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.
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.