Rule Suggestion (Rule + Content) Post Nuke Raids/ QOL Raids

Rule suggestions will be reviewed by Superadmins, this may take longer than standard content suggestions.
What does this suggestion change/add/remove:
Adds a alonger cool down for when CI can raid after a nuke
Making it FailRP for Deep Covers to breach SCPs (other than to kidnap them like GOC) (Or making the SCPs body mass 1% automatically to make it so they can only kidnap it instead of saying "We tried to Kidnap it"
Adding an Auto +45 minute delay for Breaches after a nuke & Auto fixing doors/power
Has something similar been suggested before? If so, why is your suggestion different?:

Not that i know of?

Possible Positives of the suggestion (At least 2):

1: Promotes longer lasting RP for all GOIs on the server (Since CI isnt raiding as much it will promote Proper RP with in their reg, and to other people. GOC, To allow RP with foundation more, and Foundation allows non combatives to RP around more areas of the site with out worry of dying to a CI raid or random SCP breach)

2: Makes Deep covers breaching SCPs less harmful (with the potentially new CI Raid cooldown changes, it will make it less harm full for server health)

3: Should there be no staff on after a nuke to fix the power, doors, and delay breaches. there is an auto system to do it :D

4: Makes it easier for GMs to do events regarding HCZ and the SCPs there (since they dont have to worry about DCs coming in and breaching SCPs)
Possible Negatives of the suggestion:

1: CI cant be a "We only raid and ruin the foundation" faction (Or at the very least lower that mentality), and instead forcing them to RP with each other/Civis on surface/Surface GOIs

2: Nothing at all

3: Takes away a thing that admins/gms have to do

4: Nothing at all

Based on the Positives & Negatives, why should this suggestion be accepted:

This suggestion should be accepted because it significantly enhances the overall quality and sustainability of RP across all factions. By reducing the frequency of CI raids and implementing cooldowns, it fosters a more immersive and balanced environment where various GOIs can engage in meaningful interactions, rather than constant combat. It encourages deeper RP opportunities for both combative and non-combative roles, particularly benefiting the Foundation and other on-site personnel who often get sidelined during frequent breaches.


Additionally, the inclusion of automated systems post-nuke improves server stability during low-staff periods, minimizing disruptions and maintaining the flow of RP. While it does shift some traditional CI behaviors, it challenges them to explore richer roleplay paths, including diplomacy, espionage, and interactions with surface entities. Overall, the benefits to server health, player engagement, and event planning outweigh the minor drawbacks.
 
Jun 24, 2022
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Adds a alonger cool down for when CI can raid after a nuke
I can understand this +support
Making it FailRP for Deep Covers to breach SCPs (other than to kidnap them like GOC) (Or making the SCPs body mass 1% automatically to make it so they can only kidnap it instead of saying "We tried to Kidnap it"
This is a cope suggestion Its not our fault that dc can walk in hcz like we own the place and breach scp fairly quickly because we have a standard on hacking yawl's MTF become lazy and complacent due to SA decisions in the past and that is why dc are reasonably successful

Some good ways you can hinder DC is something like
-Checkpoints
-Guarding secondary instead of primary because secondary is more easier to guard
-being on camera
-Checking hot scp cc once in a while (035, 076, 106)
Other than that
-support
Adding an Auto +45 minute delay for Breaches after a nuke & Auto fixing doors/power
I can respect this as having a triple breach happened right after a nuke can be annoying +support
 
me when I roleplay(talk to someone for 30 minutes about nothing)
Either way only 1 and 3 should be implemented and 2 should not.
Deepcovers should be rewarded for that shit not punished for making it there.
Also it’s like 1 MAYBE 2 guys on dc trying to break an scp out. Any hack will lead to 300 combatives moving their way instantly and if an scp somehow escapes the dc is likely to straight up just be killed by the scp(“the scp will just ignores the dc” mfw) or in the ensuing conflict gets called out and dies.