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
 
Chaos Insurgency (huge) Rework Idea:
The Chaos Insurgency gets reworked into a primary infiltration faction (with a player cap)
PLEASE: actually read it fully


How will this work?
The Insurgency will basically have its jobs completely replaced. There will be a primary of Infiltration jobs (will be shown below) and will remain to have surface jobs, though these surface jobs cannot enter the Foundation at all.

Job Restructure:
Command (also infiltration jobs):
Cell Director [0/1]
Delta Commander [0/2]

Infiltration:
Infiltrator [0/3]
Agent [0/3]

Surface Jobs:
Soldier [0/8]
Medic [0/2]
Marksman [0/2]

Special Job:
Specialist [0/1]

Phase System
The Insurgency will have to do infiltration objectives within the site and progress phases to gain more abilities (aka. to disrupt the foundation further). Each Phase requires a specific amount of objectives to progress to next phases.
Each Infiltrator will have his own count of objectives, whenever an operative dies the task bar loses his respective tasks.






View attachment 25373


Important Note:
CI will be turned into what it should be.. a subversive infiltration organization that weakens its prey before it can be diminished.

This rework is aimed to make Infiltration a genuine paranoid issue within Foundation, as that would fit the setting of a super-secret underground facility which runs in a parallel world of anomalous entities. Also to cut down on the so repetitive RAID > COOLDOWN > RAID > COOLDOWN loop of CI. This may also open more Roleplay oppertunities, investigative roleplay.

RAIDS will be something CI has to work for, not wait for. The maths on how long a raid may take depends on their efficiency. Yes, the raid teams are still meant to overpower, since it's going to be a genuine hustle.


Infiltration Rules:

The rules for infiltrator jobs will be put into place in order to add to respect a roleplay environment and not to cause a form of Chaos within the Foundation itself, as anyone may agree the fact that there will be 10 Deep Cover jobs may be too many for one or the other and therefor they shouldn’t be focused on killings as that would contribute to damage the servers stability.

  1. Do not murder without great reasoning (self defense is allowed, same goes for occasions in which you are convinced one may be aware of your identity)
  2. Your main focus lies in infiltration, not in disruption.
    1. Disruption is what the objectives are there for
  3. Do not cause havoc
  4. Do not grant yourself too much attention from others.
  5. Once a deep cover dies he is kicked off the job for 30 minutes to re-enter the facility
(This could be bridged by making the person that dies in facility to get kicked off the job, per say a automatic job ban for 30 minutes)




THIS ENTIRE IDEA IS SUBJECT TO CHANGE AND MEANT TO BE AN INSPIRATION FOR A BETTER CI SYSTEM

Great idea every time you suggest it and it would fix pretty much all the major points but theres still a couple issues that i can think of -

1. This rework would obviously come with a major shrinkage of player cap on CI since main raids aren't as frequent and theres less jobs. This would mean both less activity on surface (dea/nu7 therefore taking a hit) and less potential infiltration rp against ci (which would be a rip to sop since ci base rework incoming)

2. Since this would be based on coded objectives, this pretty effectively limits the diversity of having delta command pick unique objectives (say they have beef with a consultant and wanted revenge, the built in objectives would not allow you to pursue them). This would, to me, remove any reason to interact with foundation through interrogations or questioning since you aren't "rewarded."

3. Still technically doesn't solve the problem of ci having nothing to do between raids if you die and have to wait the proposed 30 minute cooldown, unless some objectives were on surface

4. And of course, this would require more dev time than just giving ci new guns (goc "rework" LOL) which im sure is the amount of effort they're willing to commit here
 
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Great idea every time you suggest it and it would fix pretty much all the major points but theres still a couple issues that i can think of -

1. This rework would obviously come with a major shrinkage of player cap on CI since main raids aren't as frequent and theres less jobs. This would mean both less activity on surface (dea/nu7 therefore taking a hit) and less potential infiltration rp against ci (which would be a rip to sop since ci base rework incoming)

2. Since this would be based on coded objectives, this pretty effectively limits the diversity of having delta command pick unique objectives (say they have beef with a consultant and wanted revenge, the built in objectives would not allow you to pursue them). This would, to me, remove any reason to interact with foundation through interrogations or questioning since you aren't "rewarded."

3. Still technically doesn't solve the problem of ci having nothing to do between raids if you die and have to wait the proposed 30 minute cooldown, unless some objectives were on surface

4. And of course, this would require more dev time than just giving ci new guns (goc "rework" LOL) which im sure is the amount of effort they're willing to commit here
Absolutely perfect criticism from you. I absolutely agree that this idea is a diamond waiting to be polished, but I actually suggested this to the old Super Admin Winkie like 2 years ago. This idea never left my head, despite not playing the server as of now. This absolutely needs polishing and that's exactly why points like yours can only help improve it.

I am also very convinced, that this is just a idea that will probably never make it out of this chat. Even though I believe it would make CI more what it is meant to be. This will shrink CI but also make it get more attention, as it will have a new unique system. Kind of similar to what GOC was meant to be, small and powerful - something you cannot ignore despite its size.

I truly wish that this was at least a topic of discussion for Content Team (and whoever else decides what becomes of this)