What does this suggestion change/add/remove:
Synopsis
This suggestion suggests a method of rotation for content, that relies primarily on the progressive efforts of Foundation/GOC/CI, in a rotation-like fashion, with the intent of actions in the server having a genuine effect, to add to the Roleplay quality, for all factions, and giving a bigger sense of scale for the things that occur on-site. This would also be at the discretion of the Game Master teams, to add more variety to every day operations.
Rotations will vary between temporary GoI's, Surface SCP's, or effects on SCP's for the duration of that rotation, depending on the actions of departments/factions. The different possible methods can be determined by the GM/Content teams, but they should be open for player interact-ability.
Each actual rotation will last at the very most 1-2 weeks. Depending on the players, they may end early at the discretion of the SL/GM team, and the wait time will go back to standard surface operations, with regular missions and whatnot. They can be extended if the scale themselves requires longer time.
At no point will rotations directly involve the same department twice in a row, with the exception of the GOC due to its small nature, the same applying to CI.
During the space with other department rotations, this provides room for GM events to take place. After every 2 rotations, there will be a free cycle, where no big things occur, and give room for more events on the GM team's behest.
Content Rotations
Certain things added will undergo rotation and rely on the actions of the players. This will NOT nerf players for failing to earn them back, but there will be a future opportunity for the equipment. Items earned will apply for the next rotation, but not the current one it is earned in.
For example, the GOC developing research blueprints for the Brown Suit will unlock it temporarily for the next game state rotation. SCP's could also be made temporarily unavailable depending on the actions taken during a rotation. (Can provide examples if considered)
In the event of a rotation being undesired, the player-base can vote to redecide what it's cycled to. Content rotations will not be the same case, and players should do with what they have.
(More information can be provided by myself if this were taken into consideration, regarding actual practical ideas.)
Has something similar been suggested before? If so, why is your suggestion different?
Nothing to my knowledge, but anyone should fact check me if I am incorrect.
Possible Positives of the suggestion (At least 2):
> - Constant flow and variety in the server, giving it a fresh feel every cycle
> - Assistance with Game Masters who may struggle to form unique ideas for events, as they can use the game-state rotations to theme their events after and contribute
> - Giving the players the ability to work for buffs and bonuses, without doing the same mission over and over again (the missions can be decided by the GM team)
> - Allowing nearly all departments to have attention and unique scenarios in Roleplay
> - Temporary GoI's could give C.I a larger opportunity to RP, and give them more angles to attack the Foundation, aside from literally the front gate or the vents.
> - Less strain for new content, allowing for the cycling of a wave of added items to maintain a fresh feeling for a longer period.
> - The opportunity to do waves of new rotations, or even yearly specific rotations.
Possible Negatives of the suggestion:
> - Possible lack of room for separate ideas for Game Masters (This may be circumvented and dedicate a rotation to the event if its large enough)
> - Portion of the player base may simply not want to work for items that benefit them, favoring content drops that are guaranteed
> - May disrupt basic RP outside of events (This may also be circumvented depending on the scale of the rotation, and the GM's discretion)
List is subject to change, based on the public's reception of this idea
Based on the Positives & Negatives, why should this suggestion be accepted:
Many o'time do I find myself thinking that surface RP is stale, or repetitive, and this might be the best thing that could help mitigate that. The server also would benefit from overarching story pieces, as that would let players really immerse themselves aside from just getting off and resetting most things. The idea of consequences due to the Foundation's values, the GOC's resolve, or CI's interventions is something that I feel should really be explored, for fun of course.
Synopsis
This suggestion suggests a method of rotation for content, that relies primarily on the progressive efforts of Foundation/GOC/CI, in a rotation-like fashion, with the intent of actions in the server having a genuine effect, to add to the Roleplay quality, for all factions, and giving a bigger sense of scale for the things that occur on-site. This would also be at the discretion of the Game Master teams, to add more variety to every day operations.
Rotations will vary between temporary GoI's, Surface SCP's, or effects on SCP's for the duration of that rotation, depending on the actions of departments/factions. The different possible methods can be determined by the GM/Content teams, but they should be open for player interact-ability.
Each actual rotation will last at the very most 1-2 weeks. Depending on the players, they may end early at the discretion of the SL/GM team, and the wait time will go back to standard surface operations, with regular missions and whatnot. They can be extended if the scale themselves requires longer time.
At no point will rotations directly involve the same department twice in a row, with the exception of the GOC due to its small nature, the same applying to CI.
During the space with other department rotations, this provides room for GM events to take place. After every 2 rotations, there will be a free cycle, where no big things occur, and give room for more events on the GM team's behest.
Content Rotations
Certain things added will undergo rotation and rely on the actions of the players. This will NOT nerf players for failing to earn them back, but there will be a future opportunity for the equipment. Items earned will apply for the next rotation, but not the current one it is earned in.
For example, the GOC developing research blueprints for the Brown Suit will unlock it temporarily for the next game state rotation. SCP's could also be made temporarily unavailable depending on the actions taken during a rotation. (Can provide examples if considered)
In the event of a rotation being undesired, the player-base can vote to redecide what it's cycled to. Content rotations will not be the same case, and players should do with what they have.
(More information can be provided by myself if this were taken into consideration, regarding actual practical ideas.)
Has something similar been suggested before? If so, why is your suggestion different?
Nothing to my knowledge, but anyone should fact check me if I am incorrect.
Possible Positives of the suggestion (At least 2):
> - Constant flow and variety in the server, giving it a fresh feel every cycle
> - Assistance with Game Masters who may struggle to form unique ideas for events, as they can use the game-state rotations to theme their events after and contribute
> - Giving the players the ability to work for buffs and bonuses, without doing the same mission over and over again (the missions can be decided by the GM team)
> - Allowing nearly all departments to have attention and unique scenarios in Roleplay
> - Temporary GoI's could give C.I a larger opportunity to RP, and give them more angles to attack the Foundation, aside from literally the front gate or the vents.
> - Less strain for new content, allowing for the cycling of a wave of added items to maintain a fresh feeling for a longer period.
> - The opportunity to do waves of new rotations, or even yearly specific rotations.
Possible Negatives of the suggestion:
> - Possible lack of room for separate ideas for Game Masters (This may be circumvented and dedicate a rotation to the event if its large enough)
> - Portion of the player base may simply not want to work for items that benefit them, favoring content drops that are guaranteed
> - May disrupt basic RP outside of events (This may also be circumvented depending on the scale of the rotation, and the GM's discretion)
List is subject to change, based on the public's reception of this idea
Based on the Positives & Negatives, why should this suggestion be accepted:
Many o'time do I find myself thinking that surface RP is stale, or repetitive, and this might be the best thing that could help mitigate that. The server also would benefit from overarching story pieces, as that would let players really immerse themselves aside from just getting off and resetting most things. The idea of consequences due to the Foundation's values, the GOC's resolve, or CI's interventions is something that I feel should really be explored, for fun of course.