What does this suggestion change/add/remove:
This suggestion aims to realign the current basis of "difficulty" and "challenge" provided by the security measures on containment boxes. Through this, containment box levels should be upped by an increment of at least one or two, and the strongest, hard to kill subjects should be provided a level that is becoming of difficult and quite hard to complete through without sufficient teamwork and a stronghold holding back the offensive.
I don't necessarily want all SCPs nerfed down to the roots of hell and agony; but I would appreciate seeing some SCPs be reinforced through level-increase or certain, varying methods of enabling the hack process to go through, so that it isn't just skill with the hacking methodology but also increasing the necessity of teamwork and coordinated attacks on some systems to allow for one SCP to be hackable. I'll elaborate further;
Different methods proposed for this variety could be things like killing certain power boxes to access some dividers of security in the containment box, which would be laid out in the demands for the hack (i.e I want to hack out 079, but I first must kill CCTV System power controls). The same thing can also be said for reactors, in which a turbine has to be shut off for the power grid to weaken and thereby allow some anomalies to become hackable. There could also be a middleman in the trade of chaos, which relies the power from all centric facility systems such as power boxes and the turbines in themselves, to the rest of Heavy Containment and the dedicated power boxes.
For example;
This is just a small list of things that could be inserted into the current difficulty level, a way for people trying to breach SCPs out of their natural queue (which spans across several hours between all queue events); to be given a challenge to work with, so that the hardest anomalies remain sealed, and the lightest can prove a challenge, but not an impossible one. It just means anybody trying to hack an SCP will need to orchestrate a team of delegated riflemen and people with a brain to coordinate between A to C to breach something via several mechanisms that will define if the hack can be done or not.
It also adds a real layer of strength behind the "containment boxes", a system which shouldn't be tampered with so easily with just a few wires and an electrical tampering device. It allows for C.I and Class-D players to kind of have a sense of "This is possible, because it is lightweight in containment efforts, and it can still weigh in chaos just like anything else", and on the other end of things "This is not possible unless we have a crew ready, because the efforts provided herein are quite mandatory to ensure that thing doesn't cause chaos".
I personally believe this will assist Foundation's counters against the nearly inexistant challenge that people face when breaching SCPs, with just a simple hack. And it will instead turn to something that can be managed, and that will actually give C.I and Class-D a challenge.
I'm not here to be radical, and I don't speak on behalf of any developer's decision. It is up to them to see how this will fit.
Lastly, cooldowns should be heavily increased for this measure, on all hacks. When a keter-class anomaly with several layers of demand to breaking containment security is breached, after the clean up there should definitely be a sort of "grace period" and a cooldown to allow things to settle and calm; for the facility to return to a rhythm where they can play and focus without the need to drop everything and hide or fight the breach at hand. The same thing applies for the geometry of demand on what is needed to be killed off, or tampered with before a hack starts. Rotational changes to the requirement that is embedded with the hack should change after said hack has been completed (i.e SCP-682 required all turbines killed to breach, after this has been completed, the hack now demands all power boxes killed). This is just an example.
Has something similar been suggested before? If so, why is your suggestion different?:
I believe something like this was suggested before, and it did lead to a certain change log; which I find to have not increased or decreased anything, but given a stalemate to the people requesting change. This is why I am writing this.
Possible Positives of the suggestion (At least 2):
1 - The SCP Foundation should be a facility with a rhythm of balance between calm and chaos. The people behind the making of this facility are very well aware of this, and it would not make sense for containment efforts to not be enhanced or thoroughly advanced by personnel and mechanical methods; I personally think stronger containment would also mean the Foundation would have calmer days, and the utmost of chaos that rains down in containment wings could be sectioned and shut down accordingly without several, large issues (which are currently present on both servers).
2 - The need of a "challenge" would increase for both C.I and Class-D. At the moment, they are only faced with a singular hack, which when trained properly, anybody can make that hack go down in less than two minutes. By the extents of this suggestion, it aims to give a bit of a challenge and a new, intricate way to force C.I players to orchestrate a real plan and go down the route of doing things with their brain, and not just a repeated paper route.
3 - It gives more roleplay and demand to technical experts and combatives, these people will now scatter the facility to ensure containment systems are actually in defense; and they won't necessarily just have to deal with an anomaly already out because the systems behind its containment are so weak and puny. It also provides a challenge for both parties, one that is the front-runner of disabling certain systems for another team that will sit and defend their own stronghold.
Possible Negatives of the suggestion:
- Some players may be discouraged, they may not fully adapt to the need for a challenge and difficulty, because all this time it has always been very easy.
- Some players may also not like the concept of orchestrating rhythm and a route that is more than just paper, that becomes mechanical and systematic and the requirements don't just become something to remember by heart; but something to scout for, to give DCs a challenge also.
