Rule Suggestion Raid cooldown increase

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Jul 10, 2023
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What does this suggestion change/add/remove:
Increase the cooldown of CI's MRs/DCs to match the cooldowns of GOC and Foundation.

Has something similar been suggested before? If so, why is your suggestion different?:
Cannot see anything about this, sorry if it has been.

Possible Positives of the suggestion (At least 2):
-
Increased amount of time for site staff to conduct meaningful roleplay.

- More breathing room between CI raids, moving the focus away from combat, even if by a little.

- Decreased amount of mass breaches caused by CI, E-11 will also have more time to handle breaches before the next CI raid.

Possible Negatives of the suggestion:
-
Hurts CI's gameplay loop, less combative fun for CI.

Based on the Positives & Negatives, why should this suggestion be accepted:
By increasing the cooldown of main raids to an even hour, back to back raids will become much less of an issue. More roleplay scenarios will be opened up that can be done within the hour gap than before, even just 15 minutes is enough to get a lot more done.

As well as that, the deep cover cooldown of 30 minutes is insanely low. It feels like right after catching the DCs, they are back almost instantly. By increasing the cooldown to 45 minutes, being caught as a DC will feel like it has bigger consequences than currently.

Overall, this will be a positive change to encourage more roleplay in site that previously would have to be put on pause whenever a CI raid begins. As well as that, there will be less scenarios where DC spam occurs, which can become incredibly repetitive and annoying.
 

Frederick

Well-known Member
Aug 21, 2024
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-Support

CI's whole thing is being a nuisance to the foundation. Also nu-7 would have less combative RP
CPT of Nu-7 UK here

"combative RP" is such a bullshit term (sorry for language) plus it's almost not existing because:

-One: CI garage hold i can understand why CI does that type of raid because it's get them keycard but it's boring for foundation SOP + AO to deal with. Because we know that CI want keycard so we aren't gonna push. And until recently CI always did those type of raid

-Two: And for other raid , unless they got an hostage , we can afford to trow bodies at the problem until it's fixed.

Also for "CI's being a nuisance to the foundation" you have to remember people come to do RP not hide from SCPs 24/7

Edit: personnally idc about cooldown timer what should be fixed is the type of raid that should be allowed to do.
 

Yeke

Community Manager
Community Manager
Group Moderator
Mar 20, 2022
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I know this has been up a while due to lack of suitable ways forward (Plus CT is dry on members ATM)

So i was toying with this idea that I would need approval from the bigman hence your feedback will be important here;
(React to this post if you like the suggestion or reply directly to it if you have any opinions)

- When there is less than 4 C.I online auto breaches continue as normal;

- When there is 4+ C.I online, the auto queue stops in anticipation that CI will breach SCPs on raids
(Now theres a slight issue with how in hell do i force variety i.e. not just meta SCPs every 5 minutes without massivley increasing hacking cooldown times)

Curious to the communities thought on the impact here
 
I know this has been up a while due to lack of suitable ways forward (Plus CT is dry on members ATM)

So i was toying with this idea that I would need approval from the bigman hence your feedback will be important here;
(React to this post if you like the suggestion or reply directly to it if you have any opinions)



Curious to the communities thought on the impact here
I accept, do it
 
Now theres a slight issue with how in hell do i force variety i.e. not just meta SCPs every 5 minutes without massivley increasing hacking cooldown times
Paging @Niox

One particular idea in terms of breach raid balancing that I've been mentally toying with, is the concept of quantifying 'new & returning players' for various gameplay changes - An issue with nerfing breaching SCPs in both the queue and in being hacked out, is that it heavily impacts the experience of new players who are interested in breach gameplay and to a lesser extent, returning players who haven't been on in some time and may want to breach on an SCP.

Something I landed on that I personally particularly liked conceptually, which somewhat aligns with your issue with variety, is if a player on an SCP has any recorded time on the server within the past month (not including the current session), their containment box gains some amount of hack levels, essentially making it harder to breach the SCP if the player is not new or returning.

I've been holding off on making an actual formal suggestion on this idea, because even though KTime exists and tracks this information, I don't particularly know the difficulties of actually implementing this, whether it would be reasonably possible to grab that relevant value and apply the additional levels conditionally in real-time, the extent of what changes would be needed to make that possible and whether making those changes would contribute enough to resolving the issues that it interacts with, to warrant that implementation effort.

My thinking there is that it:
  • Incentivises hacking out newer players and potentially improving their experience of the server depending on if they enjoyed the breach.

    • Additionally provides an, at least partial, solution to a problem raised in another suggestion where CI will have their own members flag onto SCPs to breach.

    • More breaches with inexperienced players (or in the case of returning players, rusty/unawareness of changes since they last played) may contribute to shorter breach times as a result.

  • May create reasonable breach variety.

  • May encourage undesirable interactions such as with CI trying to intentionally seek out newer players to breach and maybe backseating them on what to do, which SCP to hop on, etc.

  • May encourage people doing things like taking month-long LOAs to abuse this.

  • (On US) May be an unnecessary nerf to an already struggling regiment.
I imagine something like this could reasonably accompany other changes, but IMO, this idea somewhat neatly fits into the problem, albeit with a few snags here and there.
 
