Content Suggestion Major Surface/Faction RP 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:
This suggestion aims to massively rework the surface-level factions and inter-faction RP, along with overall reducing RP disruption. This comes in two main steps.

The first step is the removal of CI as a permanent faction on the server. This means that there would no longer be a fourth faction to create a character on - only Civilian, Foundation, and GOC would remain in this way. They would still exist in a new form, but would not be a permanent faction with a roster and set positions.

In the long-run, this would potentially mean that the CI base could be removed from the map. I'd personally prefer to see that in the form of:
  • A GM-supported/led event occurs prior to restart - a siege on and then bombing of CI base, resulting in all inside being killed and the base being mostly destroyed.
    • During this, SOP should aim to steal every document they can to look through at a later date.
  • Server restarts at the end of the event, with the restart bringing with it both the updated map and the removed/changed CI faction.
  • New map essentially just has most of the CI base removed (everything beyond the garage, basically).
    • Garage outer doors are broken, jammed, unpowered, and partially open.
    • Within the garage is a dark and damaged room, with small bits of rubble and visible damage to everything within, lights hanging from the ceiling, and no power or lighting active.
    • Signs outside warn the public that it is unsafe and condemned.
    • The entrance from the garage to the rest of the base is just blocked off by rubble, and the rest of the base no longer exists.
    • You can enter via the broken door, to give some atmosphere and maybe a usable place for some RP and civilian exploration stuff, but you can't pass the rubble in the inner doorway.
    • Maybe play some SFX and particle effects in the garage indicating the rubble shifting and the place being unsafe every now and then.

Once CI is removed as a playable faction, it would be replaced by three aspects:

GM Events
Any major RP involving CI as a faction would be played by GMs/event staff/supporting players.

Raids
Every 3-4 hours (with the time being partially random, to prevent guessing when it will happen), players with a high enough Combat and Total XP level on any faction will get a prompt, similar to ERT calls, to join a CI raid. This prompt will only show to those that are called, with no warning to anyone else. Anyone that accepts it will be respawned as CI in an ERT-like deployment system, where CI will arrive in Pinewood either via helicopters near compound/vents, or via a vehicle convoy from outside of the map (via the part of the road that exits the playable space of the map) - or both at the same time.

When raids are arriving, there should be a chance that a site announcement would play, alerting the Foundation to something along the lines of "Radar has picked up an unknown aircraft entering into your nearby airspace. Please be on alert.", or "Nearby Foundation assets have alerted us to an oncoming convoy of vehicles of an unknown origin. Please be on alert.". This could either be by random chance as to whether it's caught or not, or via an actual radar system that can break down and need repairs (or be sabotaged) located within compound.

During the CI deployment animation phase, CI should be given a clear, set objective, with the possible objectives being different depending on the server population and the raid size (e.g. no 008 breach objectives at 40 pop). Objectives would be ones like so:
  • Breach <specific, randomly-selected, breachable SCP> from containment
  • Kidnap <1-5> key staff
  • Retrieve <specific, randomly-selected SCP> from the site
    • If successful, this SCP should disappear/be disabled for a set amount of time (maybe 30 minutes or so).
  • Retrieve <3-8> keycards of different types
  • Cause a major disruption
    • E.g. any major breach, 008 breach, turning off reactor, or just killing a lot of people
Other objectives would be possible. It should also be possible for a GM to lead a raid, where they can specify a custom objective, and then mark when objectives and sub-objectives are complete. These objectives would work via a system like CMissions, where markers and text would appear where relevant, and the raid party would have to accomplish certain things before being told to exit the site. Successfully completing the objectives and escaping would reward the player with XP and/or in-game money, with a higher amount being given for more challenging objectives and for completing the raid with a low number of casualties to the raiders. "Escaping" here would mean leaving the site and heading towards either the map exit they entered via, or getting to a set of vehicles outside of compound and pressing E on them - these vehicles would arrive shortly after the objective was marked as complete.

