Accepted Downtime roleplay fix

This suggestion has been accepted for future development.
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(This is mainly a USA suggestion)

What does this suggestion change/add/remove
Recently, (the last couple of weeks) it has been non-stop code 5's for the server in downtime, even on weekends. This is due to lack of MTF or Foundation personnel, even though the server count surpasses the limit of 60, which SCP health scaling stops, breach tools can be used, and SCPs can be hacked out. By increasing the amount of players for what is stated before, it could definitely make the server have more RP during downtime and not be boring where you die every 5 minutes, re-contain a breach just for there to be another breach due to CI or D-Class that can easily raid due to the lack of players.

The main point of the suggestion to be added is
Increase the scaling health of SCP breaches to upwards of 70-80 Players, breach tools activate at 70-80 players, and SCPs can be hacked out at 65-70 players. Simple change that might not be seen as such, but can definately make a larger difference.

Has something similar been suggested before? If so, why is your suggestion different?
Possibly, but probably not exactly like what my suggestion is.

Possible Positives of the suggestion (At least 2)
More RP during downtime, players will actually have more fun when they aren't dying to non-stop breaches throughout the 8-10 hour chunk of the day.

Possible Negatives of the suggestion
CI cant raid the Foundation for a portion of the day, some may be unhappy due to less SCP breaches as they might find constantly breaching fun

Based on the Positives & Negatives, why should this suggestion be accepted
Because with a change like this, the state of the server during downtime may actually be somewhat bearable
 
+support for health scaling change
+support for breach tool change
-support for hacking tool change
^ as for the -support, people should be rewarded for being a skilled hacker or successfully stealthing/blasting their way to a containment chamber, however SCPs breaching and immediately being OP is understandably silly, especially if you guys are getting 5 hour code blacks LMAO
(US issue btw 😲)
 
Feb 22, 2024
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+Support

One addition I would suggest is removing the ability to use hacking tool upgrades to breach SCP's. To allow CI to come in and breach 2 SCP's in quick succession just ends bad and foundation had no ability to counter.
 
+support for health scaling change
+support for breach tool change
-support for hacking tool change
^ as for the -support, people should be rewarded for being a skilled hacker or successfully stealthing/blasting their way to a containment chamber, however SCPs breaching and immediately being OP is understandably silly, especially if you guys are getting 5 hour code blacks LMAO
(US issue btw 😲)
seconded - issues with hacks being done too frequently should be mitigated by buffing hack counterplay, not nerfing hacking. everything else is reasonable
 
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