- Class-Ds may be faced with the demand of teamwork, and won't be able to breach the deadliest SCPs out. Personally, I feel as if this aligns with their knowledge as an inmate, and to the limit they can exert over chaos, meaning they won't just mass breach as a singular inmate, and will instead need to relay themselves, on their own, to crash containment. They can also relay with C.I, keep that in mind.
- Breaches may become rarer, and this could hinder the concept of SCPs and their entire ordeal of killing to earn XP.
- The additional increase of systems being killed off and weakened across the facility may hinder at once the rythm instead of the breaches themselves.
Based on the Positives & Negatives, why should this suggestion be accepted:
I have noticed it, many people have - the current system for containment boxes and how they can be hacked, is just pruning error and a way in for C.I or Class-D to lash at, and easily cause mass-breaches, total disruptions of the rhythm that the facility is embossed by. When breaches happen, oftentimes it is concealed accordingly, when mass breaches or SCP-008 infections occur, it disturbs the entire site for an hour, several if not. I have noticed too many repeated instances where C.I is able to just breach SCPs on the go every time they enter, without a singular difficulty other than learning how to hack, and to kill people on their way in. It quite literally is the most enervated method outside of basic thinking, and it doesn't require much teamwork; which should be the baseline of the challenge they are given when they enter the facility, but it is too weak.
I am not a developer, I do not meddle with their business. It is solely up to them and the people in charge of this (content) to balance out this suggestion and consider it, because right now that's the complaint a lot of people vocalize with their own mouths. I just hope this will be considered, and that there'll be a new defined foundation for the groundwork of things that C.I and Class-Ds have to work on to outspread chaos. It may balance out everything, it may do nothing. The entire situation is dependant on the Foundation's combative forces and their will to fight - I can only say that it has been drained out of many people due to how easy breaching has become over the past few months, and how the same, repetitive situation comes to play without something different when we think of breaches done by C.I or Class-Ds.
This suggestion aims to realign the current basis of "difficulty" and "challenge" provided by the security measures on containment boxes. Through this, containment box levels should be upped by an increment of at least one or two, and the strongest, hard to kill subjects should be provided a level that is becoming of difficult and quite hard to complete through without sufficient teamwork and a stronghold holding back the offensive.
I don't necessarily want all SCPs nerfed down to the roots of hell and agony; but I would appreciate seeing some SCPs be reinforced through level-increase or certain, varying methods of enabling the hack process to go through, so that it isn't just skill with the hacking methodology but also increasing the necessity of teamwork and coordinated attacks on some systems to allow for one SCP to be hackable. I'll elaborate further;
Different methods proposed for this variety could be things like killing certain power boxes to access some dividers of security in the containment box, which would be laid out in the demands for the hack (i.e I want to hack out 079, but I first must kill CCTV System power controls). The same thing can also be said for reactors, in which a turbine has to be shut off for the power grid to weaken and thereby allow some anomalies to become hackable. There could also be a middleman in the trade of chaos, which relies the power from all centric facility systems such as power boxes and the turbines in themselves, to the rest of Heavy Containment and the dedicated power boxes.
For example;
SCP-079: SCP-079, provided that he is contained without any open circuit relayed besides his own wires, cannot directly access anything with the strength of the measures placed across his containment span. Instead of only hacking a singular containment box, why not provide a larger challenge by allowing either one (1) turbine to be killed, and the hack can be therefore allowed; or to instead disable several power management systems such as CCTV, Keypad Systems, Displays and so on.
SCP-457: SCP-457 should also have a reactor turbine hack, considering the fact water is the essential necessity factor for keeping it behind closed gates, disabling a turbine would likely mean the water supply from the main core to his containment could be weakened and allow for the hack to proceed.
SCP-682: SCP-682 is the strongest, hardest to kill anomaly present in the facility, next to his forerunner of terror which is SCP-106. With that, there would probably be a much harder basis to complete than just hack, perhaps all turbines need to be killed for the hack to start, or something in that balance.
SCP-457: SCP-457 should also have a reactor turbine hack, considering the fact water is the essential necessity factor for keeping it behind closed gates, disabling a turbine would likely mean the water supply from the main core to his containment could be weakened and allow for the hack to proceed.
SCP-682: SCP-682 is the strongest, hardest to kill anomaly present in the facility, next to his forerunner of terror which is SCP-106. With that, there would probably be a much harder basis to complete than just hack, perhaps all turbines need to be killed for the hack to start, or something in that balance.
This is just a small list of things that could be inserted into the current difficulty level, a way for people trying to breach SCPs out of their natural queue (which spans across several hours between all queue events); to be given a challenge to work with, so that the hardest anomalies remain sealed, and the lightest can prove a challenge, but not an impossible one. It just means anybody trying to hack an SCP will need to orchestrate a team of delegated riflemen and people with a brain to coordinate between A to C to breach something via several mechanisms that will define if the hack can be done or not.
