Content Meeting Discussion [Content Team Thread] Community Ideas and Feedback - E-11

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E-11 Feedback & Suggestions Thread

Help us fine-tune Site-65's primary SCP response force.

Hey everyone,

We’re putting this thread together to gather your thoughts on Mobile Task Force Epsilon-11 ("Nine-Tailed Fox"). how they function, what they bring to the table, and what could be improved to make them more balanced, interesting, and fun for everyone involved, including SCPs.

Whether you’re part of E-11, have interacted with them in roleplay, or just have ideas you think could help expand them as a whole, we want to hear it.

What We’re Aiming For:

We want E-11 to be:

- A MTF that feels elite and fun to play, but not overpowered
- A team with a meaningful gameplay loop beyond combat
- A role that's fun to play and isn't racking up burnout from constant SCP breaches
- A functional MTF that serves as the primary line between SCPs breaches and a Code Black
- A unique loadout system that's a well-rounded balance between lore, combat, and roleplay for both E-11 and the wider site​

Some things to think about:

- What should E-11 be doing outside of containing breaches?
- Are E-11 too strong or weak against SCPs? And what should they be?
- Are there new tools, gear, or roles they could have?
- Are there better ways to separate E-11 from other combat roles beyond just SCP combat?
- How can E-11’s containment tools or methods be more interactive?
- What would make playing in E-11 more rewarding in the long term to limit burnout?​

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, we will be forced to reply ban people and delete messages if they don't contribute to the thread as a whole.


Thanks for helping us keep E-11 sharp, fair, and fun.

– The Content Team
 
What? Zen, we have both been E-11 COs. We have both had (Or at least, maybe only I've had?) the CSG interview requirement for going from CSG -> LT. Admittedly, this was almost 2 years ago now and E-11 reqs have changed a lot since then, so I don't know what they are like now, but I don't see much reason to have changed them. I'll defer to @'Dutch' on that matter, but I think this is just patently false.
I can't lie, I'd completely forgotten about the CSG interview because I did mine so long before I got LT I forgot it was even related. Though to my memory it wasn't exactly thorough.
 
E-11 Medic, We legit need one CMs dont come down or I just dont see them during C5 and if they do they are not with us when we need them having a dedicated medic within the regiment would fix that and allow us to better fight a breach instead of the current loop of die, wait for callouts, go to SCP and die again.
Holy shit, finally someone said this. G1 was partially medical wings response to this exact issue, as their priority during a code is 1, escort 2, code 5 help e-11 3, everything else. However, because G1 is an unofficial MTF unit and are cl3, they usually end up getting stuck at the checkpoint bulks and are never able to help to the full extent. An E-11 Medic (or official implementation of the G1 unit) would be a wonderful decision
Since CT are hesitant to budge on the E-11 Medic issue, I will propose the following compromise:

Implement the ability for E-11 Conspec to be able to obtain the same kind of fieldkit and/or defibs that Medics have, but with dispenser-esque limitations.

This probably isn't exactly what you want, but something along these lines may be the best you can get.
 
Since CT are hesitant to budge on the E-11 Medic issue, I will propose the following compromise:

Implement the ability for E-11 Conspec to be able to obtain the same kind of fieldkit and/or defibs that Medics have, but with dispenser-esque limitations.

This probably isn't exactly what you want, but something along these lines may be the best you can get.
Turn the old HCZ AA into a medical and supplies station and set it as a secondary spawn for Combat Medics and SCUs.
 
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Imo, expand E-11 job slots. 2 biohazards isn't enough for a full scale 008 breach. 3 containment specialists doesnt compare to the 4 specialist slots every other job has. Seems a bit more fair, especially with biohazards.
A way this could be somewhat helped is by making it so CMs are/can be trained for dealing with 008 infections, so they can focus on the infection part while biohazards focus on the spores. (If it were up to me, I'd also add a Biohazard Remediator job that would be a CL3 janitor role with 008 access, decon foam and a bio scanner [not an infection scanner].)
 
