What does this suggestion change/add/remove:
When an SCP is no longer being dragged (whether via R (? I forget what the default key is) or are tethered to a fixed point), change cuff behaviour as follows:- The longer they are left unattended, reduce cuff resistance - Eventually letting it get to the point where the SCP would be able to break out by themselves (with effort); This resistance can be reset by picking them back up again. Ideally you could also configure the specifics of this per SCP (How long it takes before resistance starts to decay, at what rate it decays, the minimum resistance it gets to, etc.), so that balance could be fine-tuned in accordance with each SCP's individual concerns
- Allow a little movement. Just a little bit.
Has something similar been suggested before? If so, why is your suggestion different?:
There is an active suggestion seeking to make leaving a cuffed SCP alone in a room by themselves a FailRP violation. I recognise the problem outlined but fundamentally disagree with the route that suggestion attempts to resolve it. I am providing an alternative method that seeks to solve the same issue (and more) via a content change, rather than giving Staff more things to do and potentially creating rule bloat.Possible Positives of the suggestion (At least 2):
- + Primary change gives more counterplay to and almost completely shuts down the tactic of "Leave an SCP alone in a room to go deal with other stuff," as it provides reasonable and realistic consequences for leaving a dangerous SCP tied up in a room somewhere
- + Secondary change solves the whole "I blocked the doorway with the SCP I'm dragging around" thing that happens a lot when trying to RC SCPs
Possible Negatives of the suggestion:
- - Implementation difficulty
- - Unforeseen buggy behaviour
- - Breach buff
- - Abuse
Based on the Positives & Negatives, why should this suggestion be accepted:
If an SCP is left alone cuffed, the present behaviour is that they are unable to move and the cuff's resistance to being broken remains such that they are unable to break out without assistance - Which effectively allows them to be put aside n a room by themselves without consequence (aside from the fact that they stop counting as a breached SCP for 079 after a few minutes which really only solves that tactic regarding 079, but leaves other issues which this suggestion aims to address). There's a lot of discourse about this whole dynamic of E-11 sticking 096 under the stairwell in the other suggestion thread and what kind of implications that carries for breach gameplay, whether it should be allowed to continue or stopped outright; The bottom line is that the intended counterplay to captured SCPs in a breach from the perspective of SCPs, is to try and free that SCP. But then the counterplay there ends up being "put the captured SCP in a place that's entirely too difficult for other SCPs to get to" and SCPs can't really do anything about that. This I hope should provide a happy medium ground that doesn't skew gameplay too far in either direction, because with this, I see an issue that needs to be resolved.I think dealing with breached SCPs should be a relatively high maintenance thing that, while it shouldn't eat heavily into roleplay or be easily defeatable by the SCPs themselves, it shouldn't also be solvable by the kind of "lmao, let's just put this SCP aside for a bit since they can't do anything" mentality that developed, that's really only doable because you know as a player, that this is a game, and that the SCP can do nothing about being cuffed and boxed up other than wait to be returned to its CC. Realistically in a situation where you have this terrifying monster that needs to be locked up, you wouldn't just set it aside like that.
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