What does this suggestion change/add/remove:
This suggestion would prompt the developers that work on SCP-RP to unite to, as quickly as possible, rebuild the chemical system from the ground up. This is being requested in the aftermath of the revelations made from @Harry 's resignation document about the chem system.
Has something similar been suggested before? If so, why is your suggestion different?:
To this extent? Not to my knowledge.
Possible Positives of the suggestion (At least 2):
1) Makes the chemical system actually function as intended without numerous exploits that can be used to effectively abuse chems to extend raids to ridiculous durations, make people nigh on immortal or otherwise ruin intended gameplay loops on the server.
2) Brings factions on the server way more in line with each other when it comes to power balancing. This system is by far and away the source point of so much imbalance and it NEEDS to be addressed.
Possible Negatives of the suggestion:
1) This is almost certainly going to require a LOT of dev time, based on the level of exploitation/fundamental code issue that must be present for the chem system to be working as it currently does.
2) A severe normalization of the chem system is going to be very annoying for those who frequently use chemicals in combat.
Based on the Positives & Negatives, why should this suggestion be accepted:
Never in my life did I think I was going to make a suggestion with as much urgency and hope to see it implemented as the content parity suggestions. Holy SHIT was I wrong. Harry's chemical document on how the system currently works is completely and utterly diabolical for the state of server health and shows that this system is fundamentally flawed and needs a rewrite.
To break it down for those of you who may not have read the document yet; (Link here: https://docs.google.com/document/d/1p-6IXxeL8k-TFkWk7rGVKhTbq3A2pLQhg_3t2aBPZ-4/edit?usp=sharing)
Ever wondered why CI on chems seemed like absolutely unstoppable forces even in the face of many regiments trying to mass produce potent and other useful chems? Well, there WAS a reason for that all along! It turns out CI discovered a way to use the way the chem system cached effect timers on the server memory to absolutely DESTROY the balance of chemicals.

Want a chemical that allows you to maintain see-through which is the number one basic indicator that you're unable to shoot, gives you infinitely topping up 50% speed and actually allows you to shoot WHILE in see-through state due to the fact they stacked the see-through outside of the NHU abilities, meaning nobody could ever find out if you were in a damagable state or not? YOU GOT IT RIGHT HERE!

Want a chemical that is literally using REVERSAL OF CHEM EFFECTS (that's right, this chem heals you for 1200hp in 2 mins by drinking CHLORINE OF ALL CHEMICALS) to make you effectively unkillable thanks to the heal override system, while only costing approx 700 dollars for one dose of it due to how accessible these basic chems are? YOU GOT IT RIGHT HERE!!!
Oh, speaking of the memory cache and reversal of chems thing:

YUP! It turns out that every single basic negative HP chemical has been the key for these CI chems all along, because for some god forsaken reason, due to memory cache based on the order you drink chems, you can stack the timer of an extremely long -hp effect onto the insane heals of a short burst +hp effect to gain nigh-on INFINITE healing! FUN!