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On UK server, I'm fairly sure E-11 has never had any kind of interviews or anything for CO. It's just treated the same as NCO, you do your reqs and then it gets announced during the meeting that you're a CO and that's the first you'd hear of it.

With AA, that's my problem - it needs firing lines. The Auger is great with that. But 99% of the time, you take one and just die before you can even spool it up because HCZ is a maze, the SCP can be anywhere (you don't know where), and usually the first time you know where the SCP is is when they appear out of nowhere and obliterate you in 2 seconds before you can make any real use of something like an Auger. Nerve gas is fine, nitro is wonky but fine, but the Auger is very hit or miss because of how the site and breaches tend to be.

With breaches, it doesn't matter how competent E-11 is, a lot of the time they're simply not able to be contained to HCZ or whatever. A lot of the time they are, but it's very noticeable how often it's not. All it takes is a slight mistake by one person with a blastdoor (usually not even by E-11) or the wrong combination of SCPs and then suddenly you've got 3 SCPs roaming LCZ. I'd like E-11 to be more effective at preventing that, even if the breach lasts the same length.

And for the last point, yes, fighting breaches can be fun. But it used to be fucking awful how often breaches and raids were, and it doesn't seem to have been massively improved. It was to the point it was actually difficult for NCOs to do reqs around hosting trainings and the like, because you'd go to start and there'd just immediately be a breach or a raid or whatever. Weekly meetings would usually start late due to a breach and then a raid would start mid-way through the meeting, so we'd have to rush and then all run off at the end to fight it. These things are fun in moderation, and it has often been way beyond that.
Wait do you no longer do the CO Interview where you have to Descripe how you would handle as example Seeing a Frog wearing a Top hat in LHCZ ? I remember i had to write 100+ Words for it. Well didnt really had to i just personally wanted to write as much as possible XD
 
Wait do you no longer do the CO Interview where you have to Descripe how you would handle as example Seeing a Frog wearing a Top hat in LHCZ ? I remember i had to write 100+ Words for it. Well didnt really had to i just personally wanted to write as much as possible XD
I can't lie, I'd completely forgotten about the CSG interview because I did mine so long before I got LT I forgot it was even related. Though to my memory it wasn't exactly thorough.
 
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Imo, expand E-11 job slots. 2 biohazards isn't enough for a full scale 008 breach. 3 containment specialists doesnt compare to the 4 specialist slots every other job has. Seems a bit more fair, especially with biohazards.
This is a thing that I wanted to suggest too.
 
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@Snake It been about 1-2 months since this thread, is there perhaps any reworks, additions, or removals coming to E-11?
Hi there, thanks for your comment.

As you're probably aware, the Content Team are inundated with requests and things to test, review and implement.

Due to the size of the thread and all the ideas contained within it, this will most certainly require the Content Team to meet and discuss and with differing schedules etc. it takes time to set this up.

TL;DR Workload combined with the size of the thread generally means that this will take longer than a standard suggestion.
 
Hello, since I know some prick is definitely going to call me out for yapping I'll say this ahead:

I've written lots down and I have a bit of a problem with repeating myself, please be patient and read it all if you'd like. I hope I went into enough detail and that my ideas will be useful for the content team because I truly care about E-11 and server health and it would suck if it went to shit because of people's lazyness and lack of will to leave a comment.

If you can't be asked to read it all, I will leave a TL;DR at the bottom.

I'm assuming this thread is still up since I can leave comments on so I'll drop my 2 cents as an E-11 LT:

Epsilon-11 at the moment is rather fairly balanced, at least when fighting SCPs. Anyone expecting to have a good K/D on E-11 is kidding themselves. The gameplay loop is fine although we could stand to do more fun activities but I suppose spontaneous trainings and such might sort that problem. Just something to do in downtime!

Maybe avoid dealing with CI ( But that's my personal take as I've come to E-11 to battle SCPs, not do gun PVP ).

I can safely say however, that E-11 is sorely missing jobs / job slots ( I know it was mentioned above but I'd like to add on it ).

