What does this suggestion change/add/remove:
The following suggestion aims to fully revert, and erase the current version of Heavy Containment Zone, from Primary up to Secondary; sectionning the entire area for both levels, this not including content provided within (like SCP-specific containment areas, and specific areas/objective points, see expansion A). In this motion, it will then be replaced to the very first version of the Civilnetworks Heavy Containment Zone (see the HCZ elements, devoid of any parts in-joint with the old parts of the Light Containment area).
In that same motive, an expansion of the current areas, merging into the old content, is more than likely required, for if this suggestion is considered by developers. Some areas, specific to some SCPs with architectural characteristics like SCP-8837 or to other various areas demanding full overhauls, if not new additions like reactors, inanimate storage, offices, bunks and so on. The entire purpose of this suggestion warps around the idea that the current HCZ will be removed, and instead replaced with the old layout entirely, giving the previously accomodated areas and spaces within the new map a new overhaul for the old version, and everything else migrated down to that version to the current server map layout.
It is certain that the old map is way too small, if not already narrow enough. This suggestion also pitches that the rework instance receives more "spacey" passageways and corridors leading into every segment of both lower and upper divisions of the containment area. My personal suggestion (though I have zero input on this more than a suggestion) is to reinforce the feel of an industrial route workspace. Give more areas way for logistic-themed stuff, like cargo dropoff, depositories and laboratories in the midst of the spacey maze the layout may turn into. Give more way to spaces like this while still promoting roleplay engagement, and make those same spaces smaller instead of huge atrium halls with little to no purpose avaliable.
Has something similar been suggested before? If so, why is your suggestion different?:
I personally have yet to find a suggestion (given the forum search filters) that suggests something similar or akin to this suggestion 1:1. It has become a noisey idea in my mind to write this suggestion out personally, and to see what the community thinks, and if anybody within development would be considering this a worthy change for the future of this server, and it's gameplay.
Possible Positives of the suggestion (At least 2):
1 - The current layout is extremely large, many areas take several minutes to walk across, and there is a lot of space which is either unused or completely useless; a large portion of this is the train station, the maintenance area by SCP-049 and some other areas like Deep Research, most of atrium and many other various, small rooms that give way to so much space in the layout for no apparent access or "gateway". It is such a waste of space, before then it used to be ambient and immersive, as of today the HCZ now is more condensed for combat than for research and roleplay subdivisions into inert areas like containment chambers and offices.
As of now it feels more like a showoff to cinematic pieces and architecture, a real space for lurking about doing nothing productive; and also having that clear layout of an ordinary PvP maze. It is very distant from the actual goal, which is meant to be a real method for navigable corridors and industrial workspace routes, which promotes both PvP and roleplay equally, however this current iteration only promotes one and leaves the other as dead weight, which doesn't help the gameplay loop for several departments.
A new, fresh rework would only promote more activity via roleplay and research, which is the intended goal of this server. The new layout is more than likely to cause more good than harm, given that the community provides into it.
2 - A new fresh start, as I said, this would only bring promotion and cathering to roleplay, as it expands a lot of areas and gives way to opportunity for a lot of diverse roleplay, spanning into departments like RsD, E&TS, E-11 and more. The layout, if reworked correctly, could bring something new and fresh.
3 - New, different strategies for personnel of all sort, as well as foreign groups against the Foundation. This would essentially mean that new methodology and pathway would need to be created, cartography and divisions into C.I's new routes would be required, as new SCPs and new areas would require them to develop more and reduce raids, coordinate more and potentially look into new versions of their previous, tame raids. They would have new methods, new places to hold or otherwise roleplay with (if at all), and they would probably have a bigger shot at doing something new, having less of an advantage in kill-funnels and endless sieges into one big box that nobody can push.
Possible Negatives of the suggestion:
1 - The new layout would bring several new features, new additions to the architecture and the layout. This will obviously disorientate the gameplay for a bit as new players explore, discover, make maps and just get the feel of it. Obviously it is a temporary burden, but it could be a problem for a lot of people in the beginning and for the first month.
2 - This could take substancial periods of time for development, modelling, merging and adding models; so on and so forth. This would be a nightmare for developers, unless they also want this, and they're willing to project themselves onto this idea.