Undercover Missions
Every 2-3 hours (with the time being partially random), a Deep Cover mission equivalent would start, with a ERT-style call up. Those that accept would only be told their disguise and mission upon spawning as CI, not during the call up phase itself (to minimise potential metagaming). These deep cover agents would then spawn as a set Foundation job (selected by the server, based on which mission was randomly selected), such as Senior Researcher, or Janitor, and be prompted to select a name for this character. The DCs would spawn in that job's spawn, looking like that job, and with the correct job title and keycard for the job. For all intents and purposes, they would be that job, except they'd have a CMission-style objective to complete, similar to the above described Raid system. They would also be told who their fellow Deep Cover(s) are by name, job and appearance, even if they didn't spawn together (e.g. a mission might spawn one DC as a Tech Expert, and another as a GSD Guard). They would not appear on the tab-list as Deep Cover, but instead maybe as the actual role itself.

Selected Deep Covers would be given an objective such as the following:
  • Assassinate <randomly selected person>
    • Penalties should apply for excess kills, to prevent them from just MRDMing and getting lucky.
  • Steal the keycard of <randomly selected person> and get it to the dead drop at <random surface level location>
  • Breach <randomly selected SCP> and leave the site
  • Retrieve <randomly selected document of CL4 or higher> and get it to the dead drop at <random surface level location>
  • Sabotage <randomly selected system>
Once a DC mission is completed, it should then (unless specifically stated otherwise) allow two possible ways to end the DC session. First, and most rewarding, would be to remain alive and undetained for <~10 minutes> after completing the mission, and then return to your spawn (i.e. maintaining your cover). Second, and less rewarding, would be to escape the site - this would be in the form of having a prompt available to call for extraction, where you would then have a chance of either being told no, or being told yes, in which case a vehicle will drive in from the edge of the map, and interacting with it within 5 minutes would allow you to leave (after that time, it would drive away without you and you would no longer have that option). Successfully completing a DC mission should reward you with XP and/or in-game money, with the rewards being reduced for excess kills, or for not maintaining your cover by the end of your mission if it is possible to do so.

It should be possible for a GM to specify a mission in this way, too.

The second, possibly optional phase would then be as follows, if phase one is completed:
Given Nu-7's primary purpose is to fight off CI and combat them on surface, removing CI may mean there's no longer sufficient reason to keep Nu-7 as well. If this is the case, then they should be removed as a permanent regiment, with their remaining duties (manning compound/garage/EZ, interacting with GOIs, and general combat) being fully absorbed into the other departments that already at least partially do the same thing (GSD, DEA, and the other MTFs).

I would also suggest a further third step, if step two is implemented, but which I also suggest regardless of if both step 1 and 2 are denied:
We currently have an ERT system that aims to fight SCP breaches that get out of hand. I suggest an additional, different ERT force with the purpose of combating raids and riots that get out of hand. They would be called up manually via the ERT phone, but be callable under different conditions than the SCP-focused ERT.

This Nu-7-style ERT (possibly called Nu-7, even, if step 2 goes ahead) would be equipped with weapons and gear suitable to fighting humans rather than SCPs, with potentially lower armour/health, and weapons such as the ARX, sticky grenades, flashbangs, etc. rather than things like the Auger, AA-12, shield wall, and sentry.

This style of ERT would land either via helicopters as usual, or via a vehicle convoy entering the map from the road that goes outside of the map's playable space.

Has something similar been suggested before? If so, why is your suggestion different?:
Almost certainly not.