If I were the one making these changes, I'd immediately add extra slots to Biohazards and Containment Specialists and maybe another slot to Breachers. This would be a temporary change while another job is being worked on. This could be anything at this point, I've heard so many different ideas ( TB / Sniper / Jugg / Medic / Sapper ) but I know that some of them either conflict with other site jobs ( Even though players don't seem to do them well / use them to minge.. ).

My idea would be to give E-11 a demolitions expert: I'd give them a grenade launcher, some grenades ( definitely a frag ) and some trapping tools as well as some weak SMG or just straight up give them a pistol - This would force them to rely on the grenade launcher which would be powerful but dangerous when dealing with SCPs - By that I mean, they'd have to watch out for friendly fire and their only close-range defense tool would be a weak pistol. Would then lower Breacher to 2 and give the explosives guy 2 slots.

Traps is something else I've seen people show interest in, being able to pre-plan something for the SCP that you'd have to actively keep an eye on would allow for high risk high reward strategies where if you miss your chance you have to go all the way to an ammo stash to resupply, this would also force SCPs to stop grouping around and actually separate ( Ever fought against 682 and TG together? Yeah, it ain't fun ).

The point of it would be to give E-11 something unique and fun to mess around with that has a high skill ceiling and is locked behind a certain rank ( CSG, I'd move breacher below ) and maybe a licence too ( Both RRT and HWL maybe ) or just set up a whitelist.

Since I'm already talking about potential changes I must address one of my bigger gripes when playing E-11 and that is.. or rather are: Reality benders ( and the CI TB ).

Reality benders are, in their current form, NOT fun to play against and I feel like they've been addressed a bit poorly.. What I mean by that is: I'm glad that they've been nerfed by buffing the Scranton Reality Anchor but I feel like that change has kind of missed the mark a little.

Their abilities are annoying by default and unless they're changed they'll continue to be. I'll repeat what I've been saying this entire time here:

Insta kill abilities, counter-counters ( Destroying scrantons ) and stun abilities are PAINFULLY UNFUN to deal with ( Include the teleporation too ).

Read carefully what I wrote - I didn't say 'unfair', I said 'unfun'. 682 is unfair but fun, it's got a crazy stun which allows it to rack up kills like crazy, 106 isn't fair but fun ( At least when it doesn't camp.. ), 049 is a 1-hk for Pete's sake! 7722 has armour and a crossbow! All of these SCPs are unfair to fight against but they're fun to fight against. I expect to die 4-5 times / breach AT LEAST and that's fine.

However, dying to instakill / stun abilities because our counter got countered with an ability is not just unfair but unfun. I understand that these are separate packages that people need to buy to own but still.. it's just not fun.

Alright, you get the point - So how to change it? Simple.

Remove the instakill, stun, teleportation and the counter abilities and add more utility-based / chaotic ones.
Please keep in mind that I'm spitballing with these ideas and I don't know how to properly balance everything. I'm a creative, not QA.

Instead of the headpop, maybe give TGs ( Remove it entirely from TB ) an AOE attack that could counter grouped up MTFs. Like they get pushed and take 40 damage ignoring shields - It makes them easier to kill now and they still have the opportunity to respond. It also counters huge firing lines and forces MTFs to tread carefully when dealing with TGs. Maybe a scranton nerf would be in order then - Idk if its possible but you could make it so scrantons lower the ammount of damage this ability would do by.. 10-15, I don't know how to balance I'm just spitballing.

Instead of the counter ability ( Forgot the name ) give them an AOE buff to support their fellow SCPs, maybe like a 5s speed boost? Seeing 682 / 076 get speed boosted would be terrifying frankly but it'd be a lot more fun to deal with. This doesn't just have to be a speed boost, it could be any temporary buff ( damage, armour boost ) or you could just make it a random ( positive ) effect.

8837's teleportation is another one that needs to be changed. Maybe removing it would be too far but it absolutely needs to be nerfed and for one reason specifically: HCZ.

