Denied Enforcement/Breacher Weapon Checkers

This suggestion has been denied and will not receive development.
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What does this suggestion change/add/remove
Gives Foundation MTF Enforcement/Breacher/Autorifleman jobs a weapon checker, to which all their other jobs get but these ones don't, as well as compared to GOI equivalents (CI Delta Operative, UNGOC Strike Team) which get weapon checkers. Just stupid enough how they don't have these, and its a pain in the ass that you are on the job and realize you don't have a weapon checker.

Has something similar been suggested before? If so, why is your suggestion different?
Most likely, but not recently as the suggestions have been closed for a long time

Possible Positives of the suggestion (At least 2)
Being able to weapon check on a job without worrying about not being on any other job possible
Better accessibility and ease of operations

Possible Negatives of the suggestion
Literally none, some may argue about the balance, to which weapon checkers don't change a thing about balance

Based on the Positives & Negatives, why should this suggestion be accepted
This should be accepted as it's simply just a QoL change, all other GOI job equivalents of Enforcement/Breacher/Autoriflemen get them, and its annoying to have to get someone to weapon check for you just because you're on a job that is excluded from weapon checkers compared to other jobs within the regiment except for operative.

😀
 

Dayumian max

Moderator
Moderator
SCP-RP Staff
Apr 5, 2024
208
56
21
breachers/enforcements are defensive jobs

they shouldnt be handling weapon checks when their arsenal is best used defensively instead

leave it to operatives or other jobs to weapon check people
Trust me, there are many many times when you need the weapon checker. Personally i wouldnt change job just to gain a weapon checker
 
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Lol this was "planned" to happen like 8 months ago along with other planned loadout reworks (they never came!)

It has also been denied twice in the past to not create "one-man-army" or "utilitarian" jobs as it would "discourage RP" lmao (even though both GOIs have objectively one-man-army jobs (worst one is GOC strike team)!)

But like holy shit theres no reason not to give them weapon checkers. Uuuuh Uuuhhh I can't pat you down because I don't have my ultra-specific patting down wrench tool in my pocket.
+support
 
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Lol this was "planned" to happen like 8 months ago along with other planned loadout reworks (they never came!)

It has also been denied twice in the past to not create "one-man-army" or "utilitarian" jobs as it would "discourage RP" lmao (even though both GOIs have objectively one-man-army jobs (worst one is GOC strike team)!)

But like holy shit theres no reason not to give them weapon checkers. Uuuuh Uuuhhh I can't pat you down because I don't have my ultra-specific patting down wrench tool in my pocket.
+support
operative dont get it
specialist you learn how to pat people down
enforcement forget how to pat people down
 
-/+ Neutral
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I've always been neutral on this matter since I could never mentally properly work out balancing and such for things like this, but unfortunately this will be denied for the same reason as has been given several times before - That being that it would detract from RP of existing jobs with weapon checkers.

I kinda get both sides of the argument? I'm wondering if it would at all be reasonable to have two versions of the weapon checker SWEP: The current one and a duplicate with a longer cooldown, so that way when you absolutely need to weapon check in the moment, you can, but in the long run, people will end up needing to go to the jobs with the weapon checker with the shorter cooldown. It sounds extremely goofy, but it could be balanced, however even then that comes with the issues of:
  • Another thing to potentially have to constantly rebalance (Both in terms of managing the changes to power it would create, as well as making sure it satisfies the whole not detracting from RP of existing jobs thing) - As though there aren't enough of those already.

  • Confusion between the two SWEPs if they aren't internally made distinct enough from each other; For both rebalancing and event use.

  • The SWEP with the longer cooldown might end up being basically useless? Or even just becoming like a one-time-use weapon checker, which sounds even goofier but tbh, might probably be the only way you get this idea to go through. Could additionally have a mechanic like the SCP breach swep where after spawning, you can't use it for X amount of time, which would prevent job abusey type situations where people could switch just to use the weapon checker - Or cheesing it by dying (Would be lowkey hilarious though, imagine being a Nu7 with a weapon checker like this, all like "Hey, I used my weapon checker, gotta kill me now" and then you just get gunned down for the express purpose of having the weapon checker be available to use more readily).
Like it sounds simple at first, but you dig into it and it's just this huge can of worms.
 

Auburn

Super Administrator
Super Administrator
SCP-RP Staff
Group Moderator
Jan 2, 2023
319
190
21
View attachment 18012
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Lol this was "planned" to happen like 8 months ago along with other planned loadout reworks (they never came!)
What are you talking about? The loadout rework project has been going on in the background for almost a year now, and we've got through all MTFs, DEA, and are finishing up IA. We added weapon checkers to more jobs a few months back.
 
  • Wow
Reactions: Emilia Foddg

Verlocity

Head Moderator
Head Moderator
SCP-RP Staff
Content Team
Feb 18, 2024
59
8
21
Suggestion Denied

Hi @Gure,

Thanks for taking the time to make a server suggestion.
The Content Team has chosen to deny your suggestion due to the following reasons.

Reason for denial: We dont want to set a precadent of just adding things to jobs just for the sake of it. Furthermore, we want to add it to jobs that only really need it.

Your suggestion will now be locked and marked as denied.​
 
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