Rule Suggestion Overall Raiding changes (mostly)

Rule suggestions will be reviewed by Superadmins, this may take longer than standard content suggestions.
What does this suggestion change/add/remove:
This changes raiding to making sure that roleplay does not stop every 45 minutes by CI raids, it just changes MTF reqs from this:
3.01(a) Raiding Requirements - There must be 4 MTF/UNGOC/CI combat personnel to raid or infiltrate (Including Deep Cover) either bases. Exceptions are made if a member of your faction is kidnapped, in which case you can skip the raid cooldown to retrieve those kidnapped; this will count as a normal raid; you may not purposely abuse this to bypass raid functionality; after a raid fails, you may only negotiate.

3.01(b) - Additionally, a maximum of 2 out of the 4 required MTF for the Foundation to be raided may be Clearance Level 4 members of Dpt. Of External Affairs.
To this:
3.01(a) Raiding Requirements - There must be least 10 CL3+ Foundation / 5 UNGOC/CI combat personnel to raid or infiltrate (Including Deep Cover) either bases. Exceptions are made if a member of your faction is kidnapped, in which case you can skip the raid cooldown to retrieve those kidnapped; this will count as a normal raid; you may not purposely abuse this to bypass raid functionality; after a raid fails, you may only negotiate.
This will start to show my suggetion of the raiding changes. Remember "10 CL3+" and number "5".

CI raiding rules changes from:
3.02(a) Chaos Main Raid - CI can raid the facility or UNGOC base when authorized by a CO, once every 45 minutes. A raid starts once CI breaches the fenced off area on both bases or through the foundation vents. Only 8 CI may enter the vents on the foundation base. Once personnel raiding the base die they cannot return. A raid ends when all CI are dead; timers begin counting down once a raid has ended.

3.02(b) Chaos Deep Cover Cooldown- CI Deep Cover may only raid every 30 minutes. If the Deep Cover job is used in the main raid the Deep Cover raid cooldown is used and the player must wait out the remaining time.

3.02(c) Chaos Deep Cover - Chaos Insurgency deep cover may only enter the facility or UNGOC base when authorised by a Chaos Commanding Officer. Entering either as a deep cover requires valid reasoning, e.g., A member of chaos has recovered a foundation keycard, allowing the deep cover to enter and retrieve files. Deep Cover may not re-enter either location after death unless a separate infiltration mission is approved by a CO after cooldown.
To this:
3.02(a) Chaos Main Raid - CI can raid the facility or UNGOC base when authorized by a CO, once every 45 minutes. A raid starts once CI breaches the fenced off area on both bases or through the foundation vents. Only 8 CI may enter the vents on the foundation base. Once personnel raiding the base die they cannot return. A raid ends when all CI are dead; timers begin counting down once a raid has ended.

3.02(b) Chaos Deep Cover Cooldown- CI Deep Cover may only raid every 30 minutes. If the Deep Cover job is used in the main raid the Deep Cover raid cooldown is used and the player must wait out the remaining time.

3.02(c) Chaos Deep Cover - Chaos Insurgency deep cover may only enter the facility or UNGOC base when authorised by a Chaos Commanding Officer. Entering either as a deep cover requires valid reasoning, e.g., A member of chaos has recovered a foundation keycard, allowing the deep cover to enter and retrieve files. Deep Cover may not re-enter either location after death unless a separate infiltration mission is approved by a CO after cooldown.

3.02(d) Raiding on UNGOC Base - There must be least 5 UNGOC Combat Personnel. One UNGOC Combat Personnel must be of rank FSGT+.

3.02(d) Limit of CI raiding party - At 10 CL3+ Combat Foundation Combat Personnel, CI is allowed to do Deep Cover and Main raid but with only 2 CI members, Every third Foundation Combat Personnel of CL3+ is on. One more CI members is allowed to join the Main Raid Party (For ex. If 19 CL3+ Foundation Combat Personnel then 5 CI members are allowed to Main Raid). If there are 35+ CL3+ Foundation Combat Personnel on, then CI are allowed to raid with all their members. This rule only counts to Foundation Main Raiding.
The reason why i did it to rise by one and add the needing of least one "Last NCO Rank+" to be on for least some defenise / roleplaying.
As for foundation, lot of suggetions before me wanted to hard limit CI raiding to the point of "Hard Nerf". I just doing the best "Middle ground" way best i can do.

As for UNGOC, from this:
3.04(a) GOC Raiding Foundation- The UNGOC may not raid the Foundation base unless approved by a UNGOC LT+ with justified reasoning, except that Assessment Team operatives may enter for espionage once every 45 minutes; with normal raids being one hour.

3.04(b) GOC Raiding Chaos- The UNGOC may not raid the Chaos Insurgency unless approved by a UNGOC LT+, with a cooldown of one hour, as well as, Assessment Team Operatives may enter for espionage once every 45 minutes with approval from a UNGOC LT+.
To This:
3.04(a) GOC Raiding Foundation- The UNGOC may not raid the Foundation base unless approved by a UNGOC LT+ with justified reasoning, except that Assessment Team operatives may enter for espionage once every 45 minutes; with normal raids being one hour.

3.04(b) GOC Raiding Chaos- The UNGOC may not raid the Chaos Insurgency unless approved by a UNGOC LT+, with a cooldown of one hour, as well as, Assessment Team Operatives may enter for espionage once every 45 minutes with approval from a UNGOC LT+. There must be least 5 CI Combat Personnel on. One CI Combat Personnel must be least of rank Delta+
Just small change taken from CI raiding on UNGOC.
The reason why UNGOC does not have limit on their raiding party on foundation is due the fact they are small and not "high manpower-ish" and very roleplay based so they get free pass from me (no UNGOC bias).