3 - It would probably be a huge change, with a lot of upcoming, future downsides and nitpicks that would require constant monitoring and overwatch, many change logs and discussions with the community back and forth as to what could be balanced and what couldn't be balanced throughout this update; it would just be a huge distraction from many, more important projects in the current running (i.e Site-9).
Based on the Positives & Negatives, why should this suggestion be accepted:
You can take Entrance Zone for example now, it is a division of the map layout which in itself may seem large and maze-like, but it really isn't. Every room is functional and details a need to something, there is no useless room in this part of the map, it was overhauled several times over the last 2 years in-order to fit the model of "purpose". The only area having not yet received an overhaul is Heavy Containment, and it remains in the incorrect model without purpose, in my own opinion and to some other players I know of.
Sure, Light Containment hasn't been fully overhauled, it received details and new variations of some rooms, but it is still functional and every room is properly conditionned to be in the model of utility. Heavy Containment, on the other end, has only received only a few room additions over the last 3 years; and it is spacey, not so navigable without the need for a long walk, observing nothing more than rock and stalagmites everywhere, the design is very bland now and too big for the little amount of roleplay it has condensed the community into presenting to players whom need it, or to storylines who need that development. It obviously isn't a huge burden on anyone, let alone a disturbance for anything. However the change, if provided, would be quite utterly revolutionary and could bring a lot more content and idea into roleplay, combat, events and departmental duties spanning across a wide array of MTFs, Departments and subdivisions.
Overall, if this were to be accepted and conditionned into real development work, it could bring a huge change, and it would make a lot of difference; atleast in my perspective and envisioning.
The following suggestion aims to fully revert, and erase the current version of Heavy Containment Zone, from Primary up to Secondary; sectionning the entire area for both levels, this not including content provided within (like SCP-specific containment areas, and specific areas/objective points, see expansion A). In this motion, it will then be replaced to the very first version of the Civilnetworks Heavy Containment Zone (see the HCZ elements, devoid of any parts in-joint with the old parts of the Light Containment area).
In that same motive, an expansion of the current areas, merging into the old content, is more than likely required, for if this suggestion is considered by developers. Some areas, specific to some SCPs with architectural characteristics like SCP-8837 or to other various areas demanding full overhauls, if not new additions like reactors, inanimate storage, offices, bunks and so on. The entire purpose of this suggestion warps around the idea that the current HCZ will be removed, and instead replaced with the old layout entirely, giving the previously accomodated areas and spaces within the new map a new overhaul for the old version, and everything else migrated down to that version to the current server map layout.
It is certain that the old map is way too small, if not already narrow enough. This suggestion also pitches that the rework instance receives more "spacey" passageways and corridors leading into every segment of both lower and upper divisions of the containment area. My personal suggestion (though I have zero input on this more than a suggestion) is to reinforce the feel of an industrial route workspace. Give more areas way for logistic-themed stuff, like cargo dropoff, depositories and laboratories in the midst of the spacey maze the layout may turn into. Give more way to spaces like this while still promoting roleplay engagement, and make those same spaces smaller instead of huge atrium halls with little to no purpose avaliable.
Has something similar been suggested before? If so, why is your suggestion different?:
I personally have yet to find a suggestion (given the forum search filters) that suggests something similar or akin to this suggestion 1:1. It has become a noisey idea in my mind to write this suggestion out personally, and to see what the community thinks, and if anybody within development would be considering this a worthy change for the future of this server, and it's gameplay.
Possible Positives of the suggestion (At least 2):
1 - The current layout is extremely large, many areas take several minutes to walk across, and there is a lot of space which is either unused or completely useless; a large portion of this is the train station, the maintenance area by SCP-049 and some other areas like Deep Research, most of atrium and many other various, small rooms that give way to so much space in the layout for no apparent access or "gateway". It is such a waste of space, before then it used to be ambient and immersive, as of today the HCZ now is more condensed for combat than for research and roleplay subdivisions into inert areas like containment chambers and offices.
As of now it feels more like a showoff to cinematic pieces and architecture, a real space for lurking about doing nothing productive; and also having that clear layout of an ordinary PvP maze. It is very distant from the actual goal, which is meant to be a real method for navigable corridors and industrial workspace routes, which promotes both PvP and roleplay equally, however this current iteration only promotes one and leaves the other as dead weight, which doesn't help the gameplay loop for several departments.
