What does this suggestion change/add/remove:
Some or all of the following new things for the Technician Tool to fix:
Has something similar been suggested before? If so, why is your suggestion different?:
Not that I can find, though it's possible.
Possible Positives of the suggestion (At least 2):
Possible Negatives of the suggestion:
Based on the Positives & Negatives, why should this suggestion be accepted:
IT Technicians currently have basically nothing to do, which isn't good for players (especially new ones, which they often are) and means the role is currently basically useless. A part of the minge problem with this role is also likely because of the lack of anything to do - it's a game, people want stuff to do, and if you give them basically nothing at all, they're going to start looking for other things to do. This suggestion, if any of it is implemented, would give IT techs (and tech experts) a lot more to do, and would also provide more scenarios for RP interactions between them and other players, as e.g. an IT tech might be called to fix 912's containment box by GSD, or a Tech Expert might be called to LHCZ to fix the data centre servers. It gives more for them to do, and more RP for them and other players to engage in.
Some or all of the following new things for the Technician Tool to fix:
- Servers can go down in server room and data centres, causing e.g. document access problems, or all terminals to be glitchy or something - whatever works best without being ridiculously disruptive
- CCTV display systems can fail/break, e.g. at random, following CCTV system failures, due to being shot, due to power failures, etc. - whenever works best, and however works best. An individual CCTV centre would just break in some way.
- Individual electronic signs/displays can break at random, or random ones could be broken following digital signage subsystem being repaired.
- Containment control boxes can break at random, or through some other cause (maybe a hacking option, or following announcement systems going down or something). If broken, they would have a flickering display that doesn't show whether the SCP is breached or not, and if the SCP breaches while it is in this state, then that breach is silent (like 079/035 breaches are).
- Individual announcement boxes. Would beep when broken, and wouldn't let you interact with it. May be broken by hacking the announcement box, or following announcement subsystem being repaired some would be broken at random.
- Printers. When attempting to interact with them, it would give a sign similar to when announcement system is down and you try to use it. Maybe also periodically beeps or makes grinding sounds like it is jammed, or spits out random garbage documents (blank, or with random blank redacted text, which looks like printer ink smears) every so often.
- EDIT: Reactor monitoring stations (i.e. 2/3 of the decorative monitor panels in main reactor room). Can break by themselves now and then, or be hacked to turn them off. When off, no turbine alerts are sent. When being hacked, E&TS roles (tech expert, etc.) would get a hacking alert similar to E-11's for SCP hacking (balances no turbine alert with potentially being called out early by E&TS - CI have to get tactical whether they choose to risk this).
- Possibly also, if all are online, then there is an additional benefit, like the last turbine being hacked causing a hacking alert to E&TS/E-11, or something else. Maybe an alarm like the 035 gas one activates in the room outside reactor airlock whenever a hacking attempt is in progress.
- Could also invert this idea somewhat depending on what seems like a good idea to Content Team - maybe there's only one monitoring panel, but it's a high level hack, and if you start a turbine hack while it's still online, then E-11/E&TS get a hacking alert.
Has something similar been suggested before? If so, why is your suggestion different?:
Not that I can find, though it's possible.
Possible Positives of the suggestion (At least 2):
- Adds more for IT technicians to do, which are currently basically useless and have nothing to do
- IT technician role often gets minges on it - this is at least partially because it has nothing to do, and so is boring. Making it have stuff to do would likely help with the minge problem on the role somewhat.
- Adds more maintenance interactions across the Foundation, so more RP
- More varied site situations, so more RP
- Positives for specific ideas listed above:
- Servers:
- Provides an actual purpose and active use for places like F3 server room, data centres, etc., that currently go basically unused (especially HCZ data centre)
- Current terminal-only computer failures are trivially avoidable, so even when they are broken, nobody gets called/let in to fix them - this would not be as trivial an issue
- CCTV:
- IT techs/tech experts get called to more varied areas that they normally aren't, so they have broader experiences
- Signage:
- Already all over the site and IT-related, so an obvious candidate
- Not too disruptive, but provides another thing for IT techs to do
- Containment control boxes:
- Makes breaches more interesting, as more than 079 and 035 could be silently breached
- Means E-11, GSD, etc. have to actually pay attention to containment cells actively - means more RP interactions with SCPs, more active patrols, etc. so more for those roles to do
- Provides another way for CI/others to cause issues for Foundation, as they could hack an SCP box to make it breach silently whenever it breaches, so more for CI to do and more varied ways for them to interact with Foundation and SCPs
- Announcement boxes:
- Already all over the site and IT-related, so an obvious candidate.
- Not too disruptive, but provides another thing for IT techs to do
- Printers:
- Fits in with the existing terminal breakages.
- If kept to just simply being unable to interact with it, it's not much work to implement.
- Reactor monitoring:
- Depending on the effects of this being on/offline, could make turbine holds by CI a bit more balanced (it's currently nearly impossible to actually push given the layout and airlock, as long as CI doesn't fuck up).
- Gives main reactor room an actual gameplay purpose, rather than being purely for serious roleplay that nobody will see and simply space between airlock and turbines.
- Depending on how its implemented, it could make CI turbine pushes require more tactics than simply do three hacks. Not by much, but makes things a little more interesting.
- Gives IT techs an actual reason to go into HCZ ever. There's currently a couple of terminals that nobody uses and nothing else that an IT tech can do, so they can never really go there legit. Basically unlocks UHCZ as an area they can actually enter without minging (with CL2 escort), which is a huge part of the map.
- Servers:
Possible Negatives of the suggestion:
- Dev time to implement
- Some suggestions could be disruptive, though those could be adapted or just not included - I deliberately included a broad, open list so content team could pick and choose any of these (or none, if it gets fully rejected)
Based on the Positives & Negatives, why should this suggestion be accepted:
IT Technicians currently have basically nothing to do, which isn't good for players (especially new ones, which they often are) and means the role is currently basically useless. A part of the minge problem with this role is also likely because of the lack of anything to do - it's a game, people want stuff to do, and if you give them basically nothing at all, they're going to start looking for other things to do. This suggestion, if any of it is implemented, would give IT techs (and tech experts) a lot more to do, and would also provide more scenarios for RP interactions between them and other players, as e.g. an IT tech might be called to fix 912's containment box by GSD, or a Tech Expert might be called to LHCZ to fix the data centre servers. It gives more for them to do, and more RP for them and other players to engage in.
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