Also, turns out the reason CI always seem to never run out of speed chems is because they literally DONT! If you keep drinking basic speed chems after using NHU, you can literally keep refreshing the timer over and over again, which explains why they've been able to use these systems to such good effect, because they never needed to make that much of the best chems in the first place! (Also, sick job including bugs in this document Harry, as well as the recipe to multiple now banned god chems! I'm sure minges and covert CI players totally aren't going to secretly try and use these going forward!
I could go on ranting and raving about the absolutely abysmal state of this system that has been unveiled by Harry's document, but I genuinely can't be bothered. The fact this information is currently public domain is a genuine DANGER to server health, because now every down to Johnny CI Main can start producing this shit and it's going to work until the timer reversal and memory caching issues are fixed. Every single hunch people have had for months if not YEARS about CI's chems and abilities in combat have been validated by this nonsense, and the worst part is, 99% of the players who've been exploiting this are never going to see punishment for it despite how secretly unfair the gameplay loops have been this whole time.
For the love of god, fix this. Nothing has ever gobsmacked and discouraged me more from playing than knowing how right people have been about this stuff for so long and it took Harry essentially dropping a truth nuke on leaving to actually bring it to the public light. How many players have we lost cause of the imbalance this sort of thing causes to gameplay loop interruptions, all while being told that these things HAVE been looked into and are fine?
This suggestion would prompt the developers that work on SCP-RP to unite to, as quickly as possible, rebuild the chemical system from the ground up. This is being requested in the aftermath of the revelations made from @Harry 's resignation document about the chem system.
Has something similar been suggested before? If so, why is your suggestion different?:
To this extent? Not to my knowledge.
Possible Positives of the suggestion (At least 2):
1) Makes the chemical system actually function as intended without numerous exploits that can be used to effectively abuse chems to extend raids to ridiculous durations, make people nigh on immortal or otherwise ruin intended gameplay loops on the server.
2) Brings factions on the server way more in line with each other when it comes to power balancing. This system is by far and away the source point of so much imbalance and it NEEDS to be addressed.
Possible Negatives of the suggestion:
1) This is almost certainly going to require a LOT of dev time, based on the level of exploitation/fundamental code issue that must be present for the chem system to be working as it currently does.
2) A severe normalization of the chem system is going to be very annoying for those who frequently use chemicals in combat.
Based on the Positives & Negatives, why should this suggestion be accepted:
Never in my life did I think I was going to make a suggestion with as much urgency and hope to see it implemented as the content parity suggestions. Holy SHIT was I wrong. Harry's chemical document on how the system currently works is completely and utterly diabolical for the state of server health and shows that this system is fundamentally flawed and needs a rewrite.
To break it down for those of you who may not have read the document yet; (Link here: https://docs.google.com/document/d/1p-6IXxeL8k-TFkWk7rGVKhTbq3A2pLQhg_3t2aBPZ-4/edit?usp=sharing)
Ever wondered why CI on chems seemed like absolutely unstoppable forces even in the face of many regiments trying to mass produce potent and other useful chems? Well, there WAS a reason for that all along! It turns out CI discovered a way to use the way the chem system cached effect timers on the server memory to absolutely DESTROY the balance of chemicals.

Want a chemical that allows you to maintain see-through which is the number one basic indicator that you're unable to shoot, gives you infinitely topping up 50% speed and actually allows you to shoot WHILE in see-through state due to the fact they stacked the see-through outside of the NHU abilities, meaning nobody could ever find out if you were in a damagable state or not? YOU GOT IT RIGHT HERE!

Want a chemical that is literally using REVERSAL OF CHEM EFFECTS (that's right, this chem heals you for 1200hp in 2 mins by drinking CHLORINE OF ALL CHEMICALS) to make you effectively unkillable thanks to the heal override system, while only costing approx 700 dollars for one dose of it due to how accessible these basic chems are? YOU GOT IT RIGHT HERE!!!
Oh, speaking of the memory cache and reversal of chems thing:

YUP! It turns out that every single basic negative HP chemical has been the key for these CI chems all along, because for some god forsaken reason, due to memory cache based on the order you drink chems, you can stack the timer of an extremely long -hp effect onto the insane heals of a short burst +hp effect to gain nigh-on INFINITE healing! FUN!

Also, turns out the reason CI always seem to never run out of speed chems is because they literally DONT! If you keep drinking basic speed chems after using NHU, you can literally keep refreshing the timer over and over again, which explains why they've been able to use these systems to such good effect, because they never needed to make that much of the best chems in the first place! (Also, sick job including bugs in this document Harry, as well as the recipe to multiple now banned god chems! I'm sure minges and covert CI players totally aren't going to secretly try and use these going forward!
I could go on ranting and raving about the absolutely abysmal state of this system that has been unveiled by Harry's document, but I genuinely can't be bothered. The fact this information is currently public domain is a genuine DANGER to server health, because now every down to Johnny CI Main can start producing this shit and it's going to work until the timer reversal and memory caching issues are fixed. Every single hunch people have had for months if not YEARS about CI's chems and abilities in combat have been validated by this nonsense, and the worst part is, 99% of the players who've been exploiting this are never going to see punishment for it despite how secretly unfair the gameplay loops have been this whole time.
For the love of god, fix this. Nothing has ever gobsmacked and discouraged me more from playing than knowing how right people have been about this stuff for so long and it took Harry essentially dropping a truth nuke on leaving to actually bring it to the public light. How many players have we lost cause of the imbalance this sort of thing causes to gameplay loop interruptions, all while being told that these things HAVE been looked into and are fine?