- Sep 16, 2023
- 1,051
- 337
- 61
What does this suggestion change/add/remove:
Adds an incentive for non-combatives to actually avoid danger and value their own lives: an XP and/or cash bonus for surviving a breach.
Foundation non-combatives should receive an XP and/or cash bonus for surviving a containment breach from start to finish, with the following things increasing the bonus (each with their own cap):
Upon receiving a breach survival bonus, the player would get a notification about it. It may be sensible to add a delay to receiving this bonus to prevent metagaming, such as it being provided ~5 minutes after the breach ends, rather than immediately.
SL should be able to configure which jobs are eligible for this through a "Non-combative" job flag in the VJobEditor menu. Any jobs that are both Foundation faction and marked with this flag would be eligible.
EDIT: If you die to the nuke, this should count as dying during a breach, and you shouldn't get the bonus. You should have just gone to garage due to the Code Black long ago.
Has something similar been suggested before? If so, why is your suggestion different?:
Not to my knowledge.
Possible Positives of the suggestion (At least 2):
Possible Negatives of the suggestion:
Based on the Positives & Negatives, why should this suggestion be accepted:
This would both encourage better RP during breaches, and provide a sort of "apology" to make up for RP disruptions to non-combative roles. It would also essentially act as the counterpart to the bonuses that combatives get for recontaining or doing damage to SCPs during a breach, so both sides of this would have incentives to do their part during a breach.
I'd like for something like this to also exist for things like CI raid, which have a similar disruptive impact on RP, but I'm not sure that that would be feasible - where would you define the start of a raid programmatically? When CI enters lobby? But then if they have a DC raid, that could go on for ages, and maybe one day they'd enter in disguise and not be causing disruption, and so it shouldn't be given - it's not as clear cut as SCPs where it can be "does the box say breach on it, if so, there's an ongoing breach" which works for every SCP except for the currently very buggy 096.
I'd considered previously something like a loss of money per death as a non-combative, which has its upsides as well, but ultimately decided on this form because humans are generally very loss averse, and so having it be "you can gain something if you do XYZ" rather than "you will lose something if you don't do XYZ" would hopefully avoid that causing annoyance amongst players.
Adds an incentive for non-combatives to actually avoid danger and value their own lives: an XP and/or cash bonus for surviving a breach.
Foundation non-combatives should receive an XP and/or cash bonus for surviving a containment breach from start to finish, with the following things increasing the bonus (each with their own cap):
- How long the breach lasted
- How many SCPs were breached
- How many kills the breached SCPs got
- The breach lasts less than ~5 minutes
- The breached SCPs get zero kills in total during the breach
- The non-combative gets marked as AFK at any point during the breach
- The non-combative dies or changes job at any point during the breach
Upon receiving a breach survival bonus, the player would get a notification about it. It may be sensible to add a delay to receiving this bonus to prevent metagaming, such as it being provided ~5 minutes after the breach ends, rather than immediately.
SL should be able to configure which jobs are eligible for this through a "Non-combative" job flag in the VJobEditor menu. Any jobs that are both Foundation faction and marked with this flag would be eligible.
EDIT: If you die to the nuke, this should count as dying during a breach, and you shouldn't get the bonus. You should have just gone to garage due to the Code Black long ago.
Has something similar been suggested before? If so, why is your suggestion different?:
Not to my knowledge.
Possible Positives of the suggestion (At least 2):
- Provides a strong incentive for non-combatives to actually value their own lives in RP.
- Many people take risks on their non-combative characters that they realistically shouldn't under FearRP, even if they don't consciously realise it. They do things like continue testing on LCZ SCPs despite knowing that SCPs may soon breach from HCZ into LCZ, or may go into areas that might have SCPs but which they aren't sure about.
- This incentivises better FearRP during breaches, which is generally pretty poor - when's the last time you saw a non-combative go into the breach shelter, even if SCPs were in LCZ?
- Slightly makes up for the RP disruption to non-combatives that breaches inevitably bring.
- You might not be able to do your test or whatever for 20 minutes, but at least you got something out of it.
Possible Negatives of the suggestion:
- Economy balancing considerations
- The bonuses shouldn't be too high, or it could cause problems. There should be reasonable caps and increase rates to ensure that while the bonus is good, it's not game breaking.
- Only applies to breaches, not e.g. CI raids
- I'd like it to also apply to things like this, but that would be much harder to check programmatically, and would likely cause a fair few problems.
Based on the Positives & Negatives, why should this suggestion be accepted:
This would both encourage better RP during breaches, and provide a sort of "apology" to make up for RP disruptions to non-combative roles. It would also essentially act as the counterpart to the bonuses that combatives get for recontaining or doing damage to SCPs during a breach, so both sides of this would have incentives to do their part during a breach.
I'd like for something like this to also exist for things like CI raid, which have a similar disruptive impact on RP, but I'm not sure that that would be feasible - where would you define the start of a raid programmatically? When CI enters lobby? But then if they have a DC raid, that could go on for ages, and maybe one day they'd enter in disguise and not be causing disruption, and so it shouldn't be given - it's not as clear cut as SCPs where it can be "does the box say breach on it, if so, there's an ongoing breach" which works for every SCP except for the currently very buggy 096.
I'd considered previously something like a loss of money per death as a non-combative, which has its upsides as well, but ultimately decided on this form because humans are generally very loss averse, and so having it be "you can gain something if you do XYZ" rather than "you will lose something if you don't do XYZ" would hopefully avoid that causing annoyance amongst players.
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