Possible Positives of the suggestion (At least 2):
  • CI is inherently unbalanceable, and just letting it go is the only viable option
    • As it is, CI has a central issue to its entire existence - CI's main purpose is to mess with the Foundation and cause them as much trouble as possible. On the wiki, this makes sense, has reasons, and has worked in numerous tales. But on the server, as a permanent faction, this means that CI are always causing trouble for one specific site, rather than the more realistic and manageable take within wiki tales, where CI is more of a trouble due to long-term undercover CI plants and raids on various sites every now and then. As a permanent faction, they need to raid more often, otherwise they essentially have nothing to do and no purpose to existing (they aren't exactly capable of a broad range of RP, because their whole goal is just to destroy the Foundation and to look out for themselves - ask yourself "When was the last time I saw anyone below CI CO actually do any roleplay?", and "Have I ever done real roleplay as CI, or just combat?"). With them having to raid constantly lest they fall into inactivity and obscurity, this means they need to raid very often - every hour or so, in fact, as seen at the moment. CI mains may have fun doing combat like this, but for most of the server, this just means they have to constantly fight CI or hide from them, or fight or hide from the breaches and whatever else they cause) - every hour. In theory, this just doesn't seem to make much sense in RP, and in practice, this means that many roles are often completely prevented from doing RP very frequently. You want to test? Sorry, CI are in D-block again. Oh, they left? Ah, they've raided again and now 3 SCPs are out, so you can't actually go down into HCZ. But that's already with it being one hour between raids - if you make it any longer, they basically don't have anything to do and they'll die out anyway. There doesn't seem to be a feasible way to balance this, and at this point I think the best option is to stop trying to and just change it entirely.
  • Less frequent raids and DCs -> less regular RP disruption
    • This is and has been an issue for as long as I have been on the server, and I can't see this changing unless CI is either massively nerfed/restricted into oblivion, or until it's actually just changed properly.
  • Pre-defined and enforced raid/DC objectives -> less raids that just lead to code black-level situations or general widespread RP disruption
    • Instead of CI raiding just to breach as many SCPs as possible, or hold garage, or hold 914, or hold 079, or whatever dumb shit they usually do with no real objectives and no plan of surviving, they instead are incentivised to actually have an objective and plan to try and survive, and the objectives might actually make sense.
  • Incentivised/enforced escape after objectives -> CI actually value their own lives in RP and generally act more sensibly
  • DC spawning as the job -> Less disguise cards -> Disguises actually make sense and aren't magical instant copies
  • DC spawning as the job -> DCs don't die before they even get a disguise -> DCs are more likely to actually get to do interesting stuff and have fun
  • Pre-defined DC objectives -> DCs don't just kill/kidnap people randomly and disrupt RP for no reason
  • CI removal as a constant surface threat -> surface primarily becomes a place for inter-faction RP between Foundation, GOC, civilians and the civilian government, rather than a constant battleground
    • Maybe people might actually try to do RP as civ roles finally
    • Maybe Foundation and GOC might be able to have relations with each other that aren't restricted by having to also consider CI all the time
  • CI and Nu-7 removal -> Spreads players between fewer jobs
    • -> More activity on non-combative roles -> More RP over combat
    • -> Space for other new, more RP-friendly roles
    • -> Less "job bloat" -> Every department/faction is actually active, rather than being split between too many different groups
  • Nu-7 ERT -> CI/D-class/whatever can't just hold a chokepoint and camp for 30 minutes due to it being almost impossible to push certain places
  • Nu-7 ERT -> Foundation combatives can actually enter from surface level in a limited capacity during a raid -> More opportunities and makes sense, generally
  • Nu-7 removal -> No more of the split between DEA and Nu-7 where there's not enough for two very related groups to operate on that just hurts both groups
  • Just generally makes more sense RP-wise. Why would Foundation not just bomb a nearby known CI base and flatten them? Why would Nu-7 be stationed here? Why would DCs just be random people wandering in from surface and grabbing magical instant disguises instead of actual long-term plants. Many such questions.
  • Removal of CI structure and a randomised or first-come first-serve system of TB/Jugg role selection -> No more CI higher ups hogging TB and jugg most of the time

Possible Negatives of the suggestion:
  • Short-medium term upheaval
    • This is a major change, even if it's for the better overall
  • People losing roles they worked for feels bad
    • Can be partly mitigated by offering opportunity to move into equivalent roles in other departments/factions, e.g. CI COM -> GOC/MTF/GSD/DEA CO/Manager, or Nu-7 CO -> MTF/GSD/DEA CO/SpA/Manager
    • Is, in my opinion, worth it for the overall long-term benefits

Based on the Positives & Negatives, why should this suggestion be accepted:
This would overall massively reduce regular RP disruption in the long-term, which has been a consistent issue no matter what CT/SL/NL has tried over the years. I don't think there's any way to actually fix this without just outright removing CI as a permanent faction, and I think the replacement I've suggested would be a good alternative to add some spice and to keep some fun aspects of CI (raiding and countering) and the VIP benefits related to the faction (TB and DC would still exist and be limited to VIP, they'd just be deployed in a different format), while losing some key problems (raids spiralling due to them lasting too long and not having goals [or self-preservation], frequency of disruption, raids essentially just being MRDM but allowed, etc.). I don't think CI really fits as a permanent faction, but I think a system like what I've described could keep them as a fun aspect of the server (and a continued draw to new players) while massively improving the state of RP overall. Their current state just doesn't fit an RP server, and doesn't seem like it ever will, and I genuinely do not think this change would really detract from the overall server experience in any meaningful way outside of the short-term upheaval that such a large change would cause regardless of the end result.
 

