Content Suggestion Fundamental roleplay and server rework.

Content Suggestions will be reviewed by Content Team weekly, please allow time as not everything can be reviewed at once.
What does this suggestion change/add/remove:

Enhanced Character Creation


When a new player joins the server, they will have to initially choose between playing a combative Foundation role or a non-combative Foundation role. There should be a description of what these roles are, their responsibilities and examples of what departments they are.

Combative Foundation Roles
- General Security

Non-Combative Foundation Roles
- Research Department
- Medical Department
- E&TS

These are all the roles a new player has available to them on. All other roles are obtained through in-character means, such as tryouts for MTFs, training for DEA/ISD and interviews for SA/SC.

Characters may be transferred between departments by requesting a transfer from Site Admin.


Reworked Levelling System

Levels are no longer split between combat, research, support etc. Instead, each character has a single type of experience to gain, through activities that are relevant to their department (testing, healing, repairing, killing hostiles).

A skill tree would be added, allowing players to choose between minor perks to enhance themselves. For instance, a medical skill could be to heal faster, or give people temporary over health. Other departments would have different skill trees based on their role. This would give players more choice in what they wish to specialize in, while not being able to be good at everything.


Character Based Inventory

Each character will have an inventory linked only to that character, including their stash. This will make it much harder for low clearance characters to have items that make no sense in their possession (for instance, a cadet with Class-F that he made while playing his Executive Researcher).

Along with this, ISD will be able to search anyone's inventory, given valid RP suspicion of contraband. They may also search their stash, but this will require a "warrant" from SA+, making the stash safer.

Of course, skins may be transferred across characters.


Character Limits

By default, players will have access to up to 3 character slots, to be used in any department.

Player Kills

Player Kills (PKs) will force a player to rename their character and will wipe their inventory and stash. Their money will also be reset.

PKs can be done by GMs with valid RP reasoning, and should be reserved for major RP scenarios.

SL may also permit a PK where needed. For instance, in a situation where a Site Manager has been found guilty of high treason in a tribunal and sentenced to termination, SL may authorize a PK as their character no longer makes sense to exist.


Civilians

Civilian characters will not be immediately accessible to new players. This is because it is important to teach them the core Foundation gameplay loop. New players on civilian are usually confused, and unsure of what to do.

Anyone's second character may be a civilian character, if they wish.


UNGOC

UNGOC will be removed as a playable faction, and instead reserved solely for events. GMs may request people to assist as event characters within UNGOC, but otherwise the faction is no longer playable. The faction simply does not have a place on the server. It was added hastily, without care for how it would interact with the Foundation whatsoever and does not work.

CI

To incorporate a return to Foundation based RP, CI will be reworked entirely.

Instead of being a job that is constantly playable, players will be able to opt-in to CI raids, that will happen randomly every 3 or so hours. This will be done similarly to how ERT is now.

Deep cover raids will be run in the same way, where 2 randomly selected players can "opt-in" to a deep cover raid.

This will remove CI mains, that do not contribute to the server's roleplay development whatsoever, and move players back into the Foundation as their main role.

RP disruptions will be limited greatly by this change, and combat will become a secondary aspect of the server.


SCPs

Researchers will be able to access a terminal in every SCP chamber, which will send a prompt to anyone who is willing to play SCPs (an option in settings) requesting that they flag on. SCPs will be creditable, which will earn the player XP towards their own character.

Players who consistently answer the prompt to play an SCP for tests will increase their probability to be chosen for the next breach queue.

Progression

As touched on before, characters must go through trainings, tryouts or interviews to join non-standard departments. Outside of MTFs and CL4 roles, progression will be handled via the level system, simulating that their character has gained more experience in their role and has been elevated.

Has something similar been suggested before? If so, why is your suggestion different?:
I believe character based inventories have been suggested before.

Possible Positives of the suggestion (At least 2):
- Emphasis on character based roleplay.
- People will be less attached to their characters due to the possibility of PK.
- High clearance items will be less accessible to lower clearance characters.
- Enhancement of ISD roleplay through searches.

Possible Negatives of the suggestion:
- The server will see a dramatic shift away from combat, which could drive some players away.

Based on the Positives & Negatives, why should this suggestion be accepted:
Overall, this suggestion aims to fix many of the core issues of the server. Players do not play characters, they play themselves. This is evident in the fact that PKs are incredibly rare, and are entirely optional as people cannot handle having their character killed, who is an extension of themselves most of the time.

ISD will see an increase in their importance, as they will be the primary force searching for contraband chemicals and weapons. This will create new roleplay opportunities, with creative ways to evade ISD being rewarded.

Skill trees will give each player much more agency in what they want their character to be good at. Hopefully, no objectively "best" combination will be found, instead leaving it up to preference.