8837 using the teleport to skip through teslas or to gain some distance in itself is fine but when you have one that is just running around heavy and teleporting between upper and lower is something that occurs rather frequently. Server Staff has previously commented on breaches and server health and how they stop any form of RP - Well you can thank 8837 for most of those. The longest breaches have typically been those where 8837 runs around heavy, teleporting between upper and lower and constantly evading us. This is just plain annoying. What I'd do is bar them from being able to teleport to catwalk - We could RP in some bs reason like "Oh we set up a scranton wire going across the railing so it blocks teleportation between top and bottom".

Disintegration I'd just replace with fire. It's just another boring IK ability that brings fuck all creativity to the table and doesn't let the user respond. CI TB and TG love hiding in their shield and switching between this and headpop while having the benefits of protection. Scrantons temporarily help but they can't hold on forever and not always do you have the chance to set one down. Maybe there's a more creative idea for it but I'll leave that for the content team.

Lastly, detain. As I said - 'Stun' abilities are boring and detain is just a Temu version of it. Nothing less fun than being captured by CI only because they force took my weapons for 5 seconds. Again, I don't have any creative idea for this, maybe make the effect give the players 'stone legs' and they can't move but can still turn around and shoot, making them an easy target for killing ( Kidnapping is tiresome and boring ).

Having read some of the comments I'd like to personally add what I agree / disagree with which I'll put as their own bullet points:

  • Individuality, more weapons and weapon damage
This coincides with the idea of Epsilon-11 having more unique jobs compared to the rest of site and being able to deal with SCPs a lot better. The "new weapons" idea I'm rather fond of as it'd make us stand out more compared to the other MTFs and allow us to be a bigger threat to SCPs. Obviously the damage modifiers would have to be tweaked - I don't think we need to do too much extra damage but a boost would be great ( The addition of the Mauler was good even if I think the M249 was more iconic and looked a lot nicer ).

Again, I've seen the ideas of an E-11 medic and E-11 techie brought up. Personally I stand with these in spite of the fact that it takes away from Tech Experts and CMs. I'm going to be a bit rude but honest here:

CMs and Techies RARELY do any work in HCZ.

Techie is a role known for minging and most of the time, even when called they remain around Medbay / EZ and I have to go all the way up there to get them to follow me - I've seen my men call them several times over ETS and C1 comms only for them to ignore it, at which point I switch to take over as I refuse to make anyone sit at 096 for 30 minutes for a techie to arrive. If we can't outright have an E-11 tech, at least give us COs a repair tool - I know GOC has one.

CMs are a bit less mingy but still get stuck at the BDs. Even when the doors are open, only a few CMs actually do come and most of the time its just a few more-involved / high-ranking individuals who actually care to respond ( Namely one of the current O5s and the O-1 COM ), the rest rarely show up, if ever.

  • HCZ authority, alarms, POIs and overrides
The first idea is more roleplay focused while the other two are moreso about gameplay

Firstly, someone suggested that E-11 should have a lot more authority over HCZ and I could not agree more. Other departments and MTFs, as well as their CL4s seem to think that HCZ is some sort of common ground instead of our jurisdiction. We're practically locked in here and we don't even have full ownership of it, it's a bit ridiculous that others can just waltz in and start issuing orders and test our men with no consequence, I've brought it up but it does need to be addressed. We ought to be able to tell others to kindly take their stuff and leave as its our turf they're stepping on - Same as SOP have surface, O-1 has Ethics and A-1 has Floor 3. HCZ is bigger, yes but it doesn't take away from the fact that even in our bunks we get people rifling through our shit.

Second, Alarms. 008 is one of the most boring places to guard and I feel horrible every time I'm forced to send someone down there to sit and stare into nothingness, 914 is bad but 008 is actually horrible - An alarm going off every time any of the doors are being hacked would be a good solution.

