Denied Epsilon-11 needs something

This suggestion has been denied and will not receive development.
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FrostByte

Civil Gamers Expert
Dec 25, 2021
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What does this suggestion change/add/remove:
Epsilon-11 needs literally anything. I'll explain why in the last question. Even adding just one of the following ideas is a win:

1. An Epsilon-11 Medic.
In return, one of Epsilon-11s other jobs can be removed such as Breacher or Containment Specialist (Maybe just give all E-11 beams instead, which makes sense). You can also make server-based rules that E-11 must follow when using this job in order to make it balanced and not make Combat Medics redundant, such as not using the Medical equipment to combat raids, or be not allowed to do things like cure disease or anything.

2. A Unique mechanic/tool
In the past, Cloak was going to create a system where SCP cells could decay and E-11 would have to be the ones to repair it using special tools and such every 30 minutes. However, this idea seems to have been scrapped since Cloak left. If this could be brought back, or we receive some special tool (Like how DEA/B1 got Drones unique to them) to help with SCPs, that'd be a great benefit.

3. New models
Every other job in the server has gotten new, shiny models that are of good quality. Epsilon-11 switched to these very old, edited models which still have floating patches on them and low resolution textures. A couple model suggestions were given in the past, but always get denied. Hotson, the old commander, even had custom ones made for us. However, these were also denied (but still exist).

4. A unique, helpful specialty job
In the event that Epsilon-11 can't ever get Medics, giving E-11 atleast some sort of job unique to them would be great. Currently E-11 has no job unique to them. Anyone can get containment beams, anyone can get a biohazard suit, and every other department in the server has their own version of the breacher. However, we have nothing unique anymore.

Has something similar been suggested before? If so, why is your suggestion different?:
A mix of all of these things have been suggested before in the distant past. My suggestion is different because I'm detailing all of the different options, even if just one could be accepted.

Possible Positives of the suggestion (At least 2):
+E-11 becomes more appealing and active on both servers

+SCPs get more roleplay as a result of better activity or whatever mechanics may be given to E-11, rather than sitting in a cell all day.

Possible Negatives of the suggestion:
-File size. Some of these suggestions require heavier files to be put into the server, such as new models.

-Development Time

Based on the Positives & Negatives, why should this suggestion be accepted:
Overall, Epsilon-11 is the only department in the entire server that has nothing specifically unique to just it. Nu-7 has Snipers, Medics, Autoriflemen, and a Specialist. DEA gets heavy weapons and drones. Research gets thaumatologists, Security gets Tranq pistols and riot shields, O-1/A-1 gets disguise kits and very high authority everywhere, GOC gets airstrikes, supply drops, and an orange suit. E-11 gets nothing. Like I said before, anyone can get a biohazard suit, anyone can get a containment beam, and everyone has their own breacher.

E-11 is also the least updated department in the entire server. E-11s models are the only ones which have remained unchanged since before the USA server came to even exist. E-11 have not gotten any new jobs, mechanics, or anything besides the new HCZ (which was more for everybody than E-11). All E-11 gets is the occasional gun change. O-1/A-1 have at least gotten new models since then and still are both fun departments with their current kits since they can do nearly anything, Nu-7 has gotten brand new models and a bunch of different jobs, Research and D-Class got thaumatologists, Security got an entire rework, etc.

Finally, E-11s job can be done by quite literally anybody else but better. Security's SCU Job is just an extremely buffed up, non-whitelisted version of E-11s containment specialist and is better in nearly every way. Anyone and everyone in the server can run into HCZ and gun down breached SCPs. So, not even E-11s main purpose of existence is unique to them. Whenever an SCP breaches, literally everybody does what E-11 is doing, even Internal Affairs and DEA who should have nothing to do with containment. But nobody can stop them, and they just do it anyways even if someone tells them no. If E-11 was removed right now, the server would effectively be no different than it currently is. E-11 has been like this for a long time and has to solely rely on making their own roleplay to exist with such a lack of tools to do so. Please give E-11 something.

TLDR; E-11 has nothing unique to it when every other department does, everybody does E-11s job even DEA/IA but with better equipment, and E-11 has not been updated (not even model wise) beyond some gun changes in over a year while atleast every other department has nice custom models.
 

