Content Meeting Discussion [Content Team Thread] Community Ideas and Feedback - G.O.C

This suggestion will be discussed at the next content meeting.

Tay

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G.O.C Feedback & Suggestions Thread

Enhancements to the Global Occult Coalition

Hey everyone,

We’re putting this thread together to gather your thoughts on the Global Occult Coalition (G.O.C). What it currently offers, where it falls short, and how we can improve it to make it a more exciting and involved faction on the server.

Whether you’re part of the G.O.C., have interacted with them in roleplay, or just have ideas you think could help expand them as a whole, we want to hear it.

What We're Aiming For:

We want the G.O.C. to feel like:

  • - A strong, standout presence on the surface
    - A faction with clear, unique goals and personality
    - A fun and interesting experience for both members and outsiders
    - A meaningful part of the wider server roleplay
    - A faction to balance out the Foundation's and the Chaos Insurgency's eternal war while still pursuing its own goals

Some Things to Think About:


  • - What kind of activities or missions should the G.O.C. be doing?
    - How can they have more impact on surface or cross-faction roleplay?
    - Are there new tools, gear, or roles they could have?
    - What makes the G.O.C. feel different from other factions?
    - What's currently missing from the experience?
    - What does your ideal G.O.C. look like?
    - How should diplomacy and military actions be conducted by the G.O.C.?

If you’ve got feedback, ideas, or even flat-out concepts. Please post them below! Just try to be detailed so we can fully understand what you’re suggesting. We’re open to all kinds of input, whether it’s a small tweak or a major shift.

Please know, while we will be reviewing all feedback, this does not mean everything said will be accepted by default. Ideas and feedback will be tallied up in a suggestion thread for Content Team and Senior Server Leadership+ to review.

Keep the thread on topic, we will be forced to reply-ban people and delete messages if they don't contribute to the thread as a whole.


Thanks for helping us shape the future of the G.O.C.

– The Content Team
 
Nov 18, 2023
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The Suits, More in-depth thaumaturgy, in-direct fire weapons ( artillery & mortars ), potentially new armoured vehicles such as the Puma, Bradley or Leopard 2A7 to give them a more lasting impact.
I really like the idea of more in-depth thaumaturgy. It would be really fun to have a system where our thaumatologists can "Modify" their abilities or create new ones. Let them mess with the chances of their blessings, allowing them to give a negative blessing 70% of the time while positive blessings are given 30% of the time, or vice versa. There is so much you could do with the idea of modifying thaumaturgic spells and creating new ones.
 
If GOC claims to be a RP faction why do they need the best guns,jobs, and literal bombs. The bombs they have misused so much and no one does anything because they call it crossfire. GOC is not a RP faction and it’s more of a combat faction than any other.

If you want to prove me wrong remove their combat stuff
If ISD claims to be an "RP" faction why do you activity go to surface and hunt out CI raids with tranqs? If it is an "RP" server why is more than half of the server combative? I don't see the issue with GOC having these weapons nor using them, I feel like GOC should be able to actually engage as a faction with others, being capable of enforcing their missions without being cucked by staff.
 

Tay

Advanced Expert Civil Gamer
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SCP-RP Staff
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I really like the idea of more in-depth thaumaturgy. It would be really fun to have a system where our thaumatologists can "Modify" their abilities or create new ones. Let them mess with the chances of their blessings, allowing them to give a negative blessing 70% of the time while positive blessings are given 30% of the time, or vice versa. There is so much you could do with the idea of modifying thaumaturgic spells and creating new ones.
Could you expand on creating a system like this? How it would work, what things you'd like to see from it? That sort of thing.
 
Nov 18, 2023
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Could you expand on creating a system like this? How it would work, what things you'd like to see from it? That sort of thing.
Im going to compare this to the first thing that comes to my mind which is the Minecraft mod "Ars Nouveau"

Each spell in the mod has a basic glyph attached to it. These basic glyphs are weak at the start. Each of these basic glyphs need a starter glyph which tells the spell what to target: Self, Making a projectile, Touch, ect... There are also modification glyph which changes how strong or weak a spell ends up being, however there is a limit to how many glyphs you can have, and the more glyphs you use the more mana it takes.