Also i almost forgoten about foundation raiding changes, from this:
3.03(a) Foundation Main Raid - Foundation MTF personnel can raid the CI and UNGOC Base when authorised by a MTF Captain+, External Affairs Special Agent+, or Site Administration e.g (O5, Ethics, Site Director/Advisor). They may raid once every hour. A raid starts once foundation personnel have started hacking the entrance of the CI or UNGOC base.

3.03(b) Foundation Infiltration Cooldown - Foundation DEA may only do a infiltration raid every 45 minutes, with a maximum of 3 disguised persons.

3.03(c) Foundation DEA Infiltrations - Foundation DEA may only enter the CI Base or UNGOC base when authorised by a DEA Special Agent or Nu7 Captain+. Entering for an infiltration raid requires valid reasoning, e.g., A member of foundation has recovered a chaos keycard, allowing the them to enter and retrieve files. Once all participants die or leave the raid location, a 45 minute cooldown starts for infiltrations.

Once personnel raiding the base die, they cannot return. A raid ends when all Foundation personnel are dead; timers begin counting down once a raid has ended.
To this:
3.03(a) Foundation Main Raid - Foundation MTF personnel can raid the CI and UNGOC Base when authorised by a MTF Captain+, External Affairs Special Agent+, or Site Administration e.g (O5, Ethics, Site Director/Advisor). They may raid once every hour. A raid starts once foundation personnel have started hacking the entrance of the CI or UNGOC base.

3.03(b) Foundation Infiltration Cooldown - Foundation DEA may only do a infiltration raid every 45 minutes, with a maximum of 4 disguised persons.

3.03(c) Foundation DEA Infiltrations - Foundation DEA may only enter the CI Base or UNGOC base when authorised by a DEA Special Agent or Nu7 Captain+. Entering for an infiltration raid requires valid reasoning, e.g., A member of foundation has recovered a chaos keycard, allowing the them to enter and retrieve files. Once all participants die or leave the raid location, a 45 minute cooldown starts for infiltrations.

3.03(d) Raiding on CI / UNGOC Base - There must be least 5 UNGOC/CI Combat Personnel on to raid UNGOC/CI Base. One UNGOC/CI Combat Personnel Must be rank of FSGT+/Delta+

Once personnel raiding the base die, they cannot return. A raid ends when all Foundation personnel are dead; timers begin counting down once a raid has ended.
Just added DEA more manpower to use (4) and gave the 5 to foundation also.

Also small change on 008 raiding for CI, from this:
  • To breach SCP-008, there must be at least 12 MTF units active
To this:
  • To breach SCP-008, there must be at least 12 MTF units active. With least 12 of those mtf's being 2 NTF active
To make sure that there is someone defending 008 during its raid.

Also the reason why FSGT+/Delta+ for UNGOC/CI is due needing leader during the raid, least a SNCO one who will become CO soon.

Wow big list i made heh.
Has something similar been suggested before? If so, why is your suggestion different?:
I would not say fully "suggested before" but "inspired" to make it least middle grounded:

Possible Positives of the suggestion (At least 2):
-CI will not raid on late low pop / early pop that much
-Gives Foundation more time roleplay
-Makes some foundation mains / players happy
-Good step for the server


Possible Negatives of the suggestion:
-CI mains / players will be mad at it
-Huge Change for the raiding rules for past 2-3 years
-Will need trial phase for sure
-CI would hop on CL3+ Foundation Combative jobs to take the screenshot and start the raid (US only as i far know)


Based on the Positives & Negatives, why should this suggestion be accepted:
"So why this suggetion should be accepted?"


Well, many people tried to fix the CI problem that was from the start of the server life. Many of them were Good, Bad and Troll-ish but all of them wanted to hard limt or hard nerf the CI raiding to make it a "Roleplay Faction on Roleplaying Only Server".

Each suggetion that wanted to limit CI got attacked by "-Support CI warriors" to defend their CI Status Quo and their PVP Style but. No one tried to make a middle ground, a balance of power (least) between CI and Foundation, also UNGOC but who cares about their raiding heh?
So i understand i will get hate from CI players and people who saw my last suggetion (the most downvoted one.) but why not give it a try?

Note: Main thing about this suggetion is 10+ CL3+ Foundation Combative, in my opinion its a huge change for the server.
 
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I do not see how you can say CI "tries" to find a way to be violent when that is pretty much all they can be, especially given they are a TERRORIST ORGANIZATION that seeks to CAUSE TERROR to the Foundation in any way. They share similar problems to D-Class and SCP roles in the way that they do not get many opportunities to actually roleplay, let alone experience quality roleplay, leading them to resort to violence as a form of roleplay.

The most CI gets to do outside of gunfights is probably messing over ocomms, roaming surface, and interacting at foundation gate. CI rarely gets to take hostages, do info breaches, or steal documents. If you are gonna rag on CI because they shot you while you were making chems instead of sparing you uncharacteristically, maybe you should consider what they actually get to do outside of blasting personnel. Finding ways to roleplay is half the work of roleplaying, and there is not much in the way besides crumbs.
First of, i don't play server anymore and second, i know everyone does not do the same roleplay but if CI must be "Terrorist Organization" then why its not open to new players? Why they don't have MRP war system to make them least raid via ingame if they go public? Why don't we remove non-combative and only keep combatives / D-class?

I really don't care if CI kills me while i make chems (never liked to do them in first place), but if you saying that CI is Terrorist Organization then why can't UNGOC be "UN Peacekeepers"?

Give UNGOC right to RDM anyone with "RP Reason" and raid anyone with no cooldown and reqs because "RP Reason" then i would like to see if you will like it.