Now to address something I know the rest of my CO team will nail me to the cross for - We need to be given the ability to guard HCZ CP again. You may think we're still responsible for it but no - it's GSD / ISD's job ( They never do it lmao ). It shouldn't be a primary duty but we need it as an option. One of the issues of playing E-11 is being stuck in HCZ with no one to interact with other than ourselves. You want E-11 RP? Well give us the ability to actually be around other members of site-65. HCZ CP is a start but we need to be able to interact with others.

Another unpopular idea that will get me crucified is giving SGT+ or at least CSGs the ability to overrdie 079's BD. People yell "METAGAME" over anything these days. No, that is not the case with silents as we can't even do anything until we know without a doubt that its breached ( Either the CC box turning red of doors randomly closing, grenades falling out of dispensers, cameras broken and other electronics faltering ). Our CO team is limited now so it's even worse but even when it had members it was hard to get to 079 to RC it as our COs would be slaughtered by 076 just 'randomly' patrolling lower spiral.. What a coincidence!

  • Missions
I don't have too many comments on this but it would be nice if we had other things to do while we wait. Trainings are nice and all but they're sometimes hard to organise due to lack of members or lack of GMs. I'd love to be able to help out with props and such but it's kind of hard to do when you don't have the power - Regardless, I like the idea of missions.

In conclusion, E-11 just need a unique role to play with, increased role slots and reality benders need to be less annoying to fight.

UPDATE: I added another section where I add my own comments on what was previously said in this thread.
 
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Hello, since I know some prick is definitely going to call me out for yapping I'll say this ahead:

I've written lots down and I have a bit of a problem with repeating myself, please be patient and read it all if you'd like. I hope I went into enough detail and that my ideas will be useful for the content team because I truly care about E-11 and server health and it would suck if it went to shit because of people's lazyness and lack of will to leave a comment.

If you can't be asked to read it all, I will leave a TL;DR at the bottom.

I'm assuming this thread is still up since I can leave comments on so I'll drop my 2 cents as an E-11 LT:

Epsilon-11 at the moment is rather fairly balanced, at least when fighting SCPs. Anyone expecting to have a good K/D on E-11 is kidding themselves. The gameplay loop is fine although we could stand to do more fun activities but I suppose spontaneous trainings and such might sort that problem. Just something to do in downtime!

Maybe avoid dealing with CI ( But that's my personal take as I've come to E-11 to battle SCPs, not do gun PVP ).

I can safely say however, that E-11 is sorely missing jobs / job slots ( I know it was mentioned above but I'd like to add on it ).

If I were the one making these changes, I'd immediately add extra slots to Biohazards and Containment Specialists and maybe another slot to Breachers. This would be a temporary change while another job is being worked on. This could be anything at this point, I've heard so many different ideas ( TB / Sniper / Jugg / Medic / Sapper ) but I know that some of them either conflict with other site jobs ( Even though players don't seem to do them well / use them to minge.. ).

My idea would be to give E-11 a demolitions expert: I'd give them a grenade launcher, some grenades ( definitely a frag ) and some trapping tools as well as some weak SMG or just straight up give them a pistol - This would force them to rely on the grenade launcher which would be powerful but dangerous when dealing with SCPs - By that I mean, they'd have to watch out for friendly fire and their only close-range defense tool would be a weak pistol. Would then lower Breacher to 2 and give the explosives guy 2 slots.

Traps is something else I've seen people show interest in, being able to pre-plan something for the SCP that you'd have to actively keep an eye on would allow for high risk high reward strategies where if you miss your chance you have to go all the way to an ammo stash to resupply, this would also force SCPs to stop grouping around and actually separate ( Ever fought against 682 and TG together? Yeah, it ain't fun ).

The point of it would be to give E-11 something unique and fun to mess around with that has a high skill ceiling and is locked behind a certain rank ( CSG, I'd move breacher below ) and maybe a licence too ( Both RRT and HWL maybe ) or just set up a whitelist.

Since I'm already talking about potential changes I must address one of my bigger gripes when playing E-11 and that is.. or rather are: Reality benders ( and the CI TB ).