Joris "Brexit" Bohnson

Active member
Sep 10, 2023
211
28
21
+Support



This is a great idea, but believe me every SCP main and CI main is going to come crawling out of their caves to hate on it



Hell, they could even just have a role in E11 spawn with field kits (like GOC officer) if e11 medics would be "too overpowered"
 

Mirage

Active member
Donator
Jun 15, 2022
235
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UK
-Support
I don’t usually comment on suggestions anymore but feel like I need to say something here.
1. E-11 won’t ever get a medic since that would make combat medics main utility during breaches pointless and it would break balance for CI/GOC raids Foundation is already the strongest faction and adding another medical class would just fuck everything for other factions.

2. E-11 have a unique job already being the biohazard specialist, it’s the only job that has biohazard suit by default and is combative.

3. This is mostly subjective but the E-11 models are fine just the way they are plus they already got changed in early-mid 2022.

4. E-11s can be done by most combatives because it needs to be. I don’t wanna slander E-11 for not doing their job but that’s the way it is. Dealing with SCPs isn’t easy (most of the time) if they removed beams and SCP cuffs from dispensers it would be a huge buff for SCPs and make things being contained much harder.

5. E-11 is probably one of the most updated departments. Mostly because of the HCZ rework and new SCPs being added, it may not be just for E-11 but they get to be a big part of any new SCPs. E-11 may not get any updates just for them alone but getting a whole containment zone reworked and new SCPs being added giving them more RP to do. it’s more then enough for them to do.

6. Lastly the only thing I can agree with here is a unique tool/mechanic for E-11 if the decaying cells gets discontinued then that would suck for them but something new for E-11 it use would be cool.

Overall there is a lot E-11 can do they just need to RP with SCPs/Research or any department really to enjoy E-11, content is important but its RP server so scenarios can be created by the players for fun.
 

"BloodShed"

Active member
Oct 11, 2023
114
14
21
oh my god +support
E-11 medic or the repair tool for decaying cc's would go so hard
 

Douglas

Head Moderator
Head Moderator
SCP-RP Staff
Content Team
Aug 7, 2023
95
17
41
Canada, ey?
+SUPPORT
E-11 is overdue for an update, we need some new stimulation.
 

FrostByte

Civil Gamers Expert
Dec 25, 2021
253
47
91
20
-Support
I don’t usually comment on suggestions anymore but feel like I need to say something here.
1. E-11 won’t ever get a medic since that would make combat medics main utility during breaches pointless and it would break balance for CI/GOC raids Foundation is already the strongest faction and adding another medical class would just fuck everything for other factions.

2. E-11 have a unique job already being the biohazard specialist, it’s the only job that has biohazard suit by default and is combative.

3. This is mostly subjective but the E-11 models are fine just the way they are plus they already got changed in early-mid 2022.

4. E-11s can be done by most combatives because it needs to be. I don’t wanna slander E-11 for not doing their job but that’s the way it is. Dealing with SCPs isn’t easy (most of the time) if they removed beams and SCP cuffs from dispensers it would be a huge buff for SCPs and make things being contained much harder.

5. E-11 is probably one of the most updated departments. Mostly because of the HCZ rework and new SCPs being added, it may not be just for E-11 but they get to be a big part of any new SCPs. E-11 may not get any updates just for them alone but getting a whole containment zone reworked and new SCPs being added giving them more RP to do. it’s more then enough for them to do.

6. Lastly the only thing I can agree with here is a unique tool/mechanic for E-11 if the decaying cells gets discontinued then that would suck for them but something new for E-11 it use would be cool.

Overall there is a lot E-11 can do they just need to RP with SCPs/Research or any department really to enjoy E-11, content is important but its RP server so scenarios can be created by the players for fun.
1. Like I mentioned in the thread, rules can be put in place where E-11 medics specifically cannot be used against raids. E-11 is very isolated inside HCZ, its an extremely large zone and it can take up to several minutes for a combat medic to get from their spawn to HCZ. E-11 takes the most damage out of any department because SCPs go sicko mode. Combat Medics are still very useful even if we had an E11 medic. The same argument you brought up could also be said for Nu7. The reason Nu7 got a medic was because they are isolated up on the surface, and its unreasonable to expect a combat medic to get there each time when they just die in less than 10 seconds after arriving.