I know this has been up a while due to lack of suitable ways forward (Plus CT is dry on members ATM)

So i was toying with this idea that I would need approval from the bigman hence your feedback will be important here;
(React to this post if you like the suggestion or reply directly to it if you have any opinions)


Curious to the communities thought on the impact here
You will essentially kill scp breaching and e11 in general in us side because if you do this Idea then most likely CI will just not breach scp and/or will abuse it to make it where e11 will combat starve and start leaving out of boredom and will also cause rp to pause.
 
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I know this has been up a while due to lack of suitable ways forward (Plus CT is dry on members ATM)

So i was toying with this idea that I would need approval from the bigman hence your feedback will be important here;
(React to this post if you like the suggestion or reply directly to it if you have any opinions)



Curious to the communities thought on the impact here
In combination with the aim of not having a bunch of CI flag on to get breached, a few ideas that might help:
  • Raise breach difficulty by 2 levels if the SCP has flagged on recently, to encourage breaching SCPs that have been waiting longer. Also can be explained in RP as them being on site longer and being able to compromise their containment over time or whatever.
  • Lower breach difficulty of less popular SCPs, and/or raise breach difficulty of more popular SCPs
  • Outright prevent some breaches in certain circumstances. Maybe the same SCP can't be breached if it was one of the last 3 SCPs breached, or if it flagged on super recently, or if it's been >30% of breaches since the last restart or something.
I think maybe, though, a significant change to how breaches work at all alongside the containment maintenance ticket would probably give a good opportunity to improve this a lot in every way.
 
You will essentially kill scp breaching and e11 in general in us side because if you do this Idea then most likely CI will just not breach scp and/or will abuse it to make it where e11 will combat starve and start leaving out of boredom and will also cause rp to pause.
Oh no, people might do RP instead of playing multiplayer Containment Breach all the time
 
so you want ci to start siege research bay, d block, or areas where they can rp or would rather have them breach scp that can be easily.
What do you think happens during an SCP breach? It either gets insta dealt with or it fucks up RP for like 30 minutes because it stays around LCZP/EZ and prevents anyone from getting anywhere. The SCP can't escape site, so they end up just going back and forth between the sections where they can avoid dying to a turret or Tesla gate (i.e. between HCZ checkpoints and EZ lobby, usually).
 
Aug 4, 2023
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What do you think happens during an SCP breach? It either gets insta dealt with or it fucks up RP for like 30 minutes because it stays around LCZP/EZ and prevents anyone from getting anywhere. The SCP can't escape site, so they end up just going back and forth between the sections where they can avoid dying to a turret or Tesla gate (i.e. between HCZ checkpoints and EZ lobby, usually).
note: CI sieges that Evil said are also fucking up of RP.




(damn this AI is getting worse, maybe i should switch to deepshark?)
 
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Solus_16

Well-known Member
Jan 12, 2025
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CI raiding is RP... in lore it happens
This is, no offense, one of the dumbest things I've ever heard. Gunshots, shooty bang bang and "RPK goes brrr" isn't rp, it's combat. I can't stress this enough, Combat is not RP. Combat directly ruins rp because it kills people (which due to NLR makes it so that person cannot participate in that rp anymore) and makes it to new RP cannot be started (because they'll end up dying if they wanna go to that area). This is either ragebait, CI propaganda or intense deficit of RP. Just because it happens in the lore, doesn't mean it's RP, as stated before combat is very rarely RP. Some combat can be RP like a rebellion or event combat because the combat has happened because of the rp that has taken place beforehand, but CI combat is not and never will be RP. Please inject some SCP testing RP or some medical RP into your veins mate
 
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Oct 18, 2023
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- When there is less than 4 C.I online auto breaches continue as normal;

- When there is 4+ C.I online, the auto queue stops in anticipation that CI will breach SCPs on raids
(Now theres a slight issue with how in hell do i force variety i.e. not just meta SCPs every 5 minutes without massivley increasing hacking cooldown times)

This idea does seems interesting however there are instacnes where CI are either doing vwar missions of are raiding GOC, I think adding perhaps a region that covers the entireity of foundation's inside (specifically not compound/vents) which can detect a player of the chaos faction inside woudl then pause the breach queue.

to address meta SCP's being used, you could have the hacking cooldown be dynamic, say... Once you've hacked an SCP, it's given a 2 hour timer with an increased hack level. if it's not hacked out in those 2 hours, it resets to normal, if it does get hacked out, timer resets to another 2 hour and hack is increased further. 2 hours being I think a better medium, if it was an hour the risk is that only half of the current "Meta" Scp's would be hacked out, causing alternations, (In my view, "Meta" Scps are 079/TG/8837/076)
 
Can you explain to me what story is progressed from the 14th CI raid of the day, What roleplay is it? Who does it benefit or hurt in the long term? Whos character does it advance or revert?
1- The story of SOP progressed, means they will learn from the last raid and put counter plans and learn from their mistakes last raid
2- It benefits both sides
3- It advances Nu-7's characters because then they would get more experience from stopping the CI raids