Combat and GOIs will take a backseat to the core of the server, which is Foundation and passive roleplay. With less RP disruption, players will be able to conduct much higher levels of RP than is currently possible.

This is a dramatic suggestion, which will change the server fundamentally. Therefore, I expect a lot of backlash and disagreement, but please try to articulate your points in a respectful way.
 
+/- Neutral Support leaning -Support

I do like a lot of the ideas from this, however I think a few massive negatives you overlooked in this suggestion:

1. The PK system removing peoples money and inventory just incentives people further to always need to "win" roleplay and just doesnt work well. I believe changing some chemicals to be severely nerfed and still have uses would be more beneficial, with the wipe included.

2. People lose a lot of their progress in factions, including SOP who no longer have much to do outside of a dead surface and hundreds of hours of progress in respective factions, seems more like a suggestion that should be implemented in site 9 because of how drastic it is.

3. People lose a lot of VIP perks and CN risks legal action or mass-quitting due to how drastic these changes are.

Otherwise, I like a lot of the things from this but they are somewhat overshadowed by the points above
 
Character Based Inventory
^ +/- imo For things like knives/skins and limited time event items (reaper fork/knife) there should be a separate OOC stash.
Player Kills
^ +Support, however I think money should be kept OOC. Or maybe allow it to be deposited/banked to access OOC features like skins/trading etc.
^ +/-, I feel like there should be a CI presence at all times, probably not near the scale it's at right now, but something for SOP/DClass/Civilians to access and interact with. The raid rework would most likely be sufficient to remove problematic players from the faction.

Overall: +Support
(This reply was way too long, if I didn't reply assume it's a +Support)
 
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I wanted to do same kinda suggetion but you take the hit my man.








Enhanced Character Creation

When a new player joins the server, they will have to initially choose between playing a combative Foundation role or a non-combative Foundation role. There should be a description of what these roles are, their responsibilities and examples of what departments they are.

Combative Foundation Roles
- General Security

Non-Combative Foundation Roles
- Research Department
- Medical Department
- E&TS

These are all the roles a new player has available to them on. All other roles are obtained through in-character means, such as tryouts for MTFs, training for DEA/ISD and interviews for SA/SC.

Characters may be transferred between departments by requesting a transfer from Site Admin.
I wonder where i seen this before.....
Reworked Levelling System

Levels are no longer split between combat, research, support etc. Instead, each character has a single type of experience to gain, through activities that are relevant to their department (testing, healing, repairing, killing hostiles).

A skill tree would be added, allowing players to choose between minor perks to enhance themselves. For instance, a medical skill could be to heal faster, or give people temporary over health. Other departments would have different skill trees based on their role. This would give players more choice in what they wish to specialize in, while not being able to be good at everything.


Character Based Inventory

Each character will have an inventory linked only to that character, including their stash. This will make it much harder for low clearance characters to have items that make no sense in their possession (for instance, a cadet with Class-F that he made while playing his Executive Researcher).

Along with this, ISD will be able to search anyone's inventory, given valid RP suspicion of contraband. They may also search their stash, but this will require a "warrant" from SA+, making the stash safer.

Of course, skins may be transferred across characters.


Character Limits

By default, players will have access to up to 3 character slots, to be used in any department.
I wonder where your "ideas" come from........













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I see, we meet again old friend.
 
I have played that server for maybe 10 minutes?

But if the idea works :)
I played on that server since first day of City24. When so called "new map economy reset" happen when they changed the map, i quit after like 4 months on new map. It's sad it's getting less players every "Open Beta Play Test" and im not shocked when they did player economy reset on not new map.
 
^ +/- imo For things like knives/skins and limited time event items (reaper fork/knife) there should be a separate OOC stash.

^ +Support, however I think money should be kept OOC. Or maybe allow it to be deposited/banked to access OOC features like skins/trading etc.

^ +/-, I feel like there should be a CI presence at all times, probably not near the scale it's at right now, but something for SOP/DClass/Civilians to access and interact with. The raid rework would most likely be sufficient to remove problematic players from the faction.

Overall: +Support
(This reply was way too long, if I didn't reply assume it's a +Support)
literally my exact thoughts
+Support
 
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Reactions: L.Saint
Jan 16, 2022
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Otherwise, I like a lot of the things from this but they are somewhat overshadowed by the points above

This is a big problem I have with this suggestion, there are so many things actually suggested that a vote of "Yes" or "No" is not satisfactory. I agree with some of these points, but absolutely hate others, hence my only good option is downvote it. I would also argue that it therefore also goes against the Suggestion Format's message:
Ventz said:
Suggestions should be made for 1 feature or 'rework' (a rework can be e.g. a collection of suggestions about a single department or MTF), please do not group up multiple features or reworks into one thread. You may post one suggestion thread every 24 hours.
 
