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Lights Buff - Accepted


The CI Zero

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Post name: General Suggestion - Lights out and 280 buff

What are you suggesting? - Make the successful roll for lights on CI have a 3-5 minute cooldown before foundation can turn back on or make CI break the lights and having to make maintenance roll for it like 280.  The other buff is to change 280 with a similar effect. Make 280 self breach knock out lights with some sort of way to make it longer to better experience for 280 players. Some suggestions would be like a 106 rc with whoever is rolling  to rc fails lights cannot be attempted to be repaired for another 5-10 minutes.

How would this change better the server? -  It would make for more tactical assaults with CI giving MTF more of a challenge when working without lights giving more potential to open up a new lights out PT.  It would also give gensec the ability to fight D block in the dark to test skills on defending in dark. Finally it would give a better reason to play 280 with also giving MTF more experience in the rc sequence of 280.

Are there any disadvantages of making this change to the server? If so, explain. -  Other foundation members will have to navigate and deal with lights out as well as making D block a bit more rough during these blackouts.

Who would this change mostly benefit? - SCP's due to MTF and maintenance dealing with 280 rather than their self breach. CI so they can raid in the dark making them harder to spot and giving more tactical advantage. D class giving them the cover of darkness to riot.

Edited by WondrousZero415
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"𝘕𝘰 𝘐 𝘢𝘪𝘯'𝘵 𝘴𝘤𝘢𝘳𝘦𝘥 𝘰𝘧 𝘭𝘪𝘷𝘪𝘯'
'𝘊𝘢𝘶𝘴𝘦 𝘪𝘵'𝘴 𝘢𝘭𝘭 𝘸𝘦'𝘷𝘦 𝘨𝘰𝘵
𝘞𝘩𝘢𝘵 𝘢𝘳𝘦 𝘸𝘦 𝘣𝘳𝘦𝘢𝘵𝘩𝘪𝘯' 𝘧𝘰𝘳 𝘪𝘧 𝘸𝘦 𝘢𝘪𝘯'𝘵 𝘭𝘪𝘷𝘪𝘯'?"

-Retired CI MAJ Zero

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+support

 

280 is unplayable you wait 20 minutes for the lights to go off 35 seconds after its turned back on over and over again his a level 65 SCP its sad to see how bad he is no one ever plays as him i'v never seen 280 breach in 3+ months

Edited by Tweety
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32 minutes ago, Tweety said:

+support

 

280 is unplayable you wait 20 minutes for the lights to go off 35 seconds after its turned back on over and over again his a level 65 SCP its sad to see how bad he is no one ever plays as him i'v never seen 280 breach in 3+ months

 

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                                                                             Chad of many names       Professional Shit talker

                                                                                       

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1 hour ago, Tweety said:

+support

 

280 is unplayable you wait 20 minutes for the lights to go off 35 seconds after its turned back on over and over again his a level 65 SCP its sad to see how bad he is no one ever plays as him i'v never seen 280 breach in 3+ months

280 Already Breaks the lights and people have to fix it. I don't see what you mean? 

Also, CI breaking the lights and having to have people fix it or the cooldown timer doesnt really sit well as it would be another rule in the MOTD that clogs it up and makes it harder for newer players to understand.

-Support

Edited by [GL] Mike

 

 

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1 hour ago, Sleeping Pills said:

+support 

As a Maintenance I can say that 280 is not an SCP we worry about too much

280 is pretty bad at the moment and I've never seen anyone using the maglite to actually recontain him, you just have to fix the lights and he is insta recontain so +Support

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First of all, I agree that SCP-280 needs a buff, the SCP is very lackluster and nobody wants to wait such a long breaching period when it can be prevented by Maintenance, Field Experts, or Combat Operatives; if you do manage to breach then you will most likely have 2-10 minutes of playtime. However, CI being able to break the lights in the foundation would be very annoying as MTF operatives are not allowed to patrol EZ or Station there because then someone in CI will call camping which is understandable. The lights affect the entire facility and every role in the foundation, something as big as this would need to have some sort of requirement. 

