Partially Accepted More Turrets (and alarm light) in spawns

Content that has been partially accepted
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FrostByte

Civil Gamers Expert
Dec 25, 2021
253
47
91
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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.
 
Last edited:

Hypnotoad

Well-known Member
Feb 7, 2023
151
45
41
Neutral

My only worry is MR SCP hacking spawn turrets and making it so you cant get out without be mowed down.
 

Neptune

Head Moderator
Head Moderator
SCP-RP Staff
Content Team
Mar 4, 2023
136
39
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England
Suggestion Partially Approved



Hi @FrostByte ,

Thanks for taking the time to make a server suggestion.
The Content Team has chosen to partially accept your suggestion for the following reasons.

We have chosen to deny the NU7/E11 SS, Medbay and E11 HCZ turrets as we believe those are unnecessary placements of turrets.
We have chosen to accept the turret at the top of SS elevator as it should have been there in the first place. And also the addition of the lights.

Your suggestion will now be locked and marked as partially accepted.​
 
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