I agree, but unfortunately I think that would be a separate suggestion to be made in the future, as it would require significant changes to VKeycards, compared to just setting different colours for the different faction keycards - Which isn't perfect but is still nice for the time being 🫠
It also used to be that the population caps of non-AO MTFs, CI & GOC were different on US to UK (Previously, US were the only ones with a hardcap on GOC) for some reason inherent to US - Then there was a meeting and this somehow resulted in UK's increased restrictions as a result. There's...
I agree they need to be different - As it doesn't really make sense for all three factions to be using the same keycard colour schemes.
I was going to agree with the point of making them not these specific colours as it would make them harder to tell apart, but then I realised... Why not? I...
Okay, new idea.
My whole hang-up with these jobs being allowed to use 914 is that they have disguise cards. I might be stupid, but my recollection is that allowing both to be used at once creates a weird spaghetti mess of 'yes, it's detectable and you can do something about it,' but IMO, either...
Aside from everything else that's been mentioned, my understanding is that the way water volumes work in source is kinda weird/unintuitive? I don't really know how to properly put it, but my recollection is that sometimes if you just try to slap an area of water onto the map, it doesn't behave...
I agree, the current sickness system is unnecessarily intrusive, however a lot of that unnecessary intrusion is because it can just happen at any point, fully based on RNG - Which IMO disrupts RP more than it is conducive to it. And I think that a lot of that general malaise regarding medical...
I don't usually speak on balance suggestions as this is not my wheelhouse, however I have enough knowledge to know that the E-11 Breacher buff at least is sufficiently justified as it is mainly intended to deal with combat against SCPs and not other factions, but there are scenarios in which...
It's a good point - Usually this kind of implementation would (and should) include exceptions for spawn areas 😵💫 I feel like it should be mentioned, but I don't think is enough to throw out the suggestion entirely.
It's not an exact analogy, but consider the following hypothetical:
The server...
Infect the entirety of surface!
A new system that works with existing systems and RP structures to create new RP with decreased reliance on RNG mechanics feels like a good idea. No immediate issues come to mind other than the obvious potential difficulty of actually implementing it, but to me...
I don't disagree. My point is that is kinda feels exploity and not within the spirit of what is intended here; I said that it should and will likely stay until a suitable replacement that maintains said advantage without being so... I guess, wrong?
Like, it does not make sense in a firefight to...
+Support
Good. One minor thing I would say:
I know this is implied, but since you do like explicit wording in your rules, I would suggest something like
which adds further clarity and nips in the bud a minge potentially attempting to get around the rule by pedantry and pass off FailRP as...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.