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nightsoil

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Posts posted by nightsoil

  1. Name:

    nightsoil

    SteamID:

    STEAM_0:1:221047530

    Rank:

    Support 1

    Reason for leaving (If Private, Fine):

    Leaving community altogether, it's been great serving it's players but there comes a time where one wants to put their worries to rest about the things they most care for. Also the fact of feeling more constrained due to quota, expected activity coupled with lack of my ability to find the motivation to really do anything.

     

    Do you agree to stay active for 48 hours after this post?

    Yes.

    Do you agree to contact your Head of Support  once your 48 hour notice is up?

    Yes.

     

     

  2. Name:

    nightsoil

     

    SteamID:

    STEAM_0:1:221047530

    Squadron:

    Guardian

    Reason:

    Leaving community altogether, it's been great serving it's players but there comes a time where one wants to put their worries to rest about the things they most care for. Also the fact of feeling more constrained due to quota, expected activity coupled with lack of my ability to find the motivation to really do anything.

     

     

  3. Name:

    nightsoil

    SteamID:

    STEAM_0:1:221047530

    Rank:

    Member

    Reason:

    Leaving community altogether, it's been great serving it's players but there comes a time where one wants to put their worries to rest about the things they most care for. Also the fact of feeling more constrained due to quota, expected activity coupled with lack of my ability to find the motivation to really do anything.

     

  4. 8 hours ago, Shin said:

    Isn’t it 25 minutes to get 3 Class-Ds since it takes an additional 10 minutes to break down 8286 his main containment chamber?

    From what I know it’s 20 minutes on the dot due to

    0/3 > 1/3, 5 minutes

    1/3 > 2/3, 5 minutes

    2/3 > 3/3, 5 minutes

    3/3 > 0% broken, 0 minutes

    0% > 50%, 5 minutes (SCPs can still be fed before any progress is made towards breaking down its door

    With this being said, +Support.

  5. Name: nightsoil
    Warden Name (If applicable): N/A
    Rank: MAJ

    Date (MM/DD): 8/10
    Date you will return (MM/DD): 8/16

    Previous LOA (If applicable): 6/19 - 6/22
    Reason (can be private): Need time away from the game entirely or else I'll lack any motivation whatsoever.

  6. Could also force a name change when you flag onto the job to cut out the need for telling them all to change their names for giving weapons or HP/AP.

    +Support

    For the addition of the class, however, I do believe that having to enable and disable people getting off the job may be complicated. Maybe just have a perma-propped fence box as the spawn for the class.

  7. What are you suggesting?

    The level display above players' heads should be hidden from view. I'm not sure why this would be a huge detriment; it would still be visible via the tab menu and I'm not sure in what specific cases this information should be readily accessible.

    How would this change better the server?

    Excuses for metagaming by seeing level tags from afar would be much more difficult to justify. I mention level tags specifically because they are the only things that players can see for a decent distance aside from the character form.

    Are there any disadvantages of making this change to the server? If so, explain.

    No.

    Who would this change mostly benefit?

    Cloaking classes.

    Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion.

    • Like 2
  8. 14 hours ago, STONKSMAN said:

    -support personally

    my reasoning 

    -mtf could in this case grab like 4 d class and say that 3 of them make it then they could just spam femur???? sounds a little op to me

    You can have your own opinion and I won’t try to change that, but for those looking over the suggestion:

    Failing to get D-Class ONCE is considered grounds for using any human player as a femur victim. That just seems a bit too easy of a recontainment for the Foundation.

    Most of the time, 106 only has to worry about one thing pertaining to preventing his recontainment: MTF getting D-Class to his chamber. MTF most often times will not succeed on the first try, which will warrant MTF self-sacrificing if comms’d over effectively. 

    With these two aspects noted, 106 is either too easy or too hard to recontain, and when it’s the former side, it involves no skill on the part of the recontainment team. When it’s the latter, it usually results in the former occurring.

  9. 16 hours ago, Yato Sensei said:

    +/- Support on this

    If we are going off by lore, then for 682 there would have to be an instant nuke as soon as he breaches, there would be a lot more 939's, 035 could mind-control people that are around his chamber etc. etc.


    I get the point you are trying to get across for it to involve more skill in 106's RC-ing process but if you make it so that only D - class can be used for his recontainment, he can just go around LCZ and steal every single D class that MTF try to bring over. You could argue that 2 MTF can just grab 2 different D class and go to the 2 different ways into HCZ but if 106 has even the smallest amount of skill, he will be able to catch up to the other and take them. 

    I do agree however that the fact that his recontainment is based on an RNG dice roll the first time, it doesn't make that much sense and he should be able to be RC'ed as soon as someone is femured since pain is the main factor that causes the thirst of 106 and he would definitely not ignore it.

    Opinion might change.

    Just commenting to say that, in lore, all except 2 939 instances are terminated.

  10. 4 hours ago, Nydekore said:

    I like the idea of buffing these SCPs, don’t get me wrong, but I’d rather not add more random chance into gameplay. Losing to someone who is just rolling better feels bad enough when it’s something like cyanide, if 3 MTF can see 173 I see no reason lore or balance wise why it shouldn’t be able to be returned. I think the best thing that could happen for 173 is to move its containment out of the dreaded dblock intersection, maybe over to by the LCZ bathrooms? 
     