2. The Biohazard Specialist is not a unique job specifically to E-11 because anybody in the game can get a biohazard suit that does the same thing. Not to mention, the biohazard job is extremely situational. It has a terrible gun, so its only useful when 049 or 008 breaches containment, both of which are fairly rare things to happen. And when they're over, its back to being a useless job for every other scenario. Every other department has a unique job that not everyone can re-create and that they can use almost constantly.

3. E-11 models are always subjective, and early - mid 2022 was nearly 2 years ago now. Every other department got a remodel. There isnt much to say to this point though, everyone has their own tastes in models. I think our models are very dated and could at the very least use some retexturing and touch ups to modernize it.

4. E-11s job can be done by *every combative* (even non combatives sometimes) because containing SCPs is an extremely simple process. You shoot it until it dies or until you cuff it. Anybody with a gun can do that. Typically in SCPRP, E-11 (Or whatever counterpart they may have) is useful because they are granted unique containment equipment to contain SCPs that other people do not have. Such as 049 needing lavender, 939 needing tranquilizer guns, etc.

5. Updates to the map are updates for the server. None of the updates you mentioned were made because they wanted to give E-11 something new, they were made to appeal to the entire community. So you can just as easily say that the HCZ update was also an update to the Chaos Insurgency because now they can raid a bigger area easier, but I dont think CI would agree that it makes them the most recently updated regiment.

6. Even just this aspect would help E-11 out alot to just give them something to do and give them an extra tool to create roleplay. I really hope it gets finished.

And yes like I said E-11 relies solely on creating roleplay by themselves with little to no tools to help them do that. However, every other department has those tools. There are not alot of options for E-11 with the current tools they have. The only reason we're even a living regiment right now is because we create our own RP usually with each other, but it gets boring quickly. Thats why E-11 is often regarded as the least appealing whitelisted regiment by many people.
 

Joris "Brexit" Bohnson

Active member
Sep 10, 2023
211
28
21
I'm just going to ignore the fact that the HCZ update was for everyone , but people still try and use it to claim it's why E11 does not need any update lol
 

Crimson

Well-known Member
Dec 29, 2022
143
25
41
-Support

Although I'd love another major buff, I have to -Support this.


Removing Breacher and/or CS will heavily nerf E-11 because of their lack of weaponry and equipment. This would also make E-11 less appealing to newer players wishing to join E-11.

This will possibly ruin balancing in the server, since E-11 does not normally have medics. It would also be no use during Code 5's to use because the SCPs would just kill you. Restricting an E-11 job to not assist in raids etc is also bad.

I have to agree with Mirage here. The Biohazard Specialist job is immune to ALL infections such as 008 and 409. The Biohazard Specialist is already busted with its immunity to harmful infections, why would we need another OP job? E-11 is already OP as shit, it just depends on the players. Especially with the E-11 Commander buff (kbar go brr), we are even more OP.

And as the same as Mirage, the only thing I agree with here is the mechanic to clean decaying CCs. This would increase RP within E-11 and would cure E-11s boredom of patrolling HCZ and LCZ.
 

Zen

Active member
Sep 16, 2023
485
146
21
-Support

Although I'd love another major buff, I have to -Support this.


Removing Breacher and/or CS will heavily nerf E-11 because of their lack of weaponry and equipment. This would also make E-11 less appealing to newer players wishing to join E-11.

This will possibly ruin balancing in the server, since E-11 does not normally have medics. It would also be no use during Code 5's to use because the SCPs would just kill you. Restricting an E-11 job to not assist in raids etc is also bad.

I have to agree with Mirage here. The Biohazard Specialist job is immune to ALL infections such as 008 and 409. The Biohazard Specialist is already busted with its immunity to harmful infections, why would we need another OP job? E-11 is already OP as shit, it just depends on the players. Especially with the E-11 Commander buff (kbar go brr), we are even more OP.

And as the same as Mirage, the only thing I agree with here is the mechanic to clean decaying CCs. This would increase RP within E-11 and would cure E-11s boredom of patrolling HCZ and LCZ.
In what way is biohazard busted, 049 injections basically hit 100% of the time right now and the infections you mentioned are already mostly immune via regular hazmats as far as I know.

