What does this suggestion change/add/remove:
Title is clear - but this would add a Containment Beam and Scranton Reality Anchor to all E-11 roles, currently they all spawn with SCP Restraints (from what I can tell, but if not, add them too)
What exactly it would add to each role (at least from what I can tell, generally though it would mean all roles get all three items):
I don't know, perhaps, forums is hard to 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:
A large part of the reasoning for E-11s existence both in lore and in the server itself is to contain (or at least recontain) anomalies when they are breached - the fact that the majority of E-11 roles do not spawn with the all of the 3 things needed to directly recontain anomalies is insane.
To set up to fight against or to fight to recontain anomalies it takes most E-11 the same length of time as it does for any other combative role - which is because they need to use a dispenser to set up, instead of just spawning with the items.
Containment Unit already spawns with these items, Why can't E-11?
Final Message:
If for whatever reason this is denied because of only 1 portion of it, how about it also get considered to be semi-approved? Even if not all items are added, some are much better than others.
Please note this would also take minimal work to implement - it could be done by 1 Senior Admin in an afternoon, or frankly in 5 minutes if a quick perma-propped GMObjective was used instead.
Title is clear - but this would add a Containment Beam and Scranton Reality Anchor to all E-11 roles, currently they all spawn with SCP Restraints (from what I can tell, but if not, add them too)
What exactly it would add to each role (at least from what I can tell, generally though it would mean all roles get all three items):
- MTF E-11 - Operative - Containment Beam + Scranton Reality Anchor
- MTF E-11 - Biohazard Specialist - Containment Beam + Scranton Reality Anchor
- MTF E-11 - Breacher - Containment Beam + Scranton Reality Anchor
- MTF E-11 - Officer - Scranton Reality Anchor
- MTF E-11 - Commander - Scranton Reality Anchor
I don't know, perhaps, forums is hard to search.
Possible Positives of the suggestion (At least 2):
- Weakening breaches - SCPs are too strong, and E-11 are frankly too weak against them, this is not a hard insane buff but rather massively reduces those moments where for some random reason the SCP Containing Role cannot contain the anomaly due to lack of anomaly containing item.
- Gives E-11 more power into a massive part of their power fantasy / purpose - The majority E-11 currently have to go to a dispensers to actually get the equipment that they need to fulfil their purpose, this is the exact same method any other combative could do to fit the same / similar purpose in the same amount of time.
- Speeds up E-11 gameplay / response time - An E-11 needing to grab a Containment Beam or Reality Anchor from a dispenser can take an annoying amount of time especially if they need to wait a cooldown, and with death as part of their role (SCPs are strong) this cooldown needs to be waited an annoying amount
Possible Negatives of the suggestion:
- E-11 will be mildly stronger against human reality benders - This is a negative because it is an unintended extra, and I would prefer not to weak human reality benders (Human reality benders are CI TB, D-Class TB, UNGOC Thaumatologist, Foundation Thaumatologist)
Based on the Positives & Negatives, why should this suggestion be accepted:
A large part of the reasoning for E-11s existence both in lore and in the server itself is to contain (or at least recontain) anomalies when they are breached - the fact that the majority of E-11 roles do not spawn with the all of the 3 things needed to directly recontain anomalies is insane.
To set up to fight against or to fight to recontain anomalies it takes most E-11 the same length of time as it does for any other combative role - which is because they need to use a dispenser to set up, instead of just spawning with the items.
Containment Unit already spawns with these items, Why can't E-11?
Final Message:
If for whatever reason this is denied because of only 1 portion of it, how about it also get considered to be semi-approved? Even if not all items are added, some are much better than others.
Please note this would also take minimal work to implement - it could be done by 1 Senior Admin in an afternoon, or frankly in 5 minutes if a quick perma-propped GMObjective was used instead.