Using this system as a baseline, you can turn the current abilities a thaumatologist has and make them extremely weaker versions, and allow the player to alter it based on what they want to do. You could have a self targeting ability that increases your energy recharge for 20 energy, or 40 energy if you want a faster recharge speed. You can have an Ignite ability that is weaker than the base ability which sets someone on fire but doesnt actually damage them. You can have buffing skills, similarly to blessing, that always gives a certain buff which can be modified to have longer duration, stronger potency, ect. The idea is to create a system where you can have extremely strong abilities that buff a player, but cant be cast concurrently to other abilities because of the amount of energy they use. Will this be easy to balance? No, players will always find a "meta" to make it so they are as overpowered as they can be, but a system like this can be easily edited based around broken metas that are found by simply increasing the energy cost of modifications or the base ability it self.
 
Some Things to Think About:
- What kind of activities or missions should the G.O.C. be doing?
I don't think this server ever specifies why the GOC are in this region, so one would have to be made up. I feel like a high presence of KTE's (Type Green's, Type Red's, Type Yellow's, Type Grey's, even a custom SCP for this server!) on the surface area would give them a reason to be placed here, due to Foundation not dealing with it (Which could be an RP topic).

Some Things to Think About:
- How can they have more impact on surface or cross-faction roleplay?
Make people give a shit about them. The GOC in lore, is fucking massive. My knowledge isn't too well versed on them, but they should be on par with the Foundation (Maybe slightly weaker due to their lesser presence in North American compared to Europe). Knowing this, they should rule surface, and have no issue with it, yet it's CI who are dominant up there.
To make them have more of an impact on surface, honestly I would swap CI's player cap with theirs. Make GOC the populated, and dominant force on surface, and make CI be the rats.
For cross-faction roleplay, I suppose it's more of an IC thing (E.G. Setting up meetings, doing infiltrations on Site-65, etc), but past that, a gameplay loop that doesn't rely on Foundation. What that would be? Idk I'm not GOC.

Some Things to Think About:
- Are there new tools, gear, or roles they could have?
Increasing GOC's player count, and adding more actual Suits. Make the Orange Suit an actual tank (And therefore unable to enter Foundation, but a monster on surface). Give them balanced versions of the White, Bronze and Silver Suits. Perhaps also the Black, and Grey suits.
There's also a more advanced Thaumaturgy system, but that's already been touched upon. I always feel like ADB should have a much more long lasting effect/impact, such as banning an SCP from being played until server restart. How the SCP rematerializes instantly after being ADBed? Not a clue! At least this would give some timer to it.

Some Things to Think About:
- What makes the G.O.C. feel different from other factions?
Diplomacy and that they're less fascist than the Foundation.

Some Things to Think About:
- What's currently missing from the experience?
Whenever I was in GOC, I just found it to be extremely boring half the time. There was basically nothing consistent, nor active to do. What I mentioned above would make GOC stronger and more of a respected threat, but there would probably be nothing at all to use it on, since there's no consistent gameplay loop other than going to F, and sampling/doing tests just like an RSD (Except they have guns and are combatives!). Again, what this loop would be, more internal Roleplay, akin to Foundation? If possible yes, I would love this. This would also require a base rework. Outside of this? I dunno.
Whenever I was in CI, what was missing was the respect. No one gave a shit about them, or what they said half the time. IC they could act all fancy to us, but IC we just wouldn't care back.

Some Things to Think About:
- What does your ideal G.O.C. look like?
Removed. Personally I don't think GOC has much a place in the server without major reworks in how the server as a whole functions. All the players should take their RP, and put it to better use playing Foundation.
Now if we had to keep GOC, GOC would be a strong force on surface that would be at about equal strength with Foundation, that would still have an internal gameplay loop, akin to Foundation. They would also have lots of opportunities to perform diplomacy with Foundation, and with CI, would mostly leave them alone. Perhaps cooperate as they do sometimes, but as long as CI don't piss them off they wouldn't touch them.

Some Things to Think About:
- How should diplomacy and military actions be conducted by the G.O.C.?
Militarily, they should perform infiltrations on Foundation, and Foundation should do the same back, in a Cold War style fashion. The only times they would need to use their military actions would be when a skirmish is ongoing with Foundation for whatever reason (Just not a war, please don't start the 8th Occult War in Pinewood 🙏), and whenever they need to punch CI a bit for acting up or something.

anyways remove GOC.
 
I don't understand why SSL wants to maintain GOC as a neutral faction when it is one of the leading antagonistic forces against the foundation in the existing universe.

The focus should be around that. Foundation can handle it.

Everything in relation to foundation should be some sort of buildup in order to destroy the site. The gameplay and role play loop cycle should end in GOC raiding for the destruction of the site.
The closest example I can give, is actually D-class missions, and how they eventually lead to a much more stronger riot to maximize the chances of escape.