A new, fresh rework would only promote more activity via roleplay and research, which is the intended goal of this server. The new layout is more than likely to cause more good than harm, given that the community provides into it.
2 - A new fresh start, as I said, this would only bring promotion and cathering to roleplay, as it expands a lot of areas and gives way to opportunity for a lot of diverse roleplay, spanning into departments like RsD, E&TS, E-11 and more. The layout, if reworked correctly, could bring something new and fresh.
3 - New, different strategies for personnel of all sort, as well as foreign groups against the Foundation. This would essentially mean that new methodology and pathway would need to be created, cartography and divisions into C.I's new routes would be required, as new SCPs and new areas would require them to develop more and reduce raids, coordinate more and potentially look into new versions of their previous, tame raids. They would have new methods, new places to hold or otherwise roleplay with (if at all), and they would probably have a bigger shot at doing something new, having less of an advantage in kill-funnels and endless sieges into one big box that nobody can push.
Possible Negatives of the suggestion:
1 - The new layout would bring several new features, new additions to the architecture and the layout. This will obviously disorientate the gameplay for a bit as new players explore, discover, make maps and just get the feel of it. Obviously it is a temporary burden, but it could be a problem for a lot of people in the beginning and for the first month.
2 - This could take substancial periods of time for development, modelling, merging and adding models; so on and so forth. This would be a nightmare for developers, unless they also want this, and they're willing to project themselves onto this idea.
3 - It would probably be a huge change, with a lot of upcoming, future downsides and nitpicks that would require constant monitoring and overwatch, many change logs and discussions with the community back and forth as to what could be balanced and what couldn't be balanced throughout this update; it would just be a huge distraction from many, more important projects in the current running (i.e Site-9).
Based on the Positives & Negatives, why should this suggestion be accepted:
As mentionned forth in my first few arguments regarding the positives and why I felt the need to suggest this— I was adamant about the current layout being a roleplay-friendly division of the map layout, already so huge and welcoming to a lot of opportunity; yet it felt like dead weight comparing Heavy Containment of today with the previous one, and then in projection with the other parts of the map. Many parts of the facility, having received severe overhauls or reworks on the terms of astethic, balance and need; are now more functional and straight-forward.The current layout is extremely large, many areas take several minutes to walk across, and there is a lot of space which is either unused or completely useless; a large portion of this is the train station, the maintenance area by SCP-049 and some other areas like Deep Research, most of atrium and many other various, small rooms that give way to so much space in the layout for no apparent access or "gateway". It is such a waste of space, before then it used to be ambient and immersive, as of today the HCZ now is more condensed for combat than for research and roleplay subdivisions into inert areas like containment chambers and offices.
As of now it feels more like a showoff to cinematic pieces and architecture, a real space for lurking about doing nothing productive; and also having that clear layout of an ordinary PvP maze. It is very distant from the actual goal, which is meant to be a real method for navigable corridors and industrial workspace routes, which promotes both PvP and roleplay equally, however this current iteration only promotes one and leaves the other as dead weight, which doesn't help the gameplay loop for several departments.
You can take Entrance Zone for example now, it is a division of the map layout which in itself may seem large and maze-like, but it really isn't. Every room is functional and details a need to something, there is no useless room in this part of the map, it was overhauled several times over the last 2 years in-order to fit the model of "purpose". The only area having not yet received an overhaul is Heavy Containment, and it remains in the incorrect model without purpose, in my own opinion and to some other players I know of.
Sure, Light Containment hasn't been fully overhauled, it received details and new variations of some rooms, but it is still functional and every room is properly conditionned to be in the model of utility. Heavy Containment, on the other end, has only received only a few room additions over the last 3 years; and it is spacey, not so navigable without the need for a long walk, observing nothing more than rock and stalagmites everywhere, the design is very bland now and too big for the little amount of roleplay it has condensed the community into presenting to players whom need it, or to storylines who need that development. It obviously isn't a huge burden on anyone, let alone a disturbance for anything. However the change, if provided, would be quite utterly revolutionary and could bring a lot more content and idea into roleplay, combat, events and departmental duties spanning across a wide array of MTFs, Departments and subdivisions.
Overall, if this were to be accepted and conditionned into real development work, it could bring a huge change, and it would make a lot of difference; atleast in my perspective and envisioning.
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