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Showing content with the highest reputation on 07/06/2022 in all areas

  1. I was using the Spas but generally there was little to no rp happening at all (mostly combat) on the server in general, especially in D-Block. Outside of the total combat I was a part of or around D-Block it was very short as I mostly spent the time I was online in EZ and HCZ. What isn't featured in these clips is where I gave a number of D-Class weapons to help them in their Combat RP. Arguably majority of the players on D-Class are trolling or participating in the Combat RP as their fun experience. As mentioned above the total time I spent in proximity to D-Block actively engaged with players there is misrepresented by the clips given I was in EZ/HCZ for most of the time (Still with a Spas). Additionally, I did provide D-Class with weapons to offset any drawbacks they may have had with my presence. Let alone the time at which this occurred there were a very minimal number of players expressing their intent to escape and join CI who were playing D-Class and not AFK.
    4 points
  2. What are you suggesting? - Increase the amount of XP Researchers get from testing on SCPs, mainly to help promote RP on the server and give players more incentive to join Research. The new rules for getting XP could be as followed: Safe Class: 750 Euclid: 1250 Keter: 2000 XK (Mainly for event SCPs): 3000 How would this change better the server? - Helps promote more RP on the server. Are there any disadvantages of making this change to the server? If so, explain. - Increases incentive to RP, gross! Who would this change mostly benefit? - Research Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion - N/A
    2 points
  3. What are you suggesting? - Written in full below. Tl;dr: I created a new version of SCP 106 in Lua that is more true to the lore, and I think more fun, than the current version implemented here, and I'd like it to be considered for addition into the server. I'd love an admin to reach out so we can test it, I have tested extensively on my own, and only minor changes need to be made to have it work on the server. There are video links at the bottom of this post showing how some of the movement and passive abilities work. This was inspired by @Coltable's comment here on my proposed 106 rule change, I agree a redesign makes sense so I made it: How would this change better the server? - Much better at providing players with an SCP 106 that is very similar to what's described in the lore, and better balanced than what we have now. Better for RP. Are there any disadvantages of making this change to the server? If so, explain. - No, it's pretty lightweight, maybe 80 lines of code longer than what we have now. Who would this change mostly benefit? - Absolutely everyone. Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion - They're linked at the bottom of this post. Purpose & Motivation: SCP 106 is my favorite SCP to play, in his current state he's a highly mobile and active hunter with his ability to teleport through walls and doors to cut off escaping prey, as well as his decent walk/run speed which (when combined with his teleport ability and the twists and turns of the Site) makes it extremely difficult - if not impossible - for prey to escape. The Old Man does have some drawbacks which I will expand on in the next section. Unfortunately I do not believe that his current implementation fits the lore as well as it could, player interactions are not balanced as he can catch up to any prey except in open space, and his kit is overly limited, so I have been working on an update to his abilities which I believe better fits the lore while offering a fun and balanced play style, which I will explain and demo in this post. First I will explain how his current implementation fits the lore, and then explain my implementation. While there's a lot of information in this post, to have a productive discussion about the direction of 106 I think it makes sense to get aligned on the lore and have that drive the features. Reading through the lore of SCP 106, using revision 8 of this article and the other SCP 106 lore linked to in that article, I have broken out how SCP 106 should function into a few categories and characteristics. I have includes those categories and characteristics below in a table, and marked whether or not the current implementation accounts for these functions or not (based on my opinion, of course). The intent of the change I'm proposing will not implement all characteristics, I'm not sure if it's possible due to complexity, and some compromises need to be made due to this being an SCP RP game. Out of the 13 characteristics below, only 2 are fully implemented, 5 partially implemented with either a technical restriction or RP rule, and the remaining 6 are not accounted for in either the Rules or by technical limitation. Current Implementation to Lore Comparison: I characterize the current playstyle that SCP 106 has as fitting the definition of "pursuit predation" in that he actively gives chase to prey, relying on speed and endurance (with his teleport ability). The play style that SCP 106 should have is that of an Ambush predator, stalking prey, waiting for them, quickly grabbing/killing/teleporting them to the pocket dimension, and then leaving. Per the Wiki entry for "Ambush Predator", "Unlike pursuit predators, who chase to capture prey using sheer speed or endurance, ambush predators avoid fatigue by staying in concealment, waiting patiently for the prey to get near, before launching a sudden overwhelming attack that quickly incapacitates and captures the prey." This better fits the lore of SCP 106, who usually waits in the shadows and then strikes, he isn't Freddie Krueger or Jason Vorhees. He's more of a Trapdoor Spider, than a Cheetah, although he certainly can "give chase" when needed by burrowing into walls to his pocket dimension and coming back out of the wall/ceiling/etc in a random spot you weren't expecting. After comparing the lore to the current server implementation, I will give an overview of the new SCP 106 implementation I'm proposing and compare their features, list SCP 106's features and determine the compliance with the lore, and finally I'll propose rules that should work with the new SCP 106. Containment: