus eachother.

Literally just light darkrp and before anyone starts squeeling "DARKRP ISN'T RP!!!" it can be. It's just the rawest form of natural gameplay for Gmod, also I'm not saying add a walking trollface, read the suggestion first.

Make it where civis can make mini bases with doors and locks and the like, with the ability to do different things in said base to make money, not alot, but significant enough to incentivize people wanting to do it.
Diffrent jobs like: Drug dealer, weapons dealer, hacker, ect.

"Well how does this make RP!?" it's how the groups will interact with them and how they'll interact with the groups.

Drug dealer:
Stage 1: The only group that cares at all when they first start up, is CI, because they have money, and CI needs that to operate in RP. GOC may arrest them with rangers request for help but they're not hostile yet.
Stage 2: Slight hume level increase? When doing a pass by with a Kant counter, as the drug dealer makes stronger thus more profitable stuff humes start to go up, not beyond insane levels but if the equipment is near a wall or door GOC can gain intrest and now investigate the situation. CI wants in more because that's some CASH in there!
Stage 3: Holy anomaly making mf! This drug dealer is making shit insanely strong, the victims of the drugs are nearly bulletproof and are growing a 3rd eye! GOC wants this guy detained and everything burned, Foundation wants samples to examine and research, and CI wants this guy turned into a dealer slave for them!

As this civi gets more advanced the more the GOI/SCP foundation interact, the more gameplay we have on surface. But that's not all, weapons dealer and hacker are their own beast entirely.

Weapons Dealer:
Stage 1: They're making SMGs, Pistols, and the like you normally can't get, they're shit, but mostly bought by Drug Dealer and Hacker for cheap.
Stage 2:They're making LMG, and Carbines, CI is now buying RPDs and ASH-12.7 from them for raids (example guns)
Stage 3: They just got equipment from everyone's favorite salesman MC&D, they're making affordable energy weapons with a machine pumping humes out like no other! GOC wants that machine destroyed, CI wants the dealer guarded to keep getting weapons, foundation wants the machine for investigation. Should foundation or GOC accomplish their goals, they are rewarded war bonds or cash.

Now we have a civi CI wants alive, and GOC & Foundation want long gone. As a example we now have MC&D involved, maybe they get "royalties" per sale.

Hacker:
Stage 1: making cash hacking into police records and the like, CI already hates this one. It can blow their cover, and with their tech knowledge they are allowed the most advanced base.
Stage 2: they're now hacking into military databases and leaking shit on the War Thunder wiki! Foundation info could be in that! Foundation wants them dead and a magnet put on their CPUs!
Stage 3: They're now hacking into these weirdly highly encrypted servers. GOC, Foundation, or CI get a hacking alert, someone is trying to steal info or warfunds!

This will be the most profitable job but it's also the hardest because every group wants them dead.


These are all just examples but I think it's silly we keep trying to add gameplay through buffs and nerfs then wondering why nothing changes. Because giving GOC the megamech 9000 isn't suddenly going to give them things to do unrelated to foundation, it just makes people not engage with them. Same for CI. Giving them a 939 to raid with is still just raiding, it won't change anything.
 
"What should the Chaos Insurgency be doing in between raids?"
CI should either be flagged off as they are a a secondary faction (Foundation should be a focus for players, not CI), or CI should be Roleplaying with other people. The issue with the latter is that there's no one to roleplay with. CI's roleplay is directly linked with the UN who are inactive half the time, and are not a fan of CI's works, and Civilians who are inactive and unreliable. Other things can exist, sure. I've had open comms roleplay with all different people, I've performed torture RP on some hostages we can get out hands on, I've even interacted with some Foundation who haven't shot me instantly, but this is not an easy option for most players.
Now an issue I've pointed out in the past is that there is 0 RP internally between CI, because everyone is in TS. Why would you talk to people in game, when you can just talk to them about whatever in TS? It leaves CI an incredible dead base for DEA, and compared to Foundation (lots of different people, all talking, most in different TS channels) there isn't must reason to. This isn't really something that can be fixed as well, as CI is a lot smaller than Foundation is size, and is combat focused. The only solution that comes to mind for me would be to make CI a larger faction, with non-combative elements and other factors, however this draws away attention from Foundation, and is also bloat.

"How would the ideal Chaos Insurgency raid hamper the Foundation while remaining fun for both sides?"
I don't think there is a way to make CI disrupt/hamper F, while still being fun, but there are some issues with raids. First one and that most notable one is that dying does not matter at ALL. Lives aren't valued at all, by CI or by Foundation. You go into a CI raid expecting to die in it. You push CI who are holding down a location, you are very likely to die. And who the fuck cares? You respawn, go back, try again. War of Attrition like it's WW1, and it's awful. This leaks into hostage situations as well, as if someone gets kidnapped, who gives two shits? They'll just respawn, so we don't have to care. I am unsure what incentive could be given for both sides, but something is needed in regards to this, so that CI don't just rush into Foundation without a care in the world, and so that Foundation don't throw lives at a wall. What this reprimanding would be I am unsure. Perhaps a deduction in warfunds, or armour or something.