I do support focusing on getting the containment maintenance/decay stuff done and added though. It's a really cool idea, and it could make breaches a lot more interesting than just being purely based on a timer and the like, plus it could add a lot of stuff for both E&TS and E-11 to do depending on how it is implemented.

Models I'm not really fussed with, they're fine, wouldn't mind some improvements but not a huge concern right now.

Medics I do support, though it has been rejected in the past. Even just having a role that spawns with a field kit and not e.g. a defib and first aid kit would be pretty useful - we currently have field kit as standard equipment on UK server that you should always have, and it's super useful but not OP at all given its limitations - maybe a role restricted to CPL+ or something that has field kit and a couple of other support-type things would be cool.

I feel like there are some areas that E-11 could be made more interesting/unique, but I have specific ideas that I want to post as their own suggestions at some point.
 

Mirage

Active member
Donator
Jun 15, 2022
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UK
1. Like I mentioned in the thread, rules can be put in place where E-11 medics specifically cannot be used against raids. E-11 is very isolated inside HCZ, its an extremely large zone and it can take up to several minutes for a combat medic to get from their spawn to HCZ. E-11 takes the most damage out of any department because SCPs go sicko mode. Combat Medics are still very useful even if we had an E11 medic. The same argument you brought up could also be said for Nu7. The reason Nu7 got a medic was because they are isolated up on the surface, and its unreasonable to expect a combat medic to get there each time when they just die in less than 10 seconds after arriving.

2. The Biohazard Specialist is not a unique job specifically to E-11 because anybody in the game can get a biohazard suit that does the same thing. Not to mention, the biohazard job is extremely situational. It has a terrible gun, so its only useful when 049 or 008 breaches containment, both of which are fairly rare things to happen. And when they're over, its back to being a useless job for every other scenario. Every other department has a unique job that not everyone can re-create and that they can use almost constantly.

3. E-11 models are always subjective, and early - mid 2022 was nearly 2 years ago now. Every other department got a remodel. There isnt much to say to this point though, everyone has their own tastes in models. I think our models are very dated and could at the very least use some retexturing and touch ups to modernize it.

4. E-11s job can be done by *every combative* (even non combatives sometimes) because containing SCPs is an extremely simple process. You shoot it until it dies or until you cuff it. Anybody with a gun can do that. Typically in SCPRP, E-11 (Or whatever counterpart they may have) is useful because they are granted unique containment equipment to contain SCPs that other people do not have. Such as 049 needing lavender, 939 needing tranquilizer guns, etc.

5. Updates to the map are updates for the server. None of the updates you mentioned were made because they wanted to give E-11 something new, they were made to appeal to the entire community. So you can just as easily say that the HCZ update was also an update to the Chaos Insurgency because now they can raid a bigger area easier, but I dont think CI would agree that it makes them the most recently updated regiment.

6. Even just this aspect would help E-11 out alot to just give them something to do and give them an extra tool to create roleplay. I really hope it gets finished.

And yes like I said E-11 relies solely on creating roleplay by themselves with little to no tools to help them do that. However, every other department has those tools. There are not alot of options for E-11 with the current tools they have. The only reason we're even a living regiment right now is because we create our own RP usually with each other, but it gets boring quickly. Thats why E-11 is often regarded as the least appealing whitelisted regiment by many people.
I’m not gonna say much but the medic like I said would never happen even if it wasn’t allowed to be used in raids due to balancing and mods can’t enforce a role not being allowed as if they raid HCZ then would the E-11 medic just have to switch? Or not be allowed to use any medical equipment? Secondly the HCZ update and SCPs obviously aren’t E-11 exclusives but it doesn’t matter as E-11 play a big part in it so it’s still content for them but it’s just for everyone too. Lastly I personally still think the bio job for E-11 is unique despite the ones you can get from the dispenser as like you said the E-11 only get their use during 049 and 008 but they can be used properly during C3s (besides 008) and events. E-11 could get a job more unique to them but I can’t think of one that wouldn’t break balance or cause other issues.
 

Mirage

Active member
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Jun 15, 2022
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In what way is biohazard busted, 049 injections basically hit 100% of the time right now and the infections you mentioned are already mostly immune via regular hazmats as far as I know.