GOC should have this objective as the end goal like they are meant to, instead of "Mom said it's my turn on the xbox". Get rid of this pseudo-friendly status that is arbitrarily broken anyway by certain leadership with any repercussion being nulled by SL just to maintain it. Collaboration should only be done in an effort to protect the veil. This leaves room for events that make it happen such as 008, GM, etc.

The following is just an example in how it would look like just to give a general idea. Note that it's placing a heavy importance on the use or Assessment teams.

1. The deployment of armed responses by GOC is done in order to pacify Foundation or CI in surface, or in the defense of Pinewood (from SCPs, etc.). Other than this, it should be the the more public roles roaming about.

2. The collection of materials and chemicals both in surface and underground in order to craft components and gadgets.

3. Assessment teams having to "interact" with certain individuals as a mission.

4. Investigative missions that must be answered in order to be completed. These could end with the question "Who is responsible? F, CI, Para, MC&D, - etc."

5. The crafting of a device that destroys an SCP within its CC chamber automatically after some time, like a bomb needing refusal by foundation. The target SCP given as a mission.

6. And finally, after some loops of the above, the mission to craft a warhead potent enough to blow up foundation, to be deployed at reactor room or something. (Idk let's give that place some more importance)
 
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Something I've stated in the recent past is that a lot of the reason GOC is left out is because there is both little reason (at least for F) to befriend the GOC, and there is similarly little reason to avoid antagonising them. As their unique access to warfunds is primarily surface-focused and the majority of everything that is valuable and takes place on the server is in F, they can be safely ignored without consequence - De facto exiling them from the relevant gameplay loops.

Outside of a full base rework, I don't have any specific ideas on what exactly should be added to GOC to make them both more of a benefit to befriend and a threat to be worth not antagonising, but I feel like this should be kept in mind while trying to develop them further as a faction.
 

Terry_A

Civil Gamers Expert
Mar 9, 2024
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Surface RP would be more interesting if there was more to it than just a TDM battlefield with a couple buildings and a few civilians roaming around waiting to be collateral.

Originally the idea of making the surface more "DarkRP-like" seemed to be a bit of a meme but based on overall RP trajectory I don't think it's such a terrible idea.

UN def needs more RP related stuff to do than just third-party in CI v SOP gunfights, occasionally visit foundation, support a breach, etc..
This would also require the civilians to have something to do other than simply exist in a space which is designed for others to have sniper battles in. They really flat out seem like they don't have much to do, but then again I could say that about may departments' gameplay loops.
 

Terry_A

Civil Gamers Expert
Mar 9, 2024
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I don't understand why SSL wants to maintain GOC as a neutral faction when it is one of the leading antagonistic forces against the foundation in the existing universe.

Honestly I agree with your thread; however, I would add that the RP of most departments on the server seems unrealistic from the standpoint of "a foundation responsible for containing and studying anomalies."

There are so many things we do that make literally no sense in the context of the broader foundation or even the mission of the foundation in the server.

Many of those nonsensical things are written procedures or player behaviors, not necessarily gameplay or development related issues.

I digress though, you are correct nonetheless.
 
If GOC claims to be a RP faction why do they need the best guns,jobs, and literal bombs. The bombs they have misused so much and no one does anything because they call it crossfire. GOC is not a RP faction and it’s more of a combat faction than any other.

If you want to prove me wrong remove their combat stuff
So god damn true, but I think its figured that GOC runs it with the whole "Peace by Order" tactic, so they are crazy armed to contest both factions if something goes wrong.
 
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So god damn true, but I think its figured that GOC runs it with the whole "Peace by Order" tactic, so they are crazy armed to contest both factions if something goes wrong.

Also GOC seem to be interested in captuiring and Studying SCP/KTEs more often then terminating on the spot as they would do in lore.
Their armed because they have half as many players as CI or Foundation, normally less than 10 GOC are on. Currently US has 31 GOC, half of which are EN and are gonna quit in a week. Nor do they run with the peace by order tactic like you mentioned. GOC have ambassadors and attaches are most (besides Seraphim) are known to be extremely diplomatic

And for your second question, your just like actually stupid. Ideally read up on the lore of GOC before making false claims about how they operate and manage captured KTEs.
 
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I'm not gonna lie, making them not be a application based faction has made them being balanced hard.
The issue is ir you make them stronger without trimming them down they just become CI 2 electric boogaloo, where their whole existence is just searching for a reason to start with someone rather than protect pinewood.

