Denied Tech Expert - Higher Clearance

This suggestion has been denied and will not receive development.
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Jul 24, 2022
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What does this suggestion change/add/remove:

Add a level 3 clearance Tech Expert job

Has something similar been suggested before? If so, why is your suggestion different?:

As far as I know, no, I saw a guy suggest it in the server OOC chat and I was very interested in the idea

Possible Positives of the suggestion (At least 2):

Tech Experts would be allowed to go in areas such as HCZ by themselves to repair doors and computers, all while not using MTF resources (escort)


Possible Negatives of the suggestion:

Tech Experts may use their clearance to get grenades, which is not allowed because they are non-combatives. This is why I recommend a prerequisite of a high support level to play on a clearance level 3 tech expert job.

Example of a good support level: 25

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

I think this suggestion should be accepted because I feel it makes gameplay smoother and it would make sense that experienced personnel have higher clearance than level 2.
 
Last edited:
Mar 12, 2023
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America
If it’s during a breach I usually just pick up some random ISD’s keycard after they die. Gets me into electrical rooms and anywhere else I need to go. Afterwards in the spirit of techie mingery I 914 it to a CL5 and go to FL3.

Point being- meh. More of a want than a need.
 
Jul 24, 2022
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If it’s during a breach I usually just pick up some random ISD’s keycard after they die. Gets me into electrical rooms and anywhere else I need to go. Afterwards in the spirit of techie mingery I 914 it to a CL5 and go to FL3.

Point being- meh. More of a want than a need.
You shouldn’t have to risk getting arrested to repair something.
 
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Giudon

Civil Gamers Expert
Jan 1, 2023
61
15
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I thought this was already planned? If I remember correctly, an E-11 Engineer/senior engineer job was in process of being delivered.
 
I know containment decay/maintenance is in progress (not sure how far off that is), so my (personal) ideal is:
  • Chief Engineer / Head of Maintenance / Head of Engineering (whatever the name should be, same concept)
    • Department chief, can organise training, roleplay, documents, job bans, etc. for maintenance roles
    • CL4, door repair tool, technician tool, pistol purely for self defence (like consultants have), maybe the SCP maintenance tool, radio, clipboard
    • Whitelisted, selected by site administration
  • Senior Engineer
    • Support 20 and/or whitelisted, selected by Chief Engineer
    • Trusted engineer, can lead roleplay situations, enter LHCZ and other CL3 areas to repair things
    • CL3, door repair tool, technician tool, pistol (self defence, as they will be able to enter LHCZ, etc.), radio, clipboard
  • Containment Engineer
    • Support 20 and/or whitelisted, selected by Chief Engineer
    • Same as Senior Engineer, but based purely around SCP maintenance
    • CL3, SCP maintenance tool, repair tool, pistol (self defence, LHCZ), radio, possibly a containment beam for passifying SCPs if they have to enter a containment chamber (not sure on this one, should probably just be supported by a combatant), clipboard
  • Technical Expert - same as it already is, plus radio and clipboard
  • Engineer - same as it already is, plus radio and clipboard
  • IT Technician - same as it already is, plus radio and clipboard
This is assuming we don't get job-based keycards following from my MRP keycards suggestion, which might affect clearance levels mentioned here. I'd also like to see the technician tool do more than just terminals - possibly, servers could go down and the like in F3 server room, HCZ datacentre, etc. that it could repair, would also give more RP purpose to those places. With a full maintenance/engineering department, it would also make sense for them to have their own comms channel.
 
Jul 14, 2023
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24
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Poland
Major -Support
Already as is, tech expert is a major minge role, with it having little to no consequences to any actions other than arrest. Having a job with a CL4 which does the same job as a normal tech expert has no use, as any tech expert can just ask a CL4 for escort. I don't see any positive impacts of this job on the server other than adding more regiments/jobs to be concerned with.

I would instead propose having a command to temporarly job-ban people from tech expert / chef for Dpt. Directors+?
 