 

CI Class Conditions:

- Create a CI class with One or Two slots. (Only one assist is allowed, if there are two slots then this class can only be assisted by its own and no other CI operatives.)

- This CI class is the only one that can [BREAK] lights, but they must roll a 60+. (Techs have to roll a 60+ in order to fix lights) (Maybe allow them to break Tesla's but they must roll a 75+) 

 

If something like this were to be implemented then it would definitely give more responsibility for Maintenance personnel and Staff, Mobile Mop Force could even be assigned as the designated squadron for EZ operations. 

I write these conditions for this reason:

 

Maintenance must be escorted to Control Room from LCZ to EZ. This would already take 2-3 minutes and this is only assuming that they don't run into CI. This could mean that the lights could stay broken and off for more than 10 minutes easily depending.

Another thing, if Maintenance personnel do successfully reach EZ then they must roll a 60+ with only 1 available assist, if they fail they must wait (5 MINUTES) That's 5+ minutes of lights being off already. Class-D can take advantage of this and overrun GENSEC, if that happens and they escape through the darkness then we'll have rampant Class-D's that are armed killing foundation personnel and freeing SCP's. 

If the fixing attempt fails for a second time that's a total of 10 minutes they'll have to wait so of course everything must be taken into consideration. This sounds frustrating, fun, and a clownfiesta all together, but I think if breaking lights was locked behind a class with 1 or 2 slots then it'd be fine. Mobile Mop Force could be Maintenance's designated team in order to deal with this and terminate any CI along the way with the help of MTF of course.

 

-/+ SUPPORT 

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Former | Nu-7 'Hammer-Down' Lieutenant Colonel | Head of Field Experts | Special Forces: Hammer and Sickle (Commissar Apollo) | ECRS, ERS, EBHM | Interim Head of FTOs

Former | Maintenance Adept | MMF JAN 1 (Fabuloso) | Containment Specialist | FTO

Former | Special Forces: 'Red Right Hand' OH4 (Kindred)

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SCP-280 kinda weak ngl. His self breach is always stopped and when he is breached, the lights are fixed first things.

+Support

SCP-RP: G.O.C MAJ | Alpha-1 SGT 'Rose' | Strike Team Hammer 'Goose'Event Team Member     

Retired: E11 LTCOL Omi9 MAJ Nu7 LTCOL OH3 | Senior Mod | Event Team Member

 

 

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15 hours ago, Tweety said:

+support

 

280 is unplayable you wait 20 minutes for the lights to go off 35 seconds after its turned back on over and over again his a level 65 SCP its sad to see how bad he is no one ever plays as him i'v never seen 280 breach in 3+ months

 

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13 hours ago, Kindred said:

CI Class Conditions:

- Create a CI class with One or Two slots. (Only one assist is allowed, if there are two slots then this class can only be assisted by its own and no other CI operatives.)

- This CI class is the only one that can [BREAK] lights, but they must roll a 60+. (Techs have to roll a 60+ in order to fix lights) (Maybe allow them to break Tesla's but they must roll a 75+) 

Waste of a class slot. Just let deltacommand (and E4) + do it lol

if anything NCO’s

But I like the last part

Yuh ?imm@ Thash Dat B¡tch?❤️!!*^€{

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1 hour ago, Southpaw said:

SCP-280 kinda weak ngl. His self breach is always stopped and when he is breached, the lights are fixed first things.

+Support

 

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1 hour ago, Skela said:

Waste of a class slot. Just let deltacommand (and E4) + do it lol

if anything NCO’s

But I like the last part

Definitely not NCO's, E4 maybe. Turning off lights drastically impacts every role in the facility, imagine someone breaking lights every time CI are able to raid. 

This would be fine "IF" maintenance was active and "IF" they were able to make it to EZ (Non-Combatants). 