Movement: Player Interactions: Recontainment: That's it for the comparison of the current version to the lore. Now I'll compare the features in the current SCP 106 implementation to the one I've created. So what does my version do and how does it compare? FEATURES: Reminder: There are a couple video examples at the bottom of this post that are explained by this section. My Version compared to the lore: My version of SCP 106 has a slightly higher skill floor, however it has a much higher skill ceiling for its playstyle. SCP 106 can also do what it has never done on here before, actually hang out in his pocket dimension and play with his food. Please note, all the cooldowns/etc are fully customizable and easy to balance if needed. Here's a comparison of my implementation with the lore: Containment: Movement: Player Interactions: Recontainment: Proposed Rule Changes: I think one of the biggest issues with the rules and the current version of SCP 106, is you could spend upwards of 25 minutes trying to self breach and then you're brought back to containment with a femur breaker within 5-10 minutes, assuming you fail the roll against the admin who will generally TP you back to containment. That's a big time investment for potentially little reward, especially when it takes a few minutes just to get to the light containment zone (LCZ). I get it though, with the current hyper aggressive/quick version of SCP 106, you don't want him just doing circles around LCZ teleporting everyone away, that's not fun. I balance this by making SCP 106 slower, having to use cunning to trap prey. He won't be fast enough to run in circles around the LCZ before personnel can get to the HCZ to do the femur breaker. If my SWEP is adopted, there will likely need to be further rule changes and tweaks (some rules just don't apply to this implementation), but generally here are the current rules that I would like changed to fit this new playstyle: Video Example of SCP 106's new movement: Video Example of SCP 106's auto teleport and flashlight aversion:
    1 point
  4. -=Section 1=- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ In-game Name: Grand Admiral Thrawn Steam Name: [GL] Bear Steam ID: STEAM_0:1:92083887 -=Section 2=- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ There is a lot information below. I tried to break it down a bit for those who do read it but its still a lot of grey text so I apologize. For those who do read it, thank you for taking the time to. What is the role of Darth Vader? Very similarly to Grand Admiral Thrawn, Darth Vader's responsibilities revolve around the oversight and function of the Imperial Armed Forces. Whether it be resolving issues, mentoring new or existing HC, or solving new projects and problems. Both Vader and Thrawn are meant as overseers to mainly the High Command team but also to the three branches as well while still operating as the hand of the Emperor. In addition to the above, SHC has the responsibility and opportunity of working alongside SMT in generating and creating new RP opportunities or functional changes to the server. Why do you want to become the role of Darth Vader? Becoming the position of Darth Vader has been my goal ever since my time as IC Commander. I set this as a goal for myself in order to continue to push myself into always improving, always striving to do more for both the server and whichever area I was focusing on. I thoroughly enjoy interactions between players and RP, and believe I can do more for both in the position of Darth Vader. The 501st battalion truly excels and grows when there is the presence of a Vader. This is something that they have gone without for a very lengthy amount of time. In the past we have seen instances where the Vader position was filled and the 501st have grown drastically. I believe they deserve a Vader that will be active and interact with them over a long period of time. This is something that I know I can and have been striving to accomplish. What experience do you have that would be relevant to the role of Darth Vader? (To preface, I will list bulletin points under each section as a summary in case you do not want to read all the typed information). With very close to a year in High Command (7/17/21) and a few months as SHC Grand Admiral Thrawn, I can bring a large amount of experience to bear. I understand the role of both a SHC and HC member as well as how to mentor new command members. Regardless of position or branch. I have had multiple opportunities to work with SMT and other various people in my time and have always tried my utmost best to meet or excel at my duty. Taking on multitudes of projects, for even multiple battalions at times, teaches quite a bit on how to manage multiple tasks and meet goals. SHC/HC Large amount of experience both in HC and RP Mentorship of new and existing members Leading by example on all issues to the best of my ability Multitasking on multiple projects/tasks During my time in the Imperial Commandos, I believe I ran one of the most successful and fastest growing battalions in Army for its time. Despite being at the time a $60 donator battalion, we outnumbered many other battalions with active members even after roll calls. Additionally, tried my best to mentor a strong officer corps into promoting good leadership qualities and responsibility. From this is I was promoted to the first ever IC Senior Commander. My time in Army High Command was, I feel, where my career really took off. During every rank I tried to bring something new to the table, something useful, a change that would benefit all. Lasting changes. In IC I revamped most documents as many had become outdated and obsolete, as well as, made new rosters for every part of the battalion. Additionally, was able to the get the new much needed IC Command models added to their command team. Imperial Commandos Creation of most of all IC documents, which are still used currently. Roster creations that were efficient and used until roster system overhaul. Addition and implementation of Imperial Command Lore Command Squad models that are currently used (and glorious). Havoc Company was reworked into the current Regimental Engineer program as you know it now. Small changes to it have been made since its inception but mostly the same. Created all universal documents except for the technical