Reality benders are, in their current form, NOT fun to play against and I feel like they've been addressed a bit poorly.. What I mean by that is: I'm glad that they've been nerfed by buffing the Scranton Reality Anchor but I feel like that change has kind of missed the mark a little.

Their abilities are annoying by default and unless they're changed they'll continue to be. I'll repeat what I've been saying this entire time here:

Insta kill abilities, counter-counters ( Destroying scrantons ) and stun abilities are PAINFULLY UNFUN to deal with ( Include the teleporation too ).

Read carefully what I wrote - I didn't say 'unfair', I said 'unfun'. 682 is unfair but fun, it's got a crazy stun which allows it to rack up kills like crazy, 106 isn't fair but fun ( At least when it doesn't camp.. ), 049 is a 1-hk for Pete's sake! 7722 has armour and a crossbow! All of these SCPs are unfair to fight against but they're fun to fight against. I expect to die 4-5 times / breach AT LEAST and that's fine.

However, dying to instakill / stun abilities because our counter got countered with an ability is not just unfair but unfun. I understand that these are separate packages that people need to buy to own but still.. it's just not fun.

Alright, you get the point - So how to change it? Simple.

Remove the instakill, stun, teleportation and the counter abilities and add more utility-based / chaotic ones.
Please keep in mind that I'm spitballing with these ideas and I don't know how to properly balance everything. I'm a creative, not QA.

Instead of the headpop, maybe give TGs ( Remove it entirely from TB ) an AOE attack that could counter grouped up MTFs. Like they get pushed and take 40 damage ignoring shields - It makes them easier to kill now and they still have the opportunity to respond. It also counters huge firing lines and forces MTFs to tread carefully when dealing with TGs. Maybe a scranton nerf would be in order then - Idk if its possible but you could make it so scrantons lower the ammount of damage this ability would do by.. 10-15, I don't know how to balance I'm just spitballing.

Instead of the counter ability ( Forgot the name ) give them an AOE buff to support their fellow SCPs, maybe like a 5s speed boost? Seeing 682 / 076 get speed boosted would be terrifying frankly but it'd be a lot more fun to deal with. This doesn't just have to be a speed boost, it could be any temporary buff ( damage, armour boost ) or you could just make it a random ( positive ) effect.

8837's teleportation is another one that needs to be changed. Maybe removing it would be too far but it absolutely needs to be nerfed and for one reason specifically: HCZ.

8837 using the teleport to skip through teslas or to gain some distance in itself is fine but when you have one that is just running around heavy and teleporting between upper and lower is something that occurs rather frequently. Server Staff has previously commented on breaches and server health and how they stop any form of RP - Well you can thank 8837 for most of those. The longest breaches have typically been those where 8837 runs around heavy, teleporting between upper and lower and constantly evading us. This is just plain annoying. What I'd do is bar them from being able to teleport to catwalk - We could RP in some bs reason like "Oh we set up a scranton wire going across the railing so it blocks teleportation between top and bottom".

Disintegration I'd just replace with fire. It's just another boring IK ability that brings fuck all creativity to the table and doesn't let the user respond. CI TB and TG love hiding in their shield and switching between this and headpop while having the benefits of protection. Scrantons temporarily help but they can't hold on forever and not always do you have the chance to set one down. Maybe there's a more creative idea for it but I'll leave that for the content team.

Lastly, detain. As I said - 'Stun' abilities are boring and detain is just a Temu version of it. Nothing less fun than being captured by CI only because they force took my weapons for 5 seconds. Again, I don't have any creative idea for this, maybe make the effect give the players 'stone legs' and they can't move but can still turn around and shoot, making them an easy target for killing ( Kidnapping is tiresome and boring ).

Having read some of the comments I'd like to personally add what I agree / disagree with which I'll put as their own bullet points:

  • Individuality, more weapons and weapon damage
This coincides with the idea of Epsilon-11 having more unique jobs compared to the rest of site and being able to deal with SCPs a lot better. The "new weapons" idea I'm rather fond of as it'd make us stand out more compared to the other MTFs and allow us to be a bigger threat to SCPs. Obviously the damage modifiers would have to be tweaked - I don't think we need to do too much extra damage but a boost would be great ( The addition of the Mauler was good even if I think the M249 was more iconic and looked a lot nicer ).

