What does this suggestion change/add/remove:
Rework how SCPs "Escape" the facility in the following manner:
1. Make it so that SCPs can only "Escape" at the small road next to the pinewood entrance, where MC&D used to spawn before lakehouse. Also, make it so SCPs can run further down the road, while players cannot, which would allow avoiding FailRP "escapes"
The second half of the previous point could be voided for counterplay purposes
2. Add some form of counterplay to SCPs running directly to the exit. Possibilities are the following:
- Add a "Gate" to the pinewood road that the SCPs would need to break, allowing a counterplay to them simply running through to avoid GoI capture.
- Make it so the SCPs must stand in a certain zone for a period of time in order to escape rather than simply hitting F2.
- Make it so you cannot escape until a certain amount of time has passed after the SCP's breach begins.
3. Increase the rewards for "Escaping" to encourage players to end the breach faster, and avoid capture by surface GoI. This is beneficial not only for server health, since the breach resolves quicker, but also for the SCP players because they won't be forced to sit in a room for an hour for negotiations. This also leaves the option open for SCPs who want to be captured to still be able and interact with Surface GoI.
My suggested increase:
- A greater monetary reward of $1000+
- A sizeable amount of XP in all categories, or SCP XP. 500-2000
- Both at the same time
Has something similar been suggested before? If so, why is your suggestion different?:
There was previously a suggestion to make it so SCPs that F2 don't die, but still get the reward, however I think this is different, and better for server health.
Possible Positives of the suggestion (At least 2):
+ Surface Breaches end quicker
+ Encourages players to breach to surface for the reward
+ Less nukes, and less death.
+ Players can choose to be captured
+ Less arguments and sits about SCPs pressing F2 after/before capture
Possible Negatives of the suggestion:
- GoI interactions may be limited if SCPs beeline to the exit
- Capturing SCPs on surface would require greater effort.
- Would need to either prevent 8854 and 323 from doing this, or make it so they can only escape after a certain amount of time after breaching.
Based on the Positives & Negatives, why should this suggestion be accepted:
Encouraging and creating a specific zone for SCPs to escape is not only beneficial for resolving breaches, but also for rule breaks and staff sits, since it would prevent the problem of SCPs hitting F2 while in RP.
Rework how SCPs "Escape" the facility in the following manner:
1. Make it so that SCPs can only "Escape" at the small road next to the pinewood entrance, where MC&D used to spawn before lakehouse. Also, make it so SCPs can run further down the road, while players cannot, which would allow avoiding FailRP "escapes"
The second half of the previous point could be voided for counterplay purposes
2. Add some form of counterplay to SCPs running directly to the exit. Possibilities are the following:
- Add a "Gate" to the pinewood road that the SCPs would need to break, allowing a counterplay to them simply running through to avoid GoI capture.
- Make it so the SCPs must stand in a certain zone for a period of time in order to escape rather than simply hitting F2.
- Make it so you cannot escape until a certain amount of time has passed after the SCP's breach begins.
3. Increase the rewards for "Escaping" to encourage players to end the breach faster, and avoid capture by surface GoI. This is beneficial not only for server health, since the breach resolves quicker, but also for the SCP players because they won't be forced to sit in a room for an hour for negotiations. This also leaves the option open for SCPs who want to be captured to still be able and interact with Surface GoI.
My suggested increase:
- A greater monetary reward of $1000+
- A sizeable amount of XP in all categories, or SCP XP. 500-2000
- Both at the same time
Has something similar been suggested before? If so, why is your suggestion different?:
There was previously a suggestion to make it so SCPs that F2 don't die, but still get the reward, however I think this is different, and better for server health.
Possible Positives of the suggestion (At least 2):
+ Surface Breaches end quicker
+ Encourages players to breach to surface for the reward
+ Less nukes, and less death.
+ Players can choose to be captured
+ Less arguments and sits about SCPs pressing F2 after/before capture
Possible Negatives of the suggestion:
- GoI interactions may be limited if SCPs beeline to the exit
- Capturing SCPs on surface would require greater effort.
- Would need to either prevent 8854 and 323 from doing this, or make it so they can only escape after a certain amount of time after breaching.
Based on the Positives & Negatives, why should this suggestion be accepted:
Encouraging and creating a specific zone for SCPs to escape is not only beneficial for resolving breaches, but also for rule breaks and staff sits, since it would prevent the problem of SCPs hitting F2 while in RP.