GOC's RP is directly linked to Civilian RP of which there is NONE. Very recently Content Team denied a wonderful opportunity to utilize a suggestion that may have been joking in nature but actually really useful to go off of.

It was from a prominent RP leader Skoobz, I actually gave him 1k vpoints for it being so well thought out.


The suggestion was remove GOC and make a Garden/Recycling plant. While yes, removing GOC isn't ideal [yes it is lmao] you can still work off the second half.

Add content to civilians, a garden, recycling plant, a factory or crafting system, actual jobs you can do as every day civilian life and make money off of that isn't just sampling or kidnapping people.

Once we get a live civilan playerbase or gameplay loop THEN we can give GOC something to do. Protect the people of this area. Then we can add more systems based on that.

Rangers get a alert when a civi dies, give that to GOC too, then they can investigate the cause and retaliate accordingly. If it's cause a D-Class escaped they'll retaliate against foundation for not just killing them, if it's because of a SCP, same thing UNLESS, it was because of CI hacking them out then CI will retaliate to that. This could cause SO MUCH RP and hook off the investigation system we're already adding, and they can actually have reason to talk to both CI and Foundation "Hey foundation, how come that SCP killed so many people? Oh a CI raid? Hey CI, why'd you release that monster on civilians? Ect ect" add a server system where GOC can dump foundation alarm logs and compare that to the scp on surface giving them a reason to infil and get to diffrent areas like LCZ for small amount of info, HCZ for more info, and F3 for basically a list of every hack that reset.

But we should get a actual active surface FIRST to actually get more GOC RP, not just give them another "Type pre-wiped toilet paper" with the ability to make everyone have brown streaks in their underwear or some shit.
 
I'm not gonna lie, making them not be a application based faction has made them being balanced hard.
The issue is ir you make them stronger without trimming them down they just become CI 2 electric boogaloo, where their whole existence is just searching for a reason to start with someone rather than protect pinewood.
This actually gave me an idea:

I acknowledge that what I'm about to put forward may not a good idea for several reasons, but I imagine something worth thinking about/around that could inspire something else, so I'll put it forward:

Make GOC more of a kind of application-based faction... Soooort of like how DEA and ISD are?

For example, I have held the ISD agent whitelist for a long time, because I did the tryout back when it was IA. Same with DEA. I'm not particularly active on those roles, but I haven't been removed from them. And at any time, I could hop on either of those jobs and do RP. You could sort of work something like this out for GOC, where you do a tryout and then obtain a PVT position, which you can then promote up to LCPL and be able to retain that indefinitely without any activity requirements - If you want to hop on and play GOC, you can. This of course, would necessitate either removing the hard cap on GOC - Or just making that cap only apply to a certain rank and higher. Whatever the final decision may be.

This would also kind of make a bit more sense lore-wise, as the station in Pinewood is only a FOB and even though it's a contingent that's deployed there, you wouldn't expect everyone to always be present on the base at all times. You'd get people rotating in and out, coming in and going offsite, etc. This could also create potentially interesting force situations such as during faction wars, where you'd have people flagging onto GOC to participate in the combat - In this case, even though yes, GOC is meant to be a smaller faction, it would make sense that in this circumstance, they'd call in more troops to help defend an interest. Or something like that.

Then if a player decides that they want to further pursue GOC as a mainstay and put activity into it, they put forward to go further - And then from there, you can expect maintenance requirements to retain the role. Then if you want to stop, you could just put in for a demotion to LCPL sort of thing.

I realise that this wouldn't solve the problem I put forth before in my post above, but I think this could go some of the way to fulfilling the requirement of it being a strong, standout presence on the surface. There would also have to be some consideration for the fact that you're not allowed to hold a position in more than two of GOC/CI/MTFs, so maybe for the purpose of this example, amend it in GOC's case such that "holding a position" in GOC refers to being a position higher than LCPL. That way, the spirit of that rule is preserved... ish?

@Ronin am I cooking here, or...

Actually, while I'm talking about this, I might as well bring up another idea I just had for GOC, also related to what you said in the E-11 thread about the potential weapon for them that does more damage to SCPs than to humans; And combine that with something else I raise in that same thread about AA - What if that high SCP damage weapon was something that GOC could exclusively obtain, but be tradable to other factions in such a way that they could retain it, the same way keycards are stashed? This could be a powerful bargaining token for GOC to alleviate what I said before about there not really being any real reason to befriend GOC, while also being a way to curtail breach severity at the same time. :unsure:

I don't know - I just think there's a lot of interesting and different ways to approach all the presented problems, and I'm just seeing some ideas that intersect.