I do support focusing on getting the containment maintenance/decay stuff done and added though. It's a really cool idea, and it could make breaches a lot more interesting than just being purely based on a timer and the like, plus it could add a lot of stuff for both E&TS and E-11 to do depending on how it is implemented.

Models I'm not really fussed with, they're fine, wouldn't mind some improvements but not a huge concern right now.

Medics I do support, though it has been rejected in the past. Even just having a role that spawns with a field kit and not e.g. a defib and first aid kit would be pretty useful - we currently have field kit as standard equipment on UK server that you should always have, and it's super useful but not OP at all given its limitations - maybe a role restricted to CPL+ or something that has field kit and a couple of other support-type things would be cool.

I feel like there are some areas that E-11 could be made more interesting/unique, but I have specific ideas that I want to post as their own suggestions at some point.
Whats the point of having an E-11 role that spawns a field kit but only that as a medic tool, it would be pointless. But if you give that role a defib and/or a first aid kit then it’s breaks balance completely there is no middle ground for a medic in E-11 or in any other regiment beside Nu-7. It’s either broken or unless
 

Senior Ambassador Sledge

Active member
Oct 25, 2023
231
36
21
20
Cincinnati Ohio, United States
+support
E-11 definitely needs something, they're arguably tasked with the most responsibility and are not equipped well enough to deal with it. I've been E-11 SPC for what? A month now? The fact we don't even get containment beams is ridiculous. The FHR is just a better P90 (which isn't saying a lot since they're both terrible weapons) so its only really good against people. Against SCP's you shouldn't even try. Through experience, it is frustrating to have to deal with CI using one hit weapons, SCP's who kill you before you get the chance to fire your weapon, and that being what you look forward to is very sad. When there isn't a code 1 or 5, you sit at a checkpoint or escort a research party. Not very fun really, and when things do get exciting, you feel powerless. But that is from the enlisted POV, It's a lot more manageable passed that from what i've heard from other E-11. Also regarding the breacher... 1: Why do we have that job? 2: The shotgun is again, from what I''ve heard, trash, like actually unusable trash.

I love the idea about E-11 getting a maintenance role and fixing CC's slowly being thrown into disarray, it gives us another thing to occupy us and gives an incentive to people on SCP's to stay on SCP's while contained. At the moment, only time people flag on SCP's is to breach because CI or a D-Class told them to flag on. A few flag on for researching but flag off soon after, there's no motivating reason for people to sit on an SCP and RP while in a cell.

I still want that LCZ spawn for E-11 to become a thing.. the one across from Nu7 bunks? When a massive breach makes it to LCZ, having the worst spawn in the game is not enjoyable. It takes us 2-3 minutes to run to the slow ass elevator just for us to get up to LCZ and die in one hit to 8837's crush, TG's freedom, Able running our fade, etc.
 
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MaliciousPacifism

Well-known Member
Jun 23, 2022
27
5
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Medics -support,
everything else +\- neutral,
I disagree with the medic class, y'all's got combat medics for a reason, and field kits are easily available, foundation doesn’t need anymore medic’s y’all got plenty, I have no opinion or place on the rest except the models, bro CI feels the same pain on outdated models, I don’t think we have gotten a single model change for a long time, everyone needs new models, but it’s a ton of either searching or dev time, plus it has to be compatible with everything on the server, just my two cents.
 

Michael Dzhetnikov

Civil Gamers Expert
Mar 22, 2022
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In the past, Cloak was going to create a system where SCP cells could decay and E-11 would have to be the ones to repair it using special tools and such every 30 minutes. However, this idea seems to have been scrapped since Cloak left. If this could be brought back, or we receive some special tool (Like how DEA/B1 got Drones unique to them) to help with SCPs, that'd be a great benefit.
That would be the job for a containment engineer, as in, a cl3 engineer job, its already going to be added
 

Cheetah / RustyOsprey2

Administrator
Administrator
SCP-RP Staff
Event Team
Nov 24, 2023
157
11
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-1 Medic job for E-11
+1 Containment delay system for E-11
I do not think E-11 should have medics as that would reduce the need for combat medics. The containment delay system is a great idea and it would grant alot of RP and stuff to do for E-11. I also think E-11 should get something more unique to their regiment, as currently i do not think they really have anything super unique. I do not know what that thing would be, but they need something to become more relevant thats for sure.
 
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