manual which are still used and then entrusted to the current leads and overseers of the sub-regimental program. In the Stormtrooper Corps, we established what you know now. Shoretrooper Corps and Scout Company make up the two main branches of the Stormtrooper Corps that we have. Implemented the Storm Commando program for selected officer+ in order to give an incentive for NCOs to stick in the ranks and promote something that was truly hard to get into, something that needed to be earned. From this came the PVP Menaces that Stormtroopers/Storm Commands are today! (Thanks Wheat lol) I created new rosters for Scouts, Shoretroopers, and Storm, as well as, all new documents (which are beautiful in my opinion) for the whole battalion (except for storm commando which was done by ST command). This, at the time, was an incredibly massive undertaking but was truly worth all the work. Havoc Company reworked to Regimental Engineers. Creation of all documents for the new sub-regiment. Got program off the ground with the assistance of other HC and CMD. Havoc rank transfers of current command, officers, and ncos to various battalions/branches with the assistance of Bon. Stormtrooper Corps Fixed, reworked, and established current Shoretrooper Corps, Scout Company, and Storm Commando Program as you know it. Storm Commando updated again by current ST command. Remade ST sub regiment and subclass rosters until roster system overhaul. Remade all documents with exception of Storm Commando docs. The above plus many other smaller changes taught me a great deal on both oversight and interaction. Both required for a position such a Darth Vader. Why do you think I should pick you over other applicants? Other than Bon, no one else in HC has as much experience as myself. This has stemmed from constantly putting myself out there and finding what needs to be done, good and the bad. I know that I have what it takes to fill this position as I have continuously tried to improve in every aspect of the duty entrusted to me. I fully understand the responsibilities expected of a SHC member and do not hesitate on things that need to be done. I remain proactive on branch or battalion issues and try to mentor and promote other HC members into completing these tasks or learning from them. As SHC you are looked to by not just low command but high command as well and you must set a good example to them by leading where needed. This is something I have always tried to do. Please outline some ideas that you could bring to improve the server as Darth Vader: One of the things that become available with an active Darth Vader are legends missions or events. I have done some before with 501st tracking down an escaped Starkiller Clone, which went really well and people loved it. Missions like this are really under used especially with the extensive amount of content around Darth Vader. This is something that I would like to bring back. Something that we have recently started back again but have dialed back are the weekly HC missions. I would like to set up a program and plan these things out a month at a time. Whether it be just an unaffiliated mission or a storyline mission. Something more set in stone and on a schedule. This promotes hitting server capacity, great experiences for every player, and opportunities for Gamemasters to work with HC on missions and gain more experiences as a GM. Set plans for these missions can give GMs great experience and inspiration into new events and how to run, plan, and execute them. Not really Darth Vader specific but something none the less is branch specific PVP/PVE tournaments. A few teams from each battalion at 3-4 members working together towards a specific objective. Capturing a HVT with hardcore HP/Armor or just TDM. We have had fantastic success with the bi-monthly PVP tournaments done by Sainty (amazing job by the way buddy) but why stop there! Something like this can get people involved, create desire to improve in these aspects. PVE rounds could consist of multiple NPC targets with moderate low HP and a player team or 3-4 coordinating towards a specific goal with "hardcore" hp/armor. Promote teamwork, communication, and good planning. Get with battalion command to set up practice times a couple times a week. Something like the above idea could really spice up the bi-monthly tournament. Create a more level playing field so we may not all get demolished by Stormtroopers!! (forreal they played exceptionally well and well done to them). Last but certainly not least, interactions with the 501st. As previously mentioned above, 501st have gone without a Vader for quite awhile. Something that I would very much like changed. The 501st battalion thrives when a Vader is on the server but the position has not been filled for a long time, this is something that they have suggested before as one of their utmost wishes. -=Section 3=- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ In your personal experience with being a player, what issues have you come across? I have noticed a few re-occurring issues in my time on the server. Some are fixable through effort and some are things that have to be continuously watched. Disrespect to new players being one of them. Lack of effort from battalion teams or high command. In response to the question above, how would you handle and fix these issues? Disrespect is something that I and others have preached about many times in both command meetings and privately. It must constantly be promoted in order to keep respectfulness and tactfulness to new players. They are the life blood of the server and without them we do not continue to grow. This must be at the forefront of our minds when dealing with these situations. This is something that needs continual effort. To address the lack of effort we need to advocate for strong command. Ideally, command that takes the initiative in tasks or is moldable and willing to learn. This, I believe, can be fixed at the very top and work downwards. Lead by example, promote and mentor into tasks, and getting the right people into positions that they can benefit the server and others in the best manner. We have reward programs for this but I believe we can do more in this regard. Anything else you would like to add? Thank you so much for taking the time read my application and consider me for the position!