To answer the question directly, my ideal CI raid would be one where CI raid an Objective (Reactor, Hostage, Garage or RSD hold), and CI do however well they do. If they fail to get to the objective, or do whatever, clearly Foundation has won against the CI raid, but in situations where CI is winning, I feel like a step back should be taken to consider lives. Is it really worth it to send Foundation MTF members at CI, with a hope it'll repel them after 30 minutes? Why not have DEA negotiate, ask CI their demands, and have CI try to get a something out of the raid, while getting Safe Passage with their lives? For example, DEA could give CI some CL3 keycards if they leave Garage. I also want to note that although safe passage is a thing, oftentimes it will be broken, which REALLY shoots the other person in the foot, because then they become spiteful, and refuse to interact with the other side, or will be more disruptive (Example would be yesterday - CI were holding 008, Foundation broke their deal and lied, and CI returned them with the most aids raid ever). I feel as though disruption is needed so people actually respect CI when they negotiate for when they do these things, however it often happens just naturally so it has lost most meaning.

"Are there new tools, gear, or missions they could have?"
Tools and gear no, CI is rather well done as it is currently, and have a unique playstyle. Assuming Missions means raid objectives and not VWar Missions, then an idea I've heard mentioned before is having CI do Deep Infils on Deep Cover. Essentially, Infils which last periods over multiple days, where CI can flag on their job and carry on with what they were doing, creating a long term identity for themselves, and giving greater RP overall. Obviously there would need to be some things added relating to it, as doing a long lasting Infil with lots of RP, then dying to 096 wouldn't be very fun. Although this isn't a majority of CI, it could allow those truly passionate about RP (As CI is a combat regiment) to shine and stand out.

As a whole, CI Main Raids need more objectives. CI raids consist of breaching SCP's, riots in D-Block, Garage holds for keycards for other raids, and the occasional F3/ECO raids, and maybe a niche one somewhere throughout. What these are? Dunno. There's only so many unique things before you run dry. I remember there being a period where CI would do raids where they would just blow shit up, which although fun got boring quite quickly.

"Are there better ways to overhaul the Chaos Insurgency's combat identity, similar to the UNGOC's recent overhaul?"
Why? CI's combat identity probably stands out the most, other than the GOC. They use guns from the USSR and have bomb drones. As it stands, CI is fine how it is. Sure it doesn't have moronically good guns like the GOC, but it just has what it has.

"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."
Anomalous items. I talk about it more below, but I can't really think of too much. Maybe a scavenging system relating to having to gather up weapons and equipment before a raid? (Which would probably damage surface combat, potentially kill CI, and require a massive rework (Yes I'm stealing from you Houston)).

"Would you like to see the Chaos Insurgency being given new SCP/anomalous items, and do you have any recommendations?"
I would, however there are a couple of issues. First one being that shit gets boring fast. Unless there are lots of different interactions with an anomaly, and something to work towards then it can get boring due to the lack of things being done. There's also the issue of Foundation going in and stealing the anomaly, which is directly cucking CI out of any RP they could have with it, because CI base is stupidly easy to raid as DEA. Then there's the actual items themselves, which can be either purely RP items, or what CI actually wants, usage. CI typically don't just leave stuff lying around like Foundation, and actively use anomalous items to their benefit. Few examples include ones on the CI Hub, which is cool, perhaps raid objectives/warfunds could fuel some of the more limited items, but they're all combat focused. Maybe some more torturous items could be added as to enhance interrogations, while not being too combat focused. There could also be an anomaly that requires resources like sacrifices, guns or keycards, and does something cool that assists (As a counterbalance to it being combat focused).


Anyways, to give some overall thoughts without any actual fix to them (much easier to critique than it is to fix), CI lack any incentive to RP with each other due to TS, don't have anything to do if they did due to a lack of items, lack raid objectives, Foundation have little incentive to RP with them, and the UK x US CI split is crazy, and PLEASE GIVE CI A BASE REWORK I BEG UPON YOU MAP DEVS

more like UK CI are 100 times better the us ci in combat
"Our CI are better than your CI, and that's why we lose!" is the cope of the century. From my experiences on US, US CI are typically just about as good as UK CI. They don't have anyone like Johnson or Aki, who consistently performs well and is active af, but they have good players. The reason CI struggles on US is because the skill ceiling is so much higher there, because much more people treat it like a combat server. Just means that CI have a much harder time, because on UK people play for RP, not combat.

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:
Good and unique ideas. I think CI base is very very small, and would struggle to actually keep up with this many things, could make the base cluttered with all the different ideas you're suggesting, but outside a few of them being particularly combat based, what you've said seems very good and RP positive.

Thank you to listened to my tedtalk.
-Mr "I used to be CI L(arp)TCOM" Niox