     

    I’d rather make 049 more of a threat rather than make him harder to recontain when he’s alone. For example, letting him infect every 30 seconds instead of 45 so he can amass his army quicker. Also maybe making his zombies a slight bit stronger. Overall, this one I have little issue in, just wanting to see if maybe this would be preferable.

    I like your opinion on the 173 suggestion and agree that it is a fair point, however, many recontainment/containment methods are already randomly decided which I don't really prefer either. I'd just like to see it made harder to recontain 173, either his lethality being changed or the method of containment requiring more resources. Generally, I'd like to see at least some skill or coordination play a role in every RP action, and that goes for recontainment and preventing recontainment.

    A 33% reduction in cooldown timer for infection may be a bit overkill. Infection SWEPs already wreak havoc on LCZ especially, and it would make 049 stronger than 610 as he is already. In my opinion, the reason I made the suggestion for 049 was primarily because his zombies are too easy to kill, which leads to a much easier time of FearRPing 049. His zombies shouldn't be the only tool at his disposal, but yet, it is. His sole tool is mostly based on the luck of the draw instead of skill, and most infected wont want to play 049-2 so they just stand in gunfire. I'd be all for a new SWEP feature for 049 instead of just buffing the only thing he has to his advantage.

  11. What are you suggesting?

    To put SCP-106's roleplay more in line with what would make sense realistically, 106's femur cooldown should not exist. 10 minutes of additional breach time with no downside, based on the luck of a roll? It doesn't make any sense to me. 106 should be able to play strategically by using his SWEP effectively and preventing D-Class reaching his chamber. If an MTF unit does manage to take however many D-Class to 106's chamber, they should be entitled to having as many chances to recontain 106 as they do D-Class due to the difficulty of getting D-Class all the way into HCZ.

    To counteract this, however, I believe the rules in any SOP detailing 106's recontainment procedure and any other MOTD rule should be altered so that ONLY D-Class should be able to be used for the Recall Protocol. Why should a failed femur attempt warrant 106's GUARANTEED containment? If we're going off of how skill effects your ability as a player to avoid death/capture, this mechanic does not make sense at all. 106 spends ~25 minutes breaching and the femur patient has to spend 0-3 minutes of NLR. Again, effort ratio is not fair at all as it's basically a kamikaze attack that is guaranteed to work against SCP-106 who is supposed to be relatively difficult to contain as per their place in SCP lore.

    How would this change better the server?

    SCP players in general may be more inclined to use the tools specific to their class to it's full abilities. Possibly even make suggestions that will better their experience.

    Are there any disadvantages of making this change to the server? If so, explain.

    Not really. The changes balance out.

    Who would this change mostly benefit?

    SCP-106 players while simultaneously SCP Foundation forces.

    Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion?

    any.workshop.content.screenshots.or.anything.that.you.think.may.be.helpful.to.those.who.view.this.suggestion.gl

  12. What are you suggesting?

    Two sensible buffs to weak SCPs are for 049 and 173. Both are way too easy to recontain, and very easy to avoid. 173 must cross D-Block intersection to access the wider area of LCZ and the rest of the facility while 049 is caught in the commonly traversed section of Medbay Checkpoint hallway, where MTF will most likely be crossing to access LCZ from UHCZ. This makes the effort ratio from their self-breach unfairly balanced, as both have to spend a minimum of 25 minutes self-breaching anyways. What I'm focusing mainly on is the FearRP mechanics.

    I suggest the MOTD rules for the respective classes be changed as following:

     

    "To be recontained, SCP-173 must be looked at by a minimum of two people. One of the two people must then win a roll off with SCP-173 to put it in restraints. Losing the roll results in SCP-173 killing the roller."

    To:

    "To be recontained, SCP-173 must be looked at by a minimum of three people. One of the three people must then win a roll off with SCP-173 to put it in restraints. Losing the roll results in SCP-173 killing the roller."

    And remove:

     

    "If three or more people are attempting to recontain 173 and are looking at it, no roll is required to place 173 in restraints."

    "Upon 173 being placed in restraints it can be safely returned to its containment cell."

     

    As for SCP-049, add:

     

    "The exception to this rule is SCP-049, who can be FearRP'd if three or more individuals point any type of firearm at them."

    Under:

    "SCPs that can be FearRP'd can be placed under FearRP if two or more individuals point any type of firearm at them."

     

    How would this change better the server?

    SCP-173 and SCP-049 have the two lowest rank-requirements for any SCP class, and it would make a good influence on the sheer increasing power of SCPs as they level up. 

    Are there any disadvantages of making this change to the server?

    Generally would have a harder time containing these SCPs but the buffs are so minor that they will barely come into play if there are especially large battalions of MTF.

    Who would this change mostly benefit?

    Newer players who would like to try out an SCP class.

    Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion:

    any.workshop.content.screenshots.or.anything.that.you.think.may.be.helpful.to.those.who.view.this.suggestion.gl

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