I know containment decay/maintenance is in progress (not sure how far off that is), so my (personal) ideal is:
  • Chief Engineer / Head of Maintenance / Head of Engineering (whatever the name should be, same concept)
    • Department chief, can organise training, roleplay, documents, job bans, etc. for maintenance roles
    • CL4, door repair tool, technician tool, pistol purely for self defence (like consultants have), maybe the SCP maintenance tool, radio, clipboard
    • Whitelisted, selected by site administration
  • Senior Engineer
    • Support 20 and/or whitelisted, selected by Chief Engineer
    • Trusted engineer, can lead roleplay situations, enter LHCZ and other CL3 areas to repair things
    • CL3, door repair tool, technician tool, pistol (self defence, as they will be able to enter LHCZ, etc.), radio, clipboard
  • Containment Engineer
    • Support 20 and/or whitelisted, selected by Chief Engineer
    • Same as Senior Engineer, but based purely around SCP maintenance
    • CL3, SCP maintenance tool, repair tool, pistol (self defence, LHCZ), radio, possibly a containment beam for passifying SCPs if they have to enter a containment chamber (not sure on this one, should probably just be supported by a combatant), clipboard
  • Technical Expert - same as it already is, plus radio and clipboard
  • Engineer - same as it already is, plus radio and clipboard
  • IT Technician - same as it already is, plus radio and clipboard
This is assuming we don't get job-based keycards following from my MRP keycards suggestion, which might affect clearance levels mentioned here. I'd also like to see the technician tool do more than just terminals - possibly, servers could go down and the like in F3 server room, HCZ datacentre, etc. that it could repair, would also give more RP purpose to those places. With a full maintenance/engineering department, it would also make sense for them to have their own comms channel.
containment engineer ?
 

Douglas

Administrator
Administrator
SCP-RP Staff
Resources Team
Aug 7, 2023
187
38
61
Canada, ey?
-Support
Techies don’t need cl3 to fix major electrical issues like generators in upper HCZ. And if they’re needed on FL3 then a cl4 will escort them. Not to mention they’d have access to armouries… (oh the flashbacks of techies rdming me…). Fixing this role and making it more serious with department leaders… that would be an improvement.
 
Jul 24, 2022
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91
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-Support
Techies don’t need cl3 to fix major electrical issues like generators in upper HCZ. And if they’re needed on FL3 then a cl4 will escort them. Not to mention they’d have access to armouries… (oh the flashbacks of techies rdming me…). Fixing this role and making it more serious with department leaders… that would be an improvement.
You need Cl3 to go in HCZ period.
 
Jul 24, 2022
17
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Major -Support

Dear god no.

Techies are mingy enough as it is. The ONLY way I could see this working is if it were a regulated job, either through forums so that techies don't just fuck around with high clearance
-Support
Techies don’t need cl3 to fix major electrical issues like generators in upper HCZ. And if they’re needed on FL3 then a cl4 will escort them. Not to mention they’d have access to armouries… (oh the flashbacks of techies rdming me…). Fixing this role and making it more serious with department leaders… that would be an improvement.
Take this into account:

Take a look at the combat medic job, this is a job already on the server that people can potentially abuse IF they are high enough level. I apply the same mentality to tech expert, there is always going to be minges, but I think that people with higher levels are dedicated players and less likely to minge.
 
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-Support
Techies don’t need cl3 to fix major electrical issues like generators in upper HCZ. And if they’re needed on FL3 then a cl4 will escort them. Not to mention they’d have access to armouries… (oh the flashbacks of techies rdming me…). Fixing this role and making it more serious with department leaders… that would be an improvement.
Tesla gate's control box is near 682's cc in a CL3 area. During a breach Tesla is 100% important
 
I can support this with Engineering and Technical becoming a document with a CL4 over it, we can solve the minge tech experts and have some amazing RP over that department. We could also do this with a map change with this department being put in the entrance zone. We can make heavy changes to door breaks and turret repairs as well as maybe have a sector of lights going out for this department to fix. There can be a lot of room for RP if the content team and the mapping team help out with it. I would be glad to step down from Chairman to Head of E&T to start of this new department.
______________________________________
Sr. CL4
Director of E&T

CL4
Chief Engineer

CL3
Senior Engineer

CL2
Technical Expert

CL1
Engineer
IT Technician
______________________________________
 
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