Give ETS a secondary spawn in LCZ

Apr 5, 2024
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What does this suggestion change/add/remove:
Allow technicians, engineers and tech experts to spawn in LCZ. either back in janitor spawn or somewhere new as long as its past the EZ bulk (maybe only during code 5?)

As it is right now if a breach reaches LCZ and EZ bulk gets closed techies are cut off from the rest of the facility with no way back in without waiting on a CL4 which causes numerous problems.
1. Long waiting times between attempts to reach any of the crucial subsystems
2. If a breach is already in LCZ it is very dangerous making it not uncommon to just die over and over meaning back to waiting at EZ bulk for a CL4 just to die in 30secs again and repeat
3. Sometimes they cant even open EZ bulk if SCPs are close making us useless and unable to contribute during breaches



Has something similar been suggested before? If so, why is your suggestion different?:
No, spawn moving to EZ is new.

Possible Positives of the suggestion (At least 2):
ETS department gets to play the game during code 5s
less downtime on keycard scanners/teslas
less frustrated comms spam for a cl4 to open ez bulk


Possible Negatives of the suggestion:
scp nerf
less usage of the new great looking EZ spawn (love this spawn)


Based on the Positives & Negatives, why should this suggestion be accepted:
Should be accepted because locking the entire fixin department out of their fixin gameplay during a breach in lcz is a bit unfair, and a compromise could be only allowing this secondary spawn during code 5s. (id kill for a hcz spawn but that would be too op)
 
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Possible Negatives of the suggestion:
scp nerf
Given the current circumstances, this is fine. You have much larger problems with this idea than what you've listed. As someone who was, to some degree, a witness to the series of events that was the attempt at (re)implementing E-11's secondary spawn; I'm aware that there have been significant alterations regarding the part of VWar that handles this, in relation to both that and DEA/Nu7 spawns, but my understanding of the issue is that it may be too finicky/unworkable? To give all 3 jobs a secondary spawn in LCZ.

My understanding of that revolves around space concerns - I believe the major issues with implementing E-11's secondary spawn in Security Sector surrounded the issues with configuring the size of the spawn, and that it would result in people spawning inside map geometry because it wasn't able to be made small enough. I know that E-11's secondary spawn is working now and there have been other changes made to it since, but what is coming to mind for me is giving E&TS a secondary spawn in their old spawn, where janitors now spawn - And have them share that spawn with them. That's probably not possible for some reason or another? But it's possible that the space concern I brought up is relevant there, too.

You get my point though, that there are technical concerns with this and while I get the potential benefit of giving E&TS a more tactical position that can more easily involve them where they need to be during Code 5s... They did used to spawn in LCZ and given that they unfortunately weren't really played as much/as seriously - Being more of a utilitarian job that people really only flagged onto during critical situations when people need stuff fixed, breaches did still get this bad when they had their old spawnpoint in LCZ.

Then of course, despite all that, you've got to involve the relevant staff and/or Devs in actually getting this new spawnpoint to work as intended. Like again, I get why you want this and I agree with your reasoning in theory, but in practice, I don't think this would pan out as well as you expect it to. This feels like it would be more effort than it's worth. But I don't know enough about the specific situation to come to a definitive conclusion. I've mostly just given some hopefully pertinent points for CT to consider.
-/+ Neutral
 
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Apr 5, 2024
138
43
41
Given the current circumstances, this is fine. You have much larger problems with this idea than what you've listed. As someone who was, to some degree, a witness to the series of events that was the attempt at (re)implementing E-11's secondary spawn; I'm aware that there have been significant alterations regarding the part of VWar that handles this, in relation to both that and DEA/Nu7 spawns, but my understanding of the issue is that it may be too finicky/unworkable? To give all 3 jobs a secondary spawn in LCZ.
That's fair, I have no understanding of how gmod dev actually works but I understand there's a lot of jank involved, I had issues with e11 secondary spawn very recently

I'd hate to lose the EZ spawn as i adore it but I'd rather take the old spawn to avoid the issue of being stuck by EZ bulk when something crucial like keycard scanner needs fixing

I've heard UK has GOC embassy in the US techie spawn, is this true? If so, where is techie spawn on UK?
nvm must've misunderstood seems to be the same
 
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I've heard UK has GOC embassy in the US techie spawn, is this true? If so, where is techie spawn on UK?
nvm must've misunderstood seems to be the same
No, you were correct. Engineering spawn is in the right two rooms of the three rooms facing/above the ISD entrance. Used to be the GSD CL4 offices.
 
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