What does this suggestion change/add/remove:
This suggestion connects the currently separate ventilation systems across the map—specifically linking the vents near the Personnel Wing bathrooms and SCP-914 to the vents above D-Block. It transforms these scattered elements into a single, interconnected maze-like network. The system would include dead ends, lethal drops, and clearance level 3 biometric doors to maintain challenge and balance.
Has something similar been suggested before? If so, why is your suggestion different?:
No, vent traversal or an expanded ventilation system hasn’t been suggested before. This would be the first to turn existing vent structures into a meaningful gameplay mechanic. It’s not about adding something entirely new—it’s about giving purpose to what’s already there while deepening the game’s tactical layers.
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 offers a fresh, tactical layer to movement and strategy without upsetting the game’s balance. The system is designed to be risky and rewarding—not a shortcut, but a calculated gamble. By building on vent structures that already exist, it enhances immersion and gameplay depth while staying grounded in the map’s logic and theme. This could become a standout feature that adds both challenge and creative play across different factions.
Why this should be accepted:
This idea brings fresh gameplay possibilities while sticking to the game’s immersive, contained-facility vibe. It’s not just for show—it encourages calculated risks, coordinated infiltration, and tense escapes. With biometric locks and high-stakes design choices like drops and dead ends, it keeps things fair while offering more options and replay value. It turns something that’s already in the game into a full-blown feature without compromising the game’s balance or tone.
This suggestion connects the currently separate ventilation systems across the map—specifically linking the vents near the Personnel Wing bathrooms and SCP-914 to the vents above D-Block. It transforms these scattered elements into a single, interconnected maze-like network. The system would include dead ends, lethal drops, and clearance level 3 biometric doors to maintain challenge and balance.
Has something similar been suggested before? If so, why is your suggestion different?:
No, vent traversal or an expanded ventilation system hasn’t been suggested before. This would be the first to turn existing vent structures into a meaningful gameplay mechanic. It’s not about adding something entirely new—it’s about giving purpose to what’s already there while deepening the game’s tactical layers.
Possible Positives of the suggestion (At least 2):
- Provides Chaos Insurgency and D-Class players with alternative (but dangerous) routes, making infiltration and escape more unpredictable and interesting.
- Makes the map feel more alive and cohesive, using previously decorative areas to add immersive, strategic depth.
- Rewards players who take time to learn the system, offering skill-based advantages without overpowering anyone.
Possible Negatives of the suggestion:
- New players might get lost or frustrated navigating the vents, especially if they’re not familiar with the layout.
- Risk of unintended deaths from drops or confusing dead ends could discourage some players if not properly hinted or designed.
Based on the Positives & Negatives, why should this suggestion be accepted:
It offers a fresh, tactical layer to movement and strategy without upsetting the game’s balance. The system is designed to be risky and rewarding—not a shortcut, but a calculated gamble. By building on vent structures that already exist, it enhances immersion and gameplay depth while staying grounded in the map’s logic and theme. This could become a standout feature that adds both challenge and creative play across different factions.
Why this should be accepted:
This idea brings fresh gameplay possibilities while sticking to the game’s immersive, contained-facility vibe. It’s not just for show—it encourages calculated risks, coordinated infiltration, and tense escapes. With biometric locks and high-stakes design choices like drops and dead ends, it keeps things fair while offering more options and replay value. It turns something that’s already in the game into a full-blown feature without compromising the game’s balance or tone.