Bananolas

Civil Gamers Expert
Jan 16, 2024
165
11
61
-Support
I understand your intention behind this suggestion, but frankly, I believe it will create more issues than it addresses.

To begin with, this effectively eliminates the most engaged faction on the server — CI. That in itself significantly impacts the server's activity and user community. Nu-7, the second most active combat unit, would also disappear or be integrated. Thus, we are forfeiting two key regiments that maintain the server's vibrancy.

SOP would surely be impacted as much of their operations require interaction with CI and Nu-7 above ground. Without those groups, their function sort of diminishes.

GOC would likely be adversely affected too, as they depend on the negotiations and tension with CI and Foundation. Without CI, there’s diminished motivation for GOC to exist.

And what about D-Class? They won't enjoy themselves nearly as much if raids occur much less often — half of the time they're part of those chaotic moments that enhance the game's excitement.

There are additional factors to consider as well:

- This is a significant shift that will disrupt the status quo and likely annoy certain players as everyone adapts.

- Many individuals will be unhappy about losing roles they value, and transferring them won't entirely resolve that.

- Without constant CI as a threat, the server could seem somewhat bland on the surface .

- Fewer undercover missions and raids lead to a decline in spontaneous RP moments. Certain players really enjoy that randomness and disorder.

-The new system depends heavily on GMs and event staff to manage CI activities, which could fail if there aren't sufficient personnel.
So yeah, while I get wanting to reduce constant RP disruption, straight-up removing CI and Nu-7 seems like it’ll kill a big chunk of what makes the server fun for a lot of players.

Just to add CI keeps getting nerfed over time, but honestly, we don’t really mind because we have fun playing it! We also set OOC restrictions on ourselves to do less damage and keep things balanced, so it’s not like we’re just running wild. The whole point is to enjoy the game, not break it.
 
  • Haha
Reactions: Jeremy Bennett
I feel like a lot of the push behind this thought comes from the idea that removing content is less of a headache than constantly trying to rebalance it, but I don't think that's the case. I think it's more a different variety of headache. Yes, it cuts out the constant effort of trying to balance these things, but the actual act of cutting this out, managing the disruption that would cause, trying to resolve the fallout, etc...

I honestly don't really think on this scale. I can see a lot of the initial kneejerk reaction from people who clearly did not read your rationale and were disinterested in losing something they were personally attached to - But... Eh. Meh? I think this is just entirely too big a thing to do at this time.
+/- Neutral
 
-Support
I understand your intention behind this suggestion, but frankly, I believe it will create more issues than it addresses.

To begin with, this effectively eliminates the most engaged faction on the server — CI. That in itself significantly impacts the server's activity and user community. Nu-7, the second most active combat unit, would also disappear or be integrated. Thus, we are forfeiting two key regiments that maintain the server's vibrancy.

SOP would surely be impacted as much of their operations require interaction with CI and Nu-7 above ground. Without those groups, their function sort of diminishes.

GOC would likely be adversely affected too, as they depend on the negotiations and tension with CI and Foundation. Without CI, there’s diminished motivation for GOC to exist.

And what about D-Class? They won't enjoy themselves nearly as much if raids occur much less often — half of the time they're part of those chaotic moments that enhance the game's excitement.

There are additional factors to consider as well:

- This is a significant shift that will disrupt the status quo and likely annoy certain players as everyone adapts.

- Many individuals will be unhappy about losing roles they value, and transferring them won't entirely resolve that.

- Without constant CI as a threat, the server could seem somewhat bland on the surface .

- Fewer undercover missions and raids lead to a decline in spontaneous RP moments. Certain players really enjoy that randomness and disorder.

-The new system depends heavily on GMs and event staff to manage CI activities, which could fail if there aren't sufficient personnel.
So yeah, while I get wanting to reduce constant RP disruption, straight-up removing CI and Nu-7 seems like it’ll kill a big chunk of what makes the server fun for a lot of players.