It also adds a real layer of strength behind the "containment boxes", a system which shouldn't be tampered with so easily with just a few wires and an electrical tampering device. It allows for C.I and Class-D players to kind of have a sense of "This is possible, because it is lightweight in containment efforts, and it can still weigh in chaos just like anything else", and on the other end of things "This is not possible unless we have a crew ready, because the efforts provided herein are quite mandatory to ensure that thing doesn't cause chaos".
I personally believe this will assist Foundation's counters against the nearly inexistant challenge that people face when breaching SCPs, with just a simple hack. And it will instead turn to something that can be managed, and that will actually give C.I and Class-D a challenge.
I'm not here to be radical, and I don't speak on behalf of any developer's decision. It is up to them to see how this will fit.
Lastly, cooldowns should be heavily increased for this measure, on all hacks. When a keter-class anomaly with several layers of demand to breaking containment security is breached, after the clean up there should definitely be a sort of "grace period" and a cooldown to allow things to settle and calm; for the facility to return to a rhythm where they can play and focus without the need to drop everything and hide or fight the breach at hand. The same thing applies for the geometry of demand on what is needed to be killed off, or tampered with before a hack starts. Rotational changes to the requirement that is embedded with the hack should change after said hack has been completed (i.e SCP-682 required all turbines killed to breach, after this has been completed, the hack now demands all power boxes killed). This is just an example.
Has something similar been suggested before? If so, why is your suggestion different?:
I believe something like this was suggested before, and it did lead to a certain change log; which I find to have not increased or decreased anything, but given a stalemate to the people requesting change. This is why I am writing this.
Possible Positives of the suggestion (At least 2):
1 - The SCP Foundation should be a facility with a rhythm of balance between calm and chaos. The people behind the making of this facility are very well aware of this, and it would not make sense for containment efforts to not be enhanced or thoroughly advanced by personnel and mechanical methods; I personally think stronger containment would also mean the Foundation would have calmer days, and the utmost of chaos that rains down in containment wings could be sectioned and shut down accordingly without several, large issues (which are currently present on both servers).
2 - The need of a "challenge" would increase for both C.I and Class-D. At the moment, they are only faced with a singular hack, which when trained properly, anybody can make that hack go down in less than two minutes. By the extents of this suggestion, it aims to give a bit of a challenge and a new, intricate way to force C.I players to orchestrate a real plan and go down the route of doing things with their brain, and not just a repeated paper route.
3 - It gives more roleplay and demand to technical experts and combatives, these people will now scatter the facility to ensure containment systems are actually in defense; and they won't necessarily just have to deal with an anomaly already out because the systems behind its containment are so weak and puny. It also provides a challenge for both parties, one that is the front-runner of disabling certain systems for another team that will sit and defend their own stronghold.
Possible Negatives of the suggestion:
- Some players may be discouraged, they may not fully adapt to the need for a challenge and difficulty, because all this time it has always been very easy.
- Some players may also not like the concept of orchestrating rhythm and a route that is more than just paper, that becomes mechanical and systematic and the requirements don't just become something to remember by heart; but something to scout for, to give DCs a challenge also.
- Class-Ds may be faced with the demand of teamwork, and won't be able to breach the deadliest SCPs out. Personally, I feel as if this aligns with their knowledge as an inmate, and to the limit they can exert over chaos, meaning they won't just mass breach as a singular inmate, and will instead need to relay themselves, on their own, to crash containment. They can also relay with C.I, keep that in mind.
- Breaches may become rarer, and this could hinder the concept of SCPs and their entire ordeal of killing to earn XP.
- The additional increase of systems being killed off and weakened across the facility may hinder at once the rythm instead of the breaches themselves.
Based on the Positives & Negatives, why should this suggestion be accepted:
I have noticed it, many people have - the current system for containment boxes and how they can be hacked, is just pruning error and a way in for C.I or Class-D to lash at, and easily cause mass-breaches, total disruptions of the rhythm that the facility is embossed by. When breaches happen, oftentimes it is concealed accordingly, when mass breaches or SCP-008 infections occur, it disturbs the entire site for an hour, several if not. I have noticed too many repeated instances where C.I is able to just breach SCPs on the go every time they enter, without a singular difficulty other than learning how to hack, and to kill people on their way in. It quite literally is the most enervated method outside of basic thinking, and it doesn't require much teamwork; which should be the baseline of the challenge they are given when they enter the facility, but it is too weak.
I am not a developer, I do not meddle with their business. It is solely up to them and the people in charge of this (content) to balance out this suggestion and consider it, because right now that's the complaint a lot of people vocalize with their own mouths. I just hope this will be considered, and that there'll be a new defined foundation for the groundwork of things that C.I and Class-Ds have to work on to outspread chaos. It may balance out everything, it may do nothing. The entire situation is dependant on the Foundation's combative forces and their will to fight - I can only say that it has been drained out of many people due to how easy breaching has become over the past few months, and how the same, repetitive situation comes to play without something different when we think of breaches done by C.I or Class-Ds.
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