    1 point
  5. +/-support I can understand why waiting that long would make me want to jump into lower as well but rules are rules, I’d give u a second chance if ur willing to follow the rules
    1 point
  6. This issues has been solved - You may need to wait until the next scheduled server restart for these changes to be implemented
    1 point
  7. Currently I got 5,243 hours and started playing In 2016
    1 point
  8. I feel these are somewhat fair points, but saying that mostly combat was occurring is not a fair reason to start running around with a 300 damage admin weapon one shotting dclass, no matter for what length of time or how much activity is in Dblock. I would also argue that saying most people thought it was OK would just be ignoring the people who actually wanted to escape and join CI, only to be met by an admin job puppy guarding Dblock door with an admin weapon, as not expressing your discontent does not mean it doesn't exist. I also think offsetting the balance by giving the Dclass weapons would be an acceptable excuse if you were not using one of the most powerful weapons on the server on one of the most powerful jobs on the server. Being low pop would be a better point if you were in a secluded area with other admins, dueling them with admin guns, not the most contended area on the server where there is always at least some level of activity, and where new players are likely to experience their first interaction with the server. Using a regular non admin weapon would have made this a more fair situation, as although you have a regular gun like other security, you still have a high health and armor admin job. ^ if thats true then I would like to apologize, I didn't see him fighting security, only dclass, and did not know the weapons he gave out were equally as OP. I only saw him in Dblock, fighting poorly armed dclass, with an admin weapon. I still do stand by my argument that doing this for any amount of time would have been a better point if he were to do it in a more secluded area of the map. Sorry for the mixup th3.
    1 point
  9. +support for the removal of the duplicate warn, was indeed warned twice.
    1 point
  10. I put the wrong format so I talked to drippy and he said that I can make a new one and he would just the one with the wrong format
    1 point
  11. Heya everyone, I’m sure many of you knew this was coming but I’m saying goodbye. I just don’t have enough time for the server anymore and life is starting to get real hard and busy. Only being able to play during the off hours is also just demotivating. Im happy about what I was able to achieve as Medical High Command and CI Command and I hope much success will come after this resignation. Zack/Twix/Baeto: It was great working with y’all and talking to you guys about HCMD stuff. I hope all of you get far in your ranks. (Baeto: You’ll do great as next AHOMS :D) Medical Command: Yall have been one of the best command group I have ever seen. There are always issues here and there that I have but as long as you guys keep medical active and RP afloat……I’m glad. Good luck everyone, keep at it and y’all will be amazing. Bop: SORRY for failing quota like every week. I’m sure I’ll be less of a burden when I resign lmfao. Cya later CI PVT o7. THE CI Command (you guys know who you are): You guys have been great people to be around and it was a true shame that I haven’t been able to talk as much after I resigned. Most of you guys are gone already but I wish you the best. Other HCMD+ : good luck in your HCMD+ endeavours Sorry if this was a bit short, but I don't feel like giving specific resignations is deserving. You guys know who you are, and I will see yall later again if I ever return. CYA, Rowphin i count money, i count money
    1 point
  12. Too many. I haven’t checked in a while, but I can say it’s above 1k hours.
    1 point
  13. Accepted Thank you for the report. Appropriate action against the player and or staff member will be taken to ensure that they receive the correct punishment.
    1 point
  14. 1 point
  15. Denied Thank you for your interest in joining the Army Command Team. You may reapply when apps open back up.
    -1 points
  16. -SUPPORT yea we do a bit of trolling during off hours
    -1 points
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