Just to add CI keeps getting nerfed over time, but honestly, we don’t really mind because we have fun playing it! We also set OOC restrictions on ourselves to do less damage and keep things balanced, so it’s not like we’re just running wild. The whole point is to enjoy the game, not break it.
Thanks for the feedback. To address your points here, I'll go through them in the same order.

First, while I understand that this will effect a large amount of the server's population, I do think that:
  1. This removal would (for most) be a short-term disruption. Many can transition into different, related/similar roles, such as into GOC or DEA roles for surface RP, and other combative roles such as GSD, MTF and GOC roles for that side of things. Part of the goal here was to also maintain the fun parts of CI, like the raids, which can be fun for both sides if balanced correctly - I just don't think it's possible to actually achieve that balance with CI being a permanent faction as it currently is, as described in the original post. I think both of those things combined would be enough that very few players would actually leave the server or have a huge problem with it in the long-term, though it would definitely be very disruptive in the short-term as things move around and players get used to the new changes and systems. I also think that this shift in balance and reduction in disruption as a result of the change would overall lead to greater activity in pretty much every other role, and overall be much healthier and more fun for most of the player base, so I believe it would mostly balance out and likely, in the long-term, be a net positive in that area.
  2. The diminished interactions as a result of the CI removal is why I chose to also suggest removing Nu-7 here, as they are primarily combat-based and primarily focused on combatting CI. I think the end result, with DEA, GOC, and civilian government factions remaining, along with the overall reduced constantly getting shot all the time if you're either CI or Foundation would lead to an increase in regular RP on surface, as it would mean that DEA can actually go out and interact with civilians, GOC and Foundation can do joint RP on surface rather than within bases more often, and so much more. I don't think it would overall remove RP, I think it would just be quite different and, in my opinion, more friendly to RP opportunities for everyone.
  3. When it comes to D-class, I think this new system would still allow that sort of interaction. It would be very possible for some missions for the new CI deployments to be things like "Provide 20 guns in D-block and hold the position for 10 minutes" or "Retrieve 3 D-class from the base and successfully release them from the facility". It would be different, sure, but I think it would still provide that experience.
  4. I personally think both players and staff are too afraid of disrupting the status quo and trying new things. I also think that short-term disruption is worth what I believe would be a massive overall improvement in the long-term.
  5. Yeah, I don't like that part of it - I don't want to upset people with the lost roles and disruption, but I do think that it's the correct way to go with this in the long-term.
  6. See point 2 for the surface part, and the new raid system would provide both the ability to be/face CI, and the general spice that CI should be bringing, without it being overly disruptive like the current format is.
  7. I think that the overall balance in raid/DC regularity I've described above is a good start, but I can see how it might be a bit too far apart. I think part of that would already be addressed just by the fact that there would no longer be DC raids that end instantly because they enter vents and immediately get caught out without a disguise or card, but with this system, maybe the ability for SL to change how often raids trigger and to manually trigger raids would be a good way to fine tune it after the initial change. Maybe it would be a bit too sparse, but then SL could gradually reduce it until a good balance is met - you can't really do that with CI as it currently is, though because you're not just balancing "how often can raids happen before it's too disruptive", you're also balancing that against "how rarely can raids happen before everyone leaves CI". With this change, you only have to consider the former, and the way things currently are, it seems like actually balancing "how often can raids happen before it's too disruptive" would leave the answer being "to the point everyone leaves CI" anyway, as has (to my knowledge) been seen on the USA, where CI are a bit less skilled and "try-hard" than on UK, and so the recent nerfs to CI have already dropped their activity massively, even though they made perfect sense for balancing based on UK performance.
  8. The GM/event staff stuff is more just for events and to add a bit of variation now and then. The idea is that raids would normally happen entirely automatically without intervention, but the opportunity should be there for GMs to add a bit of flair where they want to.
  9. I do understand and respect that UK CI leadership does try to do this, but honestly, the way things are, I don't think there's anything you could do to properly balance it, even with IC CI leadership's involvement in limiting things - the idea of CI raiding and breaching e.g. 682 or whatever now and then is fun, but only every few hours. People do actually want to do RP in between, not just constantly be interrupted by CI just trying to have fun but having a gameplay loop that almost always will cause RP disruption, regardless of how hard they try to minimise it. The same goes for SCP breaches - I think those also need massive changes, and that's something I'll likely make a suggestion on in the near future.

