- Sep 16, 2023
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What does this suggestion change/add/remove:
Makes it so that there is a level of one or more of the following that, below these limits, SCPs cannot breach at all:
The specific limits would be set by CT, and might be done in such a way that Senior Admins can configure it, but the limits should basically be somewhere where the Foundation can reasonably fight a normal SCP breach - maybe something similar to the numbers needed before a faction raid is allowed by the server rules.
If below the limit, then it should be impossible for any SCPs to breach, whether by breach tool, hacking, or auto-breach. The breach queue should pause, similar to how it does when SCPs are already breached right now, and it should simply prevent the other sources from working, in the same way that it already does in certain circumstances like too many SCPs being out.
The only way SCPs should be able to breach is if either the limit is met, or staff force-breaches an SCP.
Has something similar been suggested before? If so, why is your suggestion different?:
Not to my knowledge, though various changes to breach balance have been suggested over the years, so it's possible that something similar has.
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 allow more players to actually have fun on the server when the server is lower on total pop, or just combatives specifically. The fun of a few SCP players at like 1am is not worth ruining things for like 30 other people. Often, breaches like this end up with the server just fully dying for the night, because it will be on around 40 pop and then lose half the players by the end of the breach - and that's for a short breach. A long breach is even worse.
Makes it so that there is a level of one or more of the following that, below these limits, SCPs cannot breach at all:
- MTF online
- Foundation CL4s online
- Total server population
- Foundation combatives online
The specific limits would be set by CT, and might be done in such a way that Senior Admins can configure it, but the limits should basically be somewhere where the Foundation can reasonably fight a normal SCP breach - maybe something similar to the numbers needed before a faction raid is allowed by the server rules.
If below the limit, then it should be impossible for any SCPs to breach, whether by breach tool, hacking, or auto-breach. The breach queue should pause, similar to how it does when SCPs are already breached right now, and it should simply prevent the other sources from working, in the same way that it already does in certain circumstances like too many SCPs being out.
The only way SCPs should be able to breach is if either the limit is met, or staff force-breaches an SCP.
Has something similar been suggested before? If so, why is your suggestion different?:
Not to my knowledge, though various changes to breach balance have been suggested over the years, so it's possible that something similar has.
Possible Positives of the suggestion (At least 2):
- People can actually do RP during downtime
- Right now, during downtime, whenever an SCP breach happens, it always disrupts RP heavily to the point nobody can do anything, because there's like 3 combatives on site and they're barely able to hold D-block, nevermind fight whichever random SCP(s) have breached. SCPs end up having free reign to do whatever they like, and the sort of player that flags on SCP to breach at like midnight/1AM or whatever is usually a dickhead who will just spend their time killing every random person they come across to the point people can barely leave their spawns.
- By "downtime", I mean around 45 pop or lower. It's that bad.
- People don't mass-leave during downtime due to an SCP breach starting
- Due to the former point, people often leave in droves once an SCP breach starts, because they either know how bad it's going to be, or they give up in frustration after experiencing it for up to 30 minutes.
- Breach balance is actually roughly as intended, rather than being massively SCP-sided.
- At low pop, there's no way to possibly balance SCP breaches. Even the most basic of stuff becomes massively more difficult. Even assuming you're able to keep the D-class in at the same time somehow, basic stuff like beaming an SCP often becomes impossible, because there's not enough people to coordinate multiple people trying, and SCPs can often kill you quicker than you, as a single player, can actually bring your beam from idle to beaming, so it becomes impossible to even try to recontain SCPs.
- Breaches at this pop are often essentially unrecoverable. This prevents this.
- They end up breaking all the doors, including to D-block, so now you have any number of D-class out, who will usually go around the site in 914 disguise killing people one by one whenever they get the chance, which Foundation staff can't actually fight without metagaming, because there's not enough people to both deal with it and communicate properly. The only way to recover from this position is to have both enough combatives to not just hold D-block, but actively hunt down any fakes around the site, and a Tech Expert to go and fix D-block and everything else, and a CL4 or good hacker to get all the lights turned back on.
- Things like ERT take too long anyway, and then often fail, because it will call for e.g. 6 players, but only get 3, and at least some of those 3 will often be a newer player that doesn't know what they're doing, because there aren't any better players to call upon. ERT then often gets wiped easily because of both this and the abilities of certain SCPs to essentially negate ERT entirely (e.g. 682 roars when there's nowhere to escape from it, use of Freedoms and the like by TG/TB/etc., and more).
- People logging on the next day return to a site that actually makes sense.
- Why would the site be completely abandoned and destroyed when staff get to work the next day? The OOC reason is nobody was online to stop it, but IC, there should have been MTFs and whatever on site to maintain security during the night.
Possible Negatives of the suggestion:
- Some SCP players complain
- I'd actually rather the sort of person that plays SCP like this at like 2am be community blacklisted than consider their opinions on this. They literally just ruin everyone's fun and make it impossible to play just so they can have fun at everybody else's expense.
- "Less things to do for combatives"
- There aren't enough combatives on site for this to be an issue, I can assure you. That's why this is an issue - there's only enough to be keeping D-class inside, and often there aren't even that many.
Based on the Positives & Negatives, why should this suggestion be accepted:
This would allow more players to actually have fun on the server when the server is lower on total pop, or just combatives specifically. The fun of a few SCP players at like 1am is not worth ruining things for like 30 other people. Often, breaches like this end up with the server just fully dying for the night, because it will be on around 40 pop and then lose half the players by the end of the breach - and that's for a short breach. A long breach is even worse.