Give E-11 CSG Override to 079 and Electricals.

[What does this suggestion change/add/remove:
[This change will give the E-11 Command Sargeant Override to 079 And electrical in both LCZ and HCZ.]

Has something similar been suggested before? If so, why is your suggestion different?:[ Unsure]

Possible Positives of the suggestion (At least 2):
[Allows for Recontainment Of 079 and easier containment of 966 When they are breached When no CL4 on. Stops us from having to hack are way in just to patrol 079]

Possible Negatives of the suggestion:[ 079 and 966 will have a tougher time Being breached]

Based on the Positives & Negatives, Why should your suggestion be added.
[Based on the positives, Its such a QOL improvement for E-11, we are literally ment to check and contain all SCPS but We cannot do this To 079 cause of no COs or cl4 personal coming to help. It's the same thing with 966 but that's more of A QOL thing since he's easier to contain already.


I do see the negatives On how 079 can be recontained faster but Normally when 079 is out (speaking from UK experience) he's working with other SCPs to defend him preventing recontainment. Until that scp is dealt with He's uncontainable and it's alot harder to deal with him cause of us waiting on a level 4 card.

now this was a thing in the past and it should be considered for reintroduction, CSGs are trusted within the regiment cause it takes at minimum 2 weeks to even Obtain SGT role. That's if you get all requirements done instantly and aren't skipped over for a promotion]
 

Bananolas

Civil Gamers Expert
Jan 16, 2024
161
10
61
I am going to be honest E-11 not having override to 0-79 is to prevent for exemple a solo breach queue from 0-79 to last 15 mim or less ofc because a random cl3 E-11 had override and got 10 people to hack the scp a contain him.
New players need tons of time to get lvl to accually do something with their breach so adding this will just make it hard for people to enjoy playing the scp.
Also E-11 have override to blast doors making breached scp stay bassicly most of their breach on hcz (most times).
-Support
 
I am going to be honest E-11 not having override to 0-79 is to prevent for exemple a solo breach queue from 0-79 to last 15 mim or less ofc because a random cl3 E-11 had override and got 10 people to hack the scp a contain him.
New players need tons of time to get lvl to accually do something with their breach so adding this will just make it hard for people to enjoy playing the scp.
Also E-11 have override to blast doors making breached scp stay bassicly most of their breach on hcz (most times).
-Support
Wont reply much as it ruins the integrity of the post, but the SCPs staying in HCZ is a good thing for 079 it means he can be defended quite easily more then enough time to gather levels before anything meaningful can happen to him
 
Tapping the sign.
In the past, this other suggestion was accepted in which the system of regimental keycard levels that existed on MRP would be implemented on this server (Please give it a read if you haven't, IMO it's probably one of the best past suggestions we've had to date in terms of how compelling it is conceptually and the ways in which it could be plied here), but to my understanding, it was scrapped in favour of the now-existing system of job-based keycard overrides (For example, at least on UK, Tech Experts are able to open the CL4 door leading into LCZ Electrical).

I think this is a topic worth revisiting, especially since this suggestion is virtually asking the same thing to a degree - And in practicality, when it comes to implementing what you're asking for - It wouldn't make sense to just implement regiment rank-based keycard access solely for E-11 when regimental keycard level is a system that has existed in a working manner on the network at some point and it may just be easier to migrate that functionality onto this server. It would be more constructive to justify that migration and find beneficial ways in which regimental keycard access could apply across all regiments (For example, AO's access to CL4 areas on what are technically supposed to be CL3 jobs (From what I've seen since that update, only the operatives have CL3 cards, but I understand they have override in some areas?) and the ever hotly contested debate of Nu7's access to EZ bulks.) for the benefit of both RP and gameplay balance - While also finding ways to address concerns about how those changes may negatively impact gameplay and roleplay both.

This is also something that would not maintain parity between servers, and rightfully so, IMO - Specific access of this granularity seems to be largely based on IC policy. I would not give LCPLs access to bulkheads. I'd put that at SGT+ minimum.

I also somewhat recall that a lot of the pushback on this general idea from CT was to do with CI and them "not having the right keycard to get into an area"? Which... Firstly, is how keycards work in the first place, and secondly is also how encountering people in the site to take keycards from works. You can't just will an O5 to show up to take their keycard from. Who you find is who you find, and where they can access is where they can access.

If anything, the discrete expansion of who can access where is more beneficial to CI than anything, as it increases the chances of them finding a keycard that will let them into more places. Especially if they co-ordinate beforehand to determine and locate key individuals of interest who has the requisite access to somewhere they're interested in. So in this case, I don't particularly get the stance of increasing frustration on their part by virtue of there simply being more sources of higher clearance area access that CI can use.

I'm sure that @Zen remembers that discussion far better than I do and can contribute meaningfully to this topic.
+Support