"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