What does this suggestion change/add/remove:
This suggestion aims to improve the overall experience of the D-Class role primarily within D-Block not only to the avail of already concurrent players, but newcomers as well. There are some noticeable flaws that disrupt the intended gameplay loop for D-Class, making it a role that requires a lot of investment, repetition, and luck for pieces to fall into place, all just for the chance to cause chaos or escape.
If the main idea of D-Class is to escape to surface to earn a reward, then it is not worth enough to do so considering all the obstacles in place to prevent just that.
If, rather, the main idea of D-Class is to cause chaos, then the tools given to D-Class are not disruptive enough to cause the Foundation reasonable trouble.
I wholly disagree with the main idea of D-Class being testing as it is entirely dependent on the presence and will of several Foundation Departments and there is very little in the way for D-Class in that aspect.
The highlight of many D-Class players session on the server is being able to escape from D-Block due to a momentary lapse in GENSEC presence, a CI intruder facilitating their escape, or a containment breach that led to broken doors. More often than not, I have only found myself having a chance due to outside circumstances like these, meaning I cannot facilitate my own escape without special conditions.
The first thing I suggest is changing the permanent offers from the Gun Dealer/Scrap Trader in D-Block showers. As of now, the Scrap Trader always offers:
Intermittently, the Scrap Dealer sells additional firearms, but only at random intervals. This is my first gripe as the randomness of being able to purchase weapons severely limits the power of D-Class and prevents them from regularly taking advantage of opportunities or even keeping GENSEC on their toes. The dynamic between D-Class and GENSEC is the first thing every player learns, and that the balance of power is heavily shifted in favor of GENSEC. While lore wise this makes sense, it does not translate well to an enjoyable gameplay experience. D-Class have to push the lines in order to be of mild annoyance to any GENSEC when guns aren't available.
I believe adding a permanently offered firearm of