What does this suggestion change/add/remove:
- Adds three turrets inside Security Sector (One next to the SS Elevator, one infront of Nu7 bunks, and one infront of E-11 bunks/Killhouse)
- Adds one turret inside HCZ Epsilon-11 bunks in the large space between the bunk beds and Advanced Armory
- Adds one turret inside medbay outside of the medic and combat medic spawns
- Adds an alarm light inside E-11 bunks and Security Sector
Has something similar been suggested before? If so, why is your suggestion different?:
No
Possible Positives of the suggestion (At least 2):
+ Heavier deterrent of Spawn Camping
+ 008 breaches become more manageable if they can't camp Security Sector
Possible Negatives of the suggestion:
- SCPs will be blasted if they go into a spawn area by mistake
- 079 finna go wild if they're good at hacking (could make spawn turrets unhackable?)
Based on the Positives & Negatives, why should this suggestion be accepted:
Well to start, Security Sector has no turrets right now, it's completely vulnerable to spawn camping. Adding three turrets will help compensate for the increase sized of Security Sector and completely deter spawn camping or entering this sector as an SCP, including 008 (which would make 008 a little more fun for those who spawn in SS, since they wont die immediately upon spawning. This is a very common issue during 008 breaches, this suggestion would negate said issue).
Adding a second turret inside E-11 bunks is to serve as an actual deterrent for SCP Spawn Camping. It's not very rare for SCPs to simply run past the first E-11 turret without taking much damage due to its limited range because of its placement only covering a very small area (that isn't even inside E-11s spawn). SCPs have spawn camped E-11 before which just leads to frustration for everyone. SCPs shouldn't be in there anyways and it's very nearly impossible to get there "by mistake".
Adding a turret inside medbay is a bit more questionable due to how accessible it is, but it would definitely help with SCPs going in there to spawn camp. I rarely see SCPs go in there for any other reason, as D-Block and EZ are the main targets of SCPs.
As for the alarm lights, I know they can sometimes be taxing in laggy situations. But I think adding them to E-11 spawn could help tell E-11 when FSL is on, since there is no other alarm light in HCZ. Security Sector used to have one but now doesnt.
- Adds three turrets inside Security Sector (One next to the SS Elevator, one infront of Nu7 bunks, and one infront of E-11 bunks/Killhouse)
- Adds one turret inside HCZ Epsilon-11 bunks in the large space between the bunk beds and Advanced Armory
- Adds one turret inside medbay outside of the medic and combat medic spawns
- Adds an alarm light inside E-11 bunks and Security Sector
Has something similar been suggested before? If so, why is your suggestion different?:
No
Possible Positives of the suggestion (At least 2):
+ Heavier deterrent of Spawn Camping
+ 008 breaches become more manageable if they can't camp Security Sector
Possible Negatives of the suggestion:
- SCPs will be blasted if they go into a spawn area by mistake
- 079 finna go wild if they're good at hacking (could make spawn turrets unhackable?)
Based on the Positives & Negatives, why should this suggestion be accepted:
Well to start, Security Sector has no turrets right now, it's completely vulnerable to spawn camping. Adding three turrets will help compensate for the increase sized of Security Sector and completely deter spawn camping or entering this sector as an SCP, including 008 (which would make 008 a little more fun for those who spawn in SS, since they wont die immediately upon spawning. This is a very common issue during 008 breaches, this suggestion would negate said issue).
Adding a second turret inside E-11 bunks is to serve as an actual deterrent for SCP Spawn Camping. It's not very rare for SCPs to simply run past the first E-11 turret without taking much damage due to its limited range because of its placement only covering a very small area (that isn't even inside E-11s spawn). SCPs have spawn camped E-11 before which just leads to frustration for everyone. SCPs shouldn't be in there anyways and it's very nearly impossible to get there "by mistake".
Adding a turret inside medbay is a bit more questionable due to how accessible it is, but it would definitely help with SCPs going in there to spawn camp. I rarely see SCPs go in there for any other reason, as D-Block and EZ are the main targets of SCPs.
As for the alarm lights, I know they can sometimes be taxing in laggy situations. But I think adding them to E-11 spawn could help tell E-11 when FSL is on, since there is no other alarm light in HCZ. Security Sector used to have one but now doesnt.
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