This is a big problem I have with this suggestion, there are so many things actually suggested that a vote of "Yes" or "No" is not satisfactory. I agree with some of these points, but absolutely hate others, hence my only good option is downvote it. I would also argue that it therefore also goes against the Suggestion Format's message:
There’s a lot of suggestions here because they are all related to the character idea.
 
Jan 16, 2022
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There’s a lot of suggestions here because they are all related to the character idea.
Way too broad of a topic, not gonna lie! These are changes which, as people said before, literally seem like things present on site 9, just on 65, and would affect the entire server. You even acknowledge that people may leave because of this!
I also see very little connection between basically removing GOC/CI from being normal roles on the server to changing how the characters work, and you even call it a fundamental server rework in your title!
 
-SUPPORT
To make it all short for those too lazy to read: Wait for and then play Site-9 if you're so inclined.

For those who want me to elaborate..

Enhanced Character Creation
While I see where you're coming from, I must fully disagree - This is just painfully unnecessary and would in fact hinder the RP you lot hold so dearly. Have you ever seen people play techie well? No? Well exactly, having to pick and choose a specific role especially as a newbie would be too daunting and would bore a lot of new people out. It's the ability to choose jobs on the fly that allows people to experiment and find what roles they like / dislike and how to play them. Natural experimentation is the way to determine what you want to do in the server and find the 'flow' of said server.

Transfers would also be annoying to pull of because it would create more bureaucracy ( Which is already a bit of an issue at the moment ). Although I wish Site Admin did have more of a role to play, pushing players into that role would probably annoy both them ( Because imagine having to non-stop transfer people ) and the newbies ( Who'd have to wait God-knows how long to get a transfer in ).
Reworked Levelling System
I like the general gist of this but I'd take implementation differently. I'd rather if one could choose where to put their points based on department rather than character because it'd lead to continuous changes but it's something that ought to be discussed.

Character Based Inventory
This.. I don't even know where to start with this. This would be beyond tedious to do, the stash system is fine as is and there are rarely if ever moment where CL1 go around with Class-X or w/e, it's such a painful non issue. I feel like the only reason this is even here is for "Muh realism" which frankly I don't understand. TL;DR "Don't fix something that isn't broken".


Character Limits
Honest question - Why even? Again this feels like such a counterpoint to RP ehancement. People enjoy playing all sorts of characters and frankly they should be allowed to. A 3 character limit would do nothing but just limit people's creativity and love for RP.

Player Kills
Lord above.. Maybe as a GM you don't have this issue but let me hit you with a truth nuke - People spend a good chunk of their time on this server grinding to fuck so that they can buy stuff. VIP among them, chems as well and before you say anything I'm not even talking about combat chems. People build up their stash and money to have fun - To just get PKd and lose all of that would be worthless. At best, people would give their stuff away before getting PKd, at worst they'd give it to a friend for safe keeping before getting back.

Working from the bottom up is fun only once and that's when you join. Once you've established yourself it's ROUGH to go back to the beginning and have to work your way up.

Also it's not like PKs don't happen at all or rarely, people PK characters >relatively< often on the server and I feel like this would force more people into doing something they don't want to. Yes, it's 'reserved for major RP events' for now but it might develop into more and force those who don't want to PK ( myself inlcuded ) into basically doing and saying nothing.

Again, another non-issue that can only go worse as the current situation is fine enough.

Civilians
Again, why? Not many people make civvies at the beginning and it's another non-issue. Those who do can ask in OOC and people are often friendly enough and informative. Even so, surface has piss all to do and eventually they'd go to an F character where they'd learn the ropes. Issue is that surface has little to do but that's an argument for another time.

UNGOC
Before I say anything, I'll admit that I'm a GOC player and that I might have a bias for it but still, I suggest you listen to my comment before deciding to ignore it.

Truth nuke time! The GOC is a very RP-based faction that provides Foundation with a friendly GOI to RP with without the need of GM intervention! The issue with GOC is that it needs to be developed more and given more stuff to be more menacing ( I.e. Give us leverage in negotiations as we now have none. GOC also needs to go back to forum posts to weed out those who don't want to RP and just muck about.

"The faction simply has no place in the server" is frankly just an ignorant thing to say - It does have a place and it's clear. GOC is and can be fun for those who play with it and who play as it. It's rough around the edges sure but it's nothing that can't be fixed.

Also arguing "Oh it was badly implemented so it must be removed" is just ridiculous lol. It's not perfect but it certainly has a place on the server, just needs to be fixed up a little which I'll give credit where credit is due - They're working on it and have asked for suggestions, bless their hearts.

CI
By aiming to remove CI you basically target half of the UK server. On US that might be such a big deal but on UK?? No. People join CI for I'd say 2 reasons: 1. Doing surface stuff, 2. PVP

In half of your suggestions you aim to punish and lock away people for doing things instead of rewarding actions and allowing players to choose a better path. How to solve this? Give CI something to do! Either something internally or some sort of mission they have to do to acquire funds so they can't JUST RAID - They have to prepare for it, get proper 'funds' and 'equipment'. This limits raids, keeps the current faction intact and still gives CI shit to do ( Because now their only choice is to... well.. raid ).

