Content Suggestion MC&D Improvements

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Jun 8, 2022
16
2
91
Canada/US
What does this suggestion change/add/remove:
Loadout (Or a dispenser?):
+gmod_camera - is a smaller item, and would be useful for gathering information on anomalous entities for potential sale to GoIs.
+swep_smokenade - would make sense, as MC&D usually intends to act covertly - and such an item would aid in escaping with anomalous items or information.
+vwar_field_kit- would make sense, as MC&D ought to be a very self-sufficient group who wouldn’t be caught in a hospital or health clinic if the nature of their wounds is anomalous or related to anomalous dealings.
+vwar_scp_anchor_swep - would make sense for MC&D, as removing Hume Distortion Fields would enable MC&D to assist in maintaining the veil. It should stand to reason they’d want to hide these, as knowledge of the anomalous world would hurt their bottom line: Profit.

Spawn Base:
+vcomputers_paper_shredder - for getting rid of useless/outdated documents. (The UK server has this).
+vcomputer_filing_cabinet - for storing faction/GoI documents. (The UK server has this).
+Ammunition Box - for getting ammunition instead of having to walk to the ranger's station (The UK server has this).
+Surface Quest NPC - Not just for MC&D, but a ‘town secretary’ who gives citizens odd jobs to keep them busy while giving a small additional income. Could include things like cooking, scavenging, (cleaning?), healing others (to encourage doctors), etcetera.

Rules:
+MC&D may attack GoIs who steal their appearance. (This does not make them combative personnel, it just allows them to protect their identities. MC&D is a secretive organization, so it stands to reason they wouldn’t want people just walking around looking like them).

Change - 2.5 “Trespassing as Surface Zone - Civilians, Mayor, Gun Dealers, Chefs & Medics are forbidden from entering the Foundation base, CI Base or UNGOC base without an Invitation from the respective RP leaders (LTCOM+, GOC LT+/CI DELCOM+). Parawatch, Ranger & MC&D may enter with a valid reason”. The end bit of this rule is sort of moot, as MC&D may only enter the facility with a sales permit (or an MSL contract in the case of my small group). They may wish to come in for roleplay, seek medical attention, or interact with friends - but cannot due to this roleplay restriction.

Hierarchy:
+Ability for certain members to use the ‘Regional Manager’ title and a moniker of their choosing. This would allow for more centralized roleplay, more weight to official documents posted for MC&D, and a central backer for operations by MC&D.



Has something similar been suggested before? If so, why is your suggestion different?:
Not that I have seen.

Possible Positives of the suggestion (At least 2):
  1. Adds value to the job.
  2. Adds quality of life to the job.
  3. Enables more roleplay capabilities to the job.

Possible Negatives of the suggestion:
  1. Possibility of MC&D salesmen healing GoIs during/immediately after combat.
  2. Possibility of MC&D abusing the smoke grenade.

Based on the Positives & Negatives, why should this suggestion be accepted:
So far as I can see right now, the positives outweigh the negatives by at least one point. Abusing kits is not uncommon, but there are rules against them that can be enforced by staff. Aside from a few dedicated players (myself included), there is rather little incentive to play on MC&D except to sell the odd weapon or Rift Bridge. Anybody can sell chemicals, and all the other factions are capable of capturing surface anomalies with far more ease than an MC&D Salesman. It’s a job that people pay to gain access to, but have only a very niche need for except outside a few use cases.

MC&D occupies a unique space within the SCP universe. Unlike other GoIs such as UNGOC or CI, MC&D’s focus is not combat, but rather trade in anomalous objects—rare and valuable items coveted by elites with the means to pay for them. However, the current job structure within MC&D imposes significant disadvantages, particularly in how operatives are expected to function in a hazardous, combative environment. Despite their prestigious role as brokers of anomalies, MC&D agents are constantly undermined by hostile GoIs, making it difficult for them to maintain control over their merchandise. A few targeted improvements would transform this job position, allowing MC&D personnel to fulfill their roles better, expand their operations, and maintain the upper hand in their dealings.

Perhaps one of the most critical improvements lies in updating the rules that govern MC&D agents’ ability to defend themselves. At present, the non-combative designation severely hampers an agent’s ability to maintain control over high-value anomalies. This could be remedied by allowing operatives more freedom to act preemptively when dealing with known hostile GoIs or threats to their assets. Specifically, MC&D agents should be granted permission to not only defend themselves in combat but also take proactive measures to protect their collections and retaliate when anomalies or disguises are stolen. For example, if an MC&D operative’s cover is blown or their disguise is stolen by a competing GoI, the agent should have the ability to seek revenge or recover stolen goods by force. This would introduce an element of risk for GoIs that currently act with impunity, thereby leveling the playing field a little more for MC&D.

It is expected that many of these ideas carry some weight in controversy to some, I hope everyone will look upon these ideas favorably for those that are seated in more realistic expectations.

Yours truly,

Taxman.
 
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What does this suggestion change/add/remove:
+vwar_scp_anchor_swep - would make sense for MC&D, as removing Hume Distortion Fields would enable MC&D to assist in maintaining the veil. It should stand to reason they’d want to hide these, as knowledge of the anomalous world would hurt their bottom line: Profit.
Already suggestion it and it got denied.
+Support
-i like this