What does this suggestion change/add/remove:
Basically two changes around the SCP hacking alerts that E-11 get - I'm fine if only one gets accepted, as they're both helpful:
Has something similar been suggested before? If so, why is your suggestion different?:
There was a suggestion to return the hacking alerts back to the pre-nerf state, which this partially does, but this is only for downtime and not intended as an overall buff to Foundation outside of that. Other than that, I am not aware of any and couldn't find any with a search.
Possible Positives of the suggestion (At least 2):
Possible Negatives of the suggestion:
Based on the Positives & Negatives, why should this suggestion be accepted:
This would make downtime and mid-level player counts much less annoying to deal with. As it is, any escaped D-class or minge can just breach any SCP they want easily, because there's not enough people to find them, or there's no E-11 on to receive the hacking alert. Even at mid-level player counts, this sort of thing can easily ruin RP for hours.
Basically two changes around the SCP hacking alerts that E-11 get - I'm fine if only one gets accepted, as they're both helpful:
- If no E-11 are online and not marked as AFK, other jobs get the hacking alerts.
- E.g. SCUs, other GSD, CL4s, that sort of thing. Specifics up to devs/Content Team.
- Ideally also take into account if nobody is on those other roles either.
- Depending on the overall playercount, make the hacking alerts more specific.
- E.g. it goes below X, the info includes general location ("in Lower HCZ"), and then if it goes even further down below Y, it specifies the exact SCP like it used to.
Has something similar been suggested before? If so, why is your suggestion different?:
There was a suggestion to return the hacking alerts back to the pre-nerf state, which this partially does, but this is only for downtime and not intended as an overall buff to Foundation outside of that. Other than that, I am not aware of any and couldn't find any with a search.
Possible Positives of the suggestion (At least 2):
- Balances SCPs much more during downtime, as they are currently OP/very annoying even with health nerfs during downtime.
- Provides an actual chance to catch hostiles doing this even if no E-11 are currently on, or there aren't enough people on to search the entirety of LCZ and HCZ for hackers.
- Overall makes dealing with SCPs, D-class and hacking during downtime a lot less annoying.
- With the re-balancing from this, it makes it a lot easier to do actual RP during downtime (and even during mid-levels of playercount it can be hard).
Possible Negatives of the suggestion:
- Makes it harder for D-class to do whatever they want and breach SCPs super easily during downtime (not really a negative, but D-class mains would complain).
- Makes it harder for SCPs to breach during downtime (not really a negative, but SCP mains would complain).
- Dev time.
- EDIT (as mentioned by Emilia): This would also essentially nerf CI during downtime, too. Though (at least on UK server), CI usually try not to do things like Code Black scenarios all the time in the interest of server health, so potentially, this would actually allow them to try breaches during mid/downtime without it sharply affecting server health.
Based on the Positives & Negatives, why should this suggestion be accepted:
This would make downtime and mid-level player counts much less annoying to deal with. As it is, any escaped D-class or minge can just breach any SCP they want easily, because there's not enough people to find them, or there's no E-11 on to receive the hacking alert. Even at mid-level player counts, this sort of thing can easily ruin RP for hours.
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