Literally any of this doesn't make any sense.

-SUPPORT
Can you please be more specific? I've laid out a very long explanation of what I'd like to see changed and why, giving a -Support just because you can't understand it doesn't make sense - if you don't understand something, neutrality makes sense because why would you give input on things you don't understand? We have enough of that in IRL politics.

-SUPPORT
Right so you want to remove both most active regs and literally like why ? does not make sense at all
See the original post's explanation, plus my response above to Bananolas on point 2.

> Make CI how it is now just without a base and longer wait between raids
> Remove Nu-7 cause fuck the rest of site I guess
> Add something that Nu-7 would do anyway + don't need another ERT
I feel like you've completely misunderstood or just not read the suggestion. Your summary is very different to what the suggestion actually says, and the suggestion (and point 2 to Bananolas above) does explain why I also suggest removing Nu-7 here. Your third point... I don't know what you're actually talking about, you just said "add something", which doesn't help me understand what you're addressing from the suggestion here.

I feel like a lot of the push behind this thought comes from the idea that removing content is less of a headache than constantly trying to rebalance it, but I don't think that's the case. I think it's more a different variety of headache. Yes, it cuts out the constant effort of trying to balance these things, but the actual act of cutting this out, managing the disruption that would cause, trying to resolve the fallout, etc...

I honestly don't really think on this scale. I can see a lot of the initial kneejerk reaction from people who clearly did not read your rationale and were disinterested in losing something they were personally attached to - But... Eh. Meh? I think this is just entirely too big a thing to do at this time.
+/- Neutral
For the balancing part, it's not that I can't see that some things might need a lot of balancing changes over time - so many games need that, and CN SCP isn't an exception, see e.g. gun stats, SCP breaches, etc. Here, though, I genuinely believe that there will never be a balance that can be struck that will both reduce RP disruption to an acceptable level while still maintaining CI activity with the current system. I like the idea of there being a raid every now and then, but it needs to be way longer in-between, and the sort of time I'm thinking would absolutely kill CI activity anyway, so I'm trying to propose a different system that still allows the fun aspects of CI raids and the like, while escaping this balancing loop that I genuinely do not think could ever be fixed under the current way CI works.

When it comes to this being potentially too big to do at this time, I have two things to say. First is that that's said for every major change, and that will never stop being the case - we can't just drop every large change just because it's a large change. Second is that even when it truly might not be possible right now (e.g. because most devs are working on Site-9, and doing this change would delay it), that's what the backlog is for - not every suggestion has to be done under the assumption that the conditions will be exactly as they are now - eventually, devs will become available and there will be the opportunity later on to make this happen, so rather than just denying it and it being decided it will never happen, it can just be put on the backlog to do at a later date. This is a trap CT seems to fall into quite often, where suggestions and the like will just be dropped because it can't be done now, so they decide it will be done never.
 
-Support
First Nu7 can take part in goc activities as well so removing them just because CI is gone seems kinda overkill.
Removing an entire faction and adding them as just a glorified evil ERT event seems conter intuitive with what this suggestion is trying to provide in a way. I would argue that removing goc and turning them into a GM faction would provide more value then this suggestion.
You can't expect all the people that play CI to still wana play after CI is removed. This suggestion would nuke a huge chunck of the player base.
 
-Support
First Nu7 can take part in goc activities as well so removing them just because CI is gone seems kinda overkill.
Removing an entire faction and adding them as just a glorified evil ERT event seems conter intuitive with what this suggestion is trying to provide in a way. I would argue that removing goc and turning them into a GM faction would provide more value then this suggestion.
You can't expect all the people that play CI to still wana play after CI is removed. This suggestion would nuke a huge chunck of the player base.
I did say in the suggestion that the Nu-7 removal might not be necessary/wanted, I'm just suggesting that it might be if CI were to be changed like this, and I'd rather actually think the whole thing through along with its ramifications from the start, rather than the CI change being made, it fucking over Nu-7, and then there's no plans in place for how to deal with that.
 
1752361473587.png

Remove that from your signature

Heavy -support
I fw this heavy.