Which brings me neatly to my counter-suggestion and something that'd solve the prolbem for all 3 factions. And when I say this I'm 100% serious - Cmissions.

Cmissions have always been sort of awkward on the server, they've always been odd and never fit in - So now it's time to use them and make them better. Firstly, we ought to improve Cmissions and diversify them more, that's up for another discussion though. Secondly we finally use the special plan - We make it so CI have to acquire funds through these Cmissions before they can raid ( Other options for acquiring funds also work but this was just a spur of the moment idea ). This limits their raiding until they've got the funding and still gives them stuff to do in the downtime. Again, this ought to be worked on but I believe it's the best course of action for player retention.

SCPs
Surprisingly, I fully agree with this - In fact, I believe I myself suggested crediting SCPs before. It's an overall great idea and gives people a reason to hop on and play them.

Progression
This is another one of those things that just... doesn't need to exist? It's fine as is. People are already bound by levels, licences, tryouts and forum posts. All of which have done a good job so far.

Based on the Positives & Negatives, why should this suggestion be accepted
You underestimate how this would play out. It wouldnt' be a few people leaving, it'd be a good number of player leaving. Namely CI which is huge in the UK server and it'd lock the rest in a certain style of gameplay instead of giving them the freedom to play as they'd like. The answer was never to limit more but to reward those that do put their heart and soul into RP.

ISD also never needed or will ever need power, it's hated by many for a reason - It's unfun to be arrested and placed in jail for even 5 minutes over what sometimes could be just a simple mistake. Higher ranking ISD are typically fine on UK but it doesn't mean they'll always be ( I.e. when they leave worse people can take their place ). Do people minge and do they deserve to get arrested? Sure. But I've mostly seen ISD arrest people over the most minor things.

Combat always has had a part of the server, even since the earlier days of late 2022 and throughout 2023 ( when I played originally ). The real kicker is that it's fun and people join MTFs and CI for a reason, they enjoy the combat and structure / community they provide.

Conclusion.
I will probably get shat on for saying this openly but someone has to. I know you're a fellow vet of the server but you seem to miss the point of what makes it fun for the majority of the playerbase. RP and combat have always had their half of the server and removing either would make it shit. Best you can do is ENCOURAGE not discourage the playerbase to do things.

Making 20 different rules to prevent combat will drain the playerbase as people will find it boring to go through 20 different layers of bureaucracy to do 1 damn test ( Because waaah SA needs shit to do ( No offesne to my SA homies ofc )). We ought to aim to give people shit to do instead of punishing them for choosing combat and now I'll add:

The sampling docs are one of the dumbest ideas I've ever seen and only force people who'd usually RP and do fun stuff to sit there and write docs. I entertained the idea of picking up exec before ( While I was ECA ) to do fun, new and interesting tests but for reasons I had to abandon it. Now I can't even imagine it.

So TL;DR of it? Take a break, an LOA or w/e and play on Site-9 when it releases. It's been hyped to shit over the past.. Idk how much anymore and most of the devs are working on it. The bitching and moaning has paid off and there's no need to change Site-65 over it. I apologise if I seem disrespectful but I've seen people yap about this for several months before and upon my return I see it hasn't changed ).

I suggest that you take your suggestions, write them all into separate ones and elaborate on them further instead of stuffing them together like this, I've seen multiple people say they agree on some but abhor others and I feel like cutting this one and making multiple is the way to go.

Oh well, what a hill to die on.
 
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Perhaps a loss of my GOC is required to make the universe a healthier place.

I enjoy the overall idea, although believe it may need some minor tweaks. Levelling / Ranking being primarily OOC based (levels / credits are 50% OOC, and applications / interviews are a good 85% OOC) is a horrific idea and annoying in the majority of scenarios - it just produces better RP to allow characters to physically grow.
 
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Massive +Support. This is how I hope Site-9 is already going to work, but having it actually written down and suggesting changes like this could possibly apply to 65 as well are both good.

I'm not 100% sure on the GOC removal, though - I think if it was maybe made a bit smaller but more powerful it would be good, like actually having the paratech GOC should have - with the removal of CI as a permanent faction, the reduction in GOC size, and maybe a slight expansion of MC&D and the local government, I think the GOC would work well as a meaningful counter on surface without being locked to any one RP relationship (CI), being unknowing of the anomalous (civilians) or not being that kind of faction (MC&D). But then maybe there just doesn't need to be something like that - an expanded and active DEA that regularly deals with civilians and the like would be preferable imo, so maybe it does make sense to get rid of GOC.