What does this suggestion change/add/remove:
This suggestion would remove all drops when a player is killed that aren't guns, so if a player was killed they only have a chance to drop their primary and will no longer drop briefcases or key cards.
Has something similar been suggested before? If so, why is your suggestion different?:
It doesn't look like it
Possible Positives of the suggestion (At least 2):
1. It will minimise the mindless killing of non-combatives from CI and D-Class players.
2. Adds more use to the interrogation tool and keycard printers as it would make the tools more vital to gaining access to a foreign groups base.
3. Removes keycard raids.
4. Creates more necessity for raiding groups/D-Class to have a RP interaction with non-combatives in the sense of hostage taking and FearRP to force them to comply with opening/access areas and printing keycards off.
5. Briefcases are tools used for roleplay, combative forces like D-Class or CI should not be able to just kill off Assistant Giggleshit and be rewarded with a document that was part of roleplay.
Possible Negatives of the suggestion:
1. Removes keycard raids.
2. Makes it more difficult for any combative to acquire keycards.
3. Non-combatives will be taken hostage more often forcing people to AFK sim for however long and other players to pay for their release.
Based on the Positives & Negatives, why should this suggestion be accepted:
As it stands currently [UK Perspective, I feel US may differ], D-Class and CI players find ease in their effect on roleplay by finding a non-combative and just lighting them up, this leads to the non-combative dropping their keycard and any briefcase full of documents they may have. Fair enough on D-Class players it's a bit more difficult but I am of the belief that no attempt to roleplay should be rewarded.
D-Class can acquire a Clearance 2 and upgrade that to a 3, a high enough clearance to escape the base, figure out information on other GOIs, access most locations etc. If they want to get into an area that requires Clearance 4, they should have to learn in character who holds such a clearance and plan a way to get that person on side instead of just "Hello Director *gunshots*".
Chaos Insurgency members.... well this change would remove the idea of "go on surface and just keep killing people" or "hold X location on site until we have enough keycards" and would encourage a further level of planning for raids or even or deep covers to prioritise kidnappings to return keycards back to their own bas for future raiding. It should be noted as well that nearly ALL CI jobs spawn with a hacking tool which doesn't restrict their access to anything but their own skill, which can be practised during downtime between raids.
Ultimately, this suggestion will be marked as "ragebait" or "a CI/D-Class nerf" but it's a desperate belief that there's still the ability to move the servers mentality and rewarding of lack of roleplay away from "I kill people and get a reward" to "I need to think through how to achieve X". Hopefully, when this is reviewed it's considered on the basis of how it will affect roleplay and not the mass -supports of the players that will have to actually use their brains instead of holding left mouse button for success.
ALSO, be sure to use the arrows at the top right of this thread to leave your opinions
This suggestion would remove all drops when a player is killed that aren't guns, so if a player was killed they only have a chance to drop their primary and will no longer drop briefcases or key cards.
Has something similar been suggested before? If so, why is your suggestion different?:
It doesn't look like it
Possible Positives of the suggestion (At least 2):
1. It will minimise the mindless killing of non-combatives from CI and D-Class players.
2. Adds more use to the interrogation tool and keycard printers as it would make the tools more vital to gaining access to a foreign groups base.
3. Removes keycard raids.
4. Creates more necessity for raiding groups/D-Class to have a RP interaction with non-combatives in the sense of hostage taking and FearRP to force them to comply with opening/access areas and printing keycards off.
5. Briefcases are tools used for roleplay, combative forces like D-Class or CI should not be able to just kill off Assistant Giggleshit and be rewarded with a document that was part of roleplay.
Possible Negatives of the suggestion:
1. Removes keycard raids.
2. Makes it more difficult for any combative to acquire keycards.
3. Non-combatives will be taken hostage more often forcing people to AFK sim for however long and other players to pay for their release.
Based on the Positives & Negatives, why should this suggestion be accepted:
As it stands currently [UK Perspective, I feel US may differ], D-Class and CI players find ease in their effect on roleplay by finding a non-combative and just lighting them up, this leads to the non-combative dropping their keycard and any briefcase full of documents they may have. Fair enough on D-Class players it's a bit more difficult but I am of the belief that no attempt to roleplay should be rewarded.
D-Class can acquire a Clearance 2 and upgrade that to a 3, a high enough clearance to escape the base, figure out information on other GOIs, access most locations etc. If they want to get into an area that requires Clearance 4, they should have to learn in character who holds such a clearance and plan a way to get that person on side instead of just "Hello Director *gunshots*".
Chaos Insurgency members.... well this change would remove the idea of "go on surface and just keep killing people" or "hold X location on site until we have enough keycards" and would encourage a further level of planning for raids or even or deep covers to prioritise kidnappings to return keycards back to their own bas for future raiding. It should be noted as well that nearly ALL CI jobs spawn with a hacking tool which doesn't restrict their access to anything but their own skill, which can be practised during downtime between raids.
Ultimately, this suggestion will be marked as "ragebait" or "a CI/D-Class nerf" but it's a desperate belief that there's still the ability to move the servers mentality and rewarding of lack of roleplay away from "I kill people and get a reward" to "I need to think through how to achieve X". Hopefully, when this is reviewed it's considered on the basis of how it will affect roleplay and not the mass -supports of the players that will have to actually use their brains instead of holding left mouse button for success.
ALSO, be sure to use the arrows at the top right of this thread to leave your opinions