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CanOBeanz

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Posts posted by CanOBeanz

  1. Hello!

    As some of you may or may not know, Medbay has been suffering a bit lately from the current rules about lockdowns during CI raids. The current rule is: Medbay may not lock down directly in response to a CI raid. 

    This rule understandably leaves them a bit unable to do anything like prepping or evacuating while a CI raid is going on, and they usually just end up getting surprise-massacred while stationed in medbay. In an effort to increase the enjoyability of playing on medical and increasing RP-friendliness of these raid situations, I have worked together with CI HCMD & Utility HCMD to come to the following rule compromise, which I believe may be fair for both medical and CI.

    --

    Proposed rule change for Medbay Lockdowns during CI Raids:

    • Medical is allowed to lockdown medbay as normal during a CI Raid.
    • Breaching charges are reintroduced for CI, allowing them to blow open medbay doors.
    • Proposed Breaching charge rules:
      • Breaching Charges are useable by Deltas and Explosive Experts only.
      • CI Adverts "Setting Breach Charge" and after 20 seconds medbay lockdown is opened by staff. It then stays open for a minimum of 5 minutes. (Timers subject to change based on balancing needs / feedback from community)

    How this change will work for both CI & Medbay:

    • Medical staff will have a chance to actually react to a CI raid and evacuate to their bunks instead of having to deal with "remember, no russian" constantly.
    • CI needn't worry too much about giving away their position with the breach charge advert, as they will be just moments away from entering the highest-visibility area in the facility anyway. I see maybe a loss of 20-30 seconds of element of surprise with this system for your raids. Plus it may give incentive to go "the long way" for a stealthier approach / switching up tactics to keep things interesting?

    --

    I look forward to hearing everyone's thoughts on this!

     

  2. (Job Update or Job Addition)

    Name of Job: Containment Engineer

    Job Model (Model Paths): Same

    Job Description: Same

    Job Weapons (Ex. tfa_csgo_mac10): +add: weapon_armorkit

    Job Salary: Same

    Job HP: Same

    Job Armor: Same

    --

    Yeah I think i forgot to include them in the initial implementation request, oops

    But yeah let's give CE bois the armorkit so they can help with armor bay please 🙂

  3. +support +support +support

    The riot shield we have right now is basically an item you just pull out for the lulz. 

    The only legit tactical strategy i've found to be successful with this thing is to run away from the threat backwards, down a hall while jumping frantically and hope you got lucky enough to equip it somewhere in front of your body instead of inside your body

  4. (Job Update or Job Addition)

    Name of Job: Department Head

    Job Model (Model Paths): Same

    Job Description: Same

    Job Weapons (Ex. tfa_csgo_mac10): +add: ztm_trashcollector, broom, tfa_nmrih_asaw, tfa_nmrih_welder

    Job Salary: Same

    Job HP: Same

    Job Armor: Same

    --

    (Job Update or Job Addition)

    Name of Job: Director of Utility

    Job Model (Model Paths): Same

    Job Description: Same

    Job Weapons (Ex. tfa_csgo_mac10): +add: ztm_trashcollector, broom, tfa_nmrih_asaw, tfa_nmrih_welder

    Job Salary: Same

    Job HP: Same

    Job Armor: Same 

    --

    This update just seeks to add the utility RP sweps to the HCMD jobs so we can participate in RP a little better. 

  5. -Support

    This rule just got put in because it's already been made evident that 999 can't be trusted to be in d block not healing when medical is online. 

    "Just report them" does not work as an effective measure for controlling this problem. Here are the reasons why from the last thread:

    • Players don't typically report 999 for fail healing because they benefit from it.
    • Staff can't actually check logs for healing, so there's no way to punish a 999 player for fail healing if they just deny they were doing it. Video proof or mod seeing it personally is the only possible way.
    • Players on 999 will typically disregard healing rules anyway because they want to be friendly and helpful and will just heal without checking the player list. The job is also accessible at a somewhat low level so many players hopping on it might not even know healing rules exist in MOTD.

    999 has PLENTY of RP opportunities available without sitting in D block. His ability to participate in RP has not been crippled by this change.

  6. Overview

    The server has been in need, for a long time now, of a way for armor to be healed without players always having to visit the armory. We have found an addon which can potentially give the Technical branch the ability to repair armor for players in RP. If this addon is implemented in the proposed way below, this suggestion could potentially address the armor repair issue as well as provide a large RP boost to both the Medical and Technical branches.

    Proposal:

    What branches will benefit from this change?

    • Technical**
    • Medical**
    • Gensec
    • MTF
    • Any branch that needs armor healed

    ** : These two branches will benefit especially due to the potential boost in RP involvement for both branches if this addon is implemented in the suggested way below.

    What issues this suggestion directly addresses:

    • Multiple complaints of there being no way to fix armor in RP
    • Complaints of armor costing too much to repair in Armory
    • Complaints of being unable to restore armor back to maximum value via Armory NPC
    • Provides much-needed incentive for people to play Technical, and an actual physical effect on RPing with other players in the server greater than running around using /me actions on broken CC doors.

    How we can Implement it:

    • The SWEP is given to Technician & Technical Command jobs
    • New SOP rules are added regarding the use of the SWEP
    • Training procedures are updated to involve using the SWEP
    • Small workstation area is set up in medbay for armor repair RP (3-5 props max - Medical CMD has already agreed to give up some of their medbay props for this if necessary)
      • (This part is still subject to design and planning as seen fit by SMT / Medical HCMD)

    Current proposed rules for using Armor Kit SWEP (Subject to change if necessary) :

    • Technicians must report to medbay to perform armor repairs.
    • Armor repairs cannot be done outside of medbay.
    • Any foundation players may go to medbay and request a technician to meet them there for armor repairs.
    • Medical staff can request Technicians to medbay to assist with armor repairs while assisting a patient.
    • If no technician is available, medical personnel can decide to discharge patient without armor repairs / refer them to the armory repair NPC.

    Conclusion
    The addition of the Armor Kit SWEP can potentially address many armor-related issues that have been the subject of complaint by many players for a long time now, while also providing a mutual benefit to both the Medbay and Technical branches for RP relevancy and player involvement.

    • Like 2
  7. +Support

    • Dedicated & Active member of SCPRP community
    • Climbed the ranks of medical branch to reach HCMD, which shows his competency with medical RP
    • Is a good team member and takes things seriously when needed
    • Agreeable personality and listens to directions well
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