 

Ultimately this entire scenario would mostly rely on the following:

- (First Priority) Mobile Mop Force/Maintenance (Activity of course is a big issue, but maybe it will pickup if they have more important roles in the facility)

- (Closest) E-11 Combat Engineer (They come through EZ so they will always be the closest to Control Room) (If there are maintenance on they MUST wait for maintenance or 2-3 minutes and if they fail the roll then 5 more minutes)

- (Last Resort) Field Experts (They will most likely be fighting CI already since they'll be in HCZ.) (If there are maintenance on they MUST wait for maintenance or 2-3 minutes and if they fail the roll then 5 more minutes)

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Former | Nu-7 'Hammer-Down' Lieutenant Colonel | Head of Field Experts | Special Forces: Hammer and Sickle (Commissar Apollo) | ECRS, ERS, EBHM | Interim Head of FTOs

Former | Maintenance Adept | MMF JAN 1 (Fabuloso) | Containment Specialist | FTO

Former | Special Forces: 'Red Right Hand' OH4 (Kindred)

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20 hours ago, [GL] Mike said:

280 Already Breaks the lights and people have to fix it. I don't see what you mean? 

Also, CI breaking the lights and having to have people fix it or the cooldown timer doesnt really sit well as it would be another rule in the MOTD that clogs it up and makes it harder for newer players to understand.

-Support

CI doesn't break the lights they just turn them off so MTF turns them back on  

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You say lights buff, but this is more along a SCP 280 tweak to me

still, would be a nice change and possibly show more playability for 280

+support

Former E11 1LT/Head Ranger,  Former Event Team/Staff Member| GENSEC SGT Foundation Chef

ezgif.com-gif-maker.gif.133a59eca14307e607c6ed8c10b1d560.gif<- me when the quiet guy in D-block begins to reach into his pocket

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2 minutes ago, OWNED said:

You say lights buff, but this is more along a SCP 280 tweak to me

still, would be a nice change and possibly show more playability for 280

+support

Well 280 mostly deals with lights and so it's more changing lights so he can be viable

"𝘕𝘰 𝘐 𝘢𝘪𝘯'𝘵 𝘴𝘤𝘢𝘳𝘦𝘥 𝘰𝘧 𝘭𝘪𝘷𝘪𝘯'
'𝘊𝘢𝘶𝘴𝘦 𝘪𝘵'𝘴 𝘢𝘭𝘭 𝘸𝘦'𝘷𝘦 𝘨𝘰𝘵
𝘞𝘩𝘢𝘵 𝘢𝘳𝘦 𝘸𝘦 𝘣𝘳𝘦𝘢𝘵𝘩𝘪𝘯' 𝘧𝘰𝘳 𝘪𝘧 𝘸𝘦 𝘢𝘪𝘯'𝘵 𝘭𝘪𝘷𝘪𝘯'?"

-Retired CI MAJ Zero

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BIGGGG SUPPORT+++++  

280 is a 65 lvl scp and its underated cause even if you work hard to breach you are getting rc in 1 min and its sucks thats why nobody plays it anymore its a waste of time we need an update to our beloved 280

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On 11/12/2020 at 10:08 AM, Kindred said:

Definitely not NCO's, E4 maybe. Turning off lights drastically impacts every role in the facility, imagine someone breaking lights every time CI are able to raid. 

This would be fine "IF" maintenance was active and "IF" they were able to make it to EZ (Non-Combatants). 

 

Ultimately this entire scenario would mostly rely on the following:

- (First Priority) Mobile Mop Force/Maintenance (Activity of course is a big issue, but maybe it will pickup if they have more important roles in the facility)

- (Closest) E-11 Combat Engineer (They come through EZ so they will always be the closest to Control Room) (If there are maintenance on they MUST wait for maintenance or 2-3 minutes and if they fail the roll then 5 more minutes)

- (Last Resort) Field Experts (They will most likely be fighting CI already since they'll be in HCZ.) (If there are maintenance on they MUST wait for maintenance or 2-3 minutes and if they fail the roll then 5 more minutes)

Could just get Trap Experts to be the boom boom explosive guy

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[IMP-RP] Previous: CMO Captain, SFL, Tank VCMDR Shock VCMDR GMVIII

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