Again, I've seen the ideas of an E-11 medic and E-11 techie brought up. Personally I stand with these in spite of the fact that it takes away from Tech Experts and CMs. I'm going to be a bit rude but honest here:

CMs and Techies RARELY do any work in HCZ.

Techie is a role known for minging and most of the time, even when called they remain around Medbay / EZ and I have to go all the way up there to get them to follow me - I've seen my men call them several times over ETS and C1 comms only for them to ignore it, at which point I switch to take over as I refuse to make anyone sit at 096 for 30 minutes for a techie to arrive. If we can't outright have an E-11 tech, at least give us COs a repair tool - I know GOC has one.

CMs are a bit less mingy but still get stuck at the BDs. Even when the doors are open, only a few CMs actually do come and most of the time its just a few more-involved / high-ranking individuals who actually care to respond ( Namely one of the current O5s and the O-1 COM ), the rest rarely show up, if ever.

  • HCZ authority, alarms, POIs and overrides
The first idea is more roleplay focused while the other two are moreso about gameplay

Firstly, someone suggested that E-11 should have a lot more authority over HCZ and I could not agree more. Other departments and MTFs, as well as their CL4s seem to think that HCZ is some sort of common ground instead of our jurisdiction. We're practically locked in here and we don't even have full ownership of it, it's a bit ridiculous that others can just waltz in and start issuing orders and test our men with no consequence, I've brought it up but it does need to be addressed. We ought to be able to tell others to kindly take their stuff and leave as its our turf they're stepping on - Same as SOP have surface, O-1 has Ethics and A-1 has Floor 3. HCZ is bigger, yes but it doesn't take away from the fact that even in our bunks we get people rifling through our shit.

Second, Alarms. 008 is one of the most boring places to guard and I feel horrible every time I'm forced to send someone down there to sit and stare into nothingness, 914 is bad but 008 is actually horrible - An alarm going off every time any of the doors are being hacked would be a good solution.

Now to address something I know the rest of my CO team will nail me to the cross for - We need to be given the ability to guard HCZ CP again. You may think we're still responsible for it but no - it's GSD / ISD's job ( They never do it lmao ). It shouldn't be a primary duty but we need it as an option. One of the issues of playing E-11 is being stuck in HCZ with no one to interact with other than ourselves. You want E-11 RP? Well give us the ability to actually be around other members of site-65. HCZ CP is a start but we need to be able to interact with others.

Another unpopular idea that will get me crucified is giving SGT+ or at least CSGs the ability to overrdie 079's BD. People yell "METAGAME" over anything these days. No, that is not the case with silents as we can't even do anything until we know without a doubt that its breached ( Either the CC box turning red of doors randomly closing, grenades falling out of dispensers, cameras broken and other electronics faltering ). Our CO team is limited now so it's even worse but even when it had members it was hard to get to 079 to RC it as our COs would be slaughtered by 076 just 'randomly' patrolling lower spiral.. What a coincidence!

  • Missions
I don't have too many comments on this but it would be nice if we had other things to do while we wait. Trainings are nice and all but they're sometimes hard to organise due to lack of members or lack of GMs. I'd love to be able to help out with props and such but it's kind of hard to do when you don't have the power - Regardless, I like the idea of missions.

In conclusion, E-11 just need a unique role to play with, increased role slots and reality benders need to be less annoying to fight.

UPDATE: I added another section where I add my own comments on what was previously said in this thread.
honestly Acey you hit the mark with the TB suggestion.. NOBODY finds it fun to peak your head for half a second only to then see the respawn screen...

Something has to be done about them.. it may feel like CI is getting unfairly treated cause of this but sometimes thats just something that has to happen for the entire server to have fun during CI raids.
 
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