Partially Accepted Slight radio changes

Content that has been partially accepted
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ripjaw567

Well-known Member
Apr 8, 2025
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What does this suggestion change/add/remove:
This will be a bit long:
I am suggesting the following changes to the radio system - this will add in-game mechanics to access channel ranges, ways to break/hijack frequencies across all factions & should provide less requirements for staff to enforce/easier to enforce:

Channel Range Restrictions: First set channel locks to the following:
0 - 399: Unlocked/Open (Anyone with a radio can access, still allows Valid info-breaches from relevant groups
400 - 699: Locked to CI
700 - 899: Locked to GOC
900 - 999: Locked to Foundation

These can obviously be modified heavily but I feel giving Open channels the most frequencies allows the best fluid chance at RP - Gives GOC/Foundation a risk when communicating on open channels, which may encourage using the channels to arrange in-person meetings which could lead to more RP interactions instead of sitting in comms chatting back and forth away from eachother

How to access other group frequencies:
I believe if possible a system similar to keycards: Upon dying a radio will drop (100% from anyone with the radio) - This will despawn after 1 minute, can be destroyed or picked up. Upon picking up a radio from any group, you gain access to the frequency range they have (This will not give independent channels, but the entire range so if you killed a Janitor and stole their radio you would have the foundation range of 900 - 999 and could figure out frequencies by asking or finding documents with them)

This if possible would prevent issues of Civ just tuning in to every frequency to find a Foundation freq, and prevent Foundation from doing it to CI etc etc, with less issues for staff to determine if they obtained info of the freq through some valid method

The second option I have:
A radio tower near each base that has a panel (I was thinking a CL6 hack) that would "Open" all frequencies they have (Again, you wouldn't get exact numbers, just the range would be available) so if you hack the CI or Foundation the respective ranges would be available to anyone with a radio

The third request:
An ability to "hand over" or "steal" someones radio, to get access to the frequencies. This could be integrated with the Hold E menu we currently have, and could be another peaceful way to get access to the frequency range.

Final Note:
I believe a system similar to code-words should be given, where they need to be on a document somewhere in-game that other entities can access to gain the frequencies, this could be implemented with any of the above, all the above or none of the above.

Has something similar been suggested before? If so, why is your suggestion different?:
A few suggestions regarding the radio, however none that actually go over locking the frequencies, with ways to access the frequency ranges

Possible Positives of the suggestion (At least 2):
- Less requirement for staff to handle incidents of FailRP/meta (As it would not be as easily do-able)
- Allows factions to actually have a way to utilize secure channels w/o having to worry 100% about Civs being on their frequency (there is still a chance of-course with several of the systems if they get implemented or if they are possible)

Possible Negatives of the suggestion:
- May cause a bit of lag if radio dropping is added and not implemented in a way to minimize lag as best as possible
- May cause issues with not enough frequencies available (Most notably with Foundation having less but it can always be tweaked as needed)
- Dev time

Based on the Positives & Negatives, why should this suggestion be accepted:
I believe if its done right, it can easily out way two of the negatives, and could lead to some interesting interactions regarding not knowing your comms have been hijacked by CI, or a Parawatch, which leads to interesting info-breaches.
 
There are thousands of possible frequencies and artificially locking frequencies to be faction-based, and adding additional (arguably bloat) entities and interactables just to be able to crack them is pointless. Keep it vanilla and plain and let the players determine how the radios are used and cracked.
 
Jul 28, 2022
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There are thousands of possible frequencies and artificially locking frequencies to be faction-based, and adding additional (arguably bloat) entities and interactables just to be able to crack them is pointless. Keep it vanilla and plain and let the players determine how the radios are used and cracked.

Theres exactly 1 million possible frequencies if you brute force that then please seek employment
 
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This also realistically doesn’t make sense as its the frequency (Hz) that is actually adjusted with the radio, which is a core value of how to determine a wavelength (wavelength = y(lambda) = wavespeed (v) / frequency (Hz) ). The way this would work is if certain frequencies are inaccessible to certain factions, which doesn’t make any sense at all unless the radios were manufactured that way???

-support mechanically as well, seems kinda stupid to lock channels to factions, especially since other factions cant access normal /c anyway.
 

Ryan O'Dállaigh

Well-known Member
Dec 8, 2024
75
20
41
Éire
Bit of a shit idea
Bruteforcing cracking someone frequency is a fun idea and limiting people from doing that and not allowing people on frequency's is dense.


Pretty much what Sceptre said
 

ripjaw567

Well-known Member
Apr 8, 2025
10
2
41
To answer a few questions here (Mainly the why): This is because, atleast on US, we have just been told to call staff for it (Not to engage but to call staff)

This isn't a "Hey accept all of these at once" suggestion (Locking frequencys coordinates with parts, not all)


At the very least one of these is a requirement to have radio frequencies findable in-game (And since we have been told to call staff on individuals tuning into freq etc etc on US, this would be a way for it to be valid, as-well as hearing the frequency from someone, etc etc)

So I don't expect most of this to be accepted or even considered, its merely options to choose from, and providing many to select from so the highest chance of finding a middle-ground between immersion, roleplay and not bothering staff 24/7 can be found.
 

James Dingle

Administrator
Administrator
SCP-RP Staff
Content Team
Jul 13, 2024
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Suggestion Partially Approved



Hi @ripjaw567 ,

Thanks for taking the time to make a server suggestion.

The Content Team has chosen to partially accept your suggestion for the following reason(s):

Content believe that locking frequencies to be GOI specific would have a negative impact on some of the aspects of radio roleplay such as situations like you describe where someone accidentally stumbles on a radio frequency they shouldn't have access to. If people are metagaming frequencies for example from clips, then this would obviously need to be investigated by staff but there is no need to remove genuine infobreach roleplay opportunities because of a few bad apples.

Because of this, the entities you describe to 'unlock' these channels would also not be something that Content would be looking to add, nor the ability for people's radios to drop on death as this would contribute to lag also.

Radios and their frequencies should be a system that is policed by departments / GOIs (such as Site Administration), rather than by Staff, to encourage roleplay surrounding the bureaucracy of these frequencies and potential policies etc. in-character which can be broken leading to consequence.

With that being said, Content do think that it is a good idea for radios to be able to be physically removed from people via the weapon checker, which is something that will be logged for development on the github.

Your suggestion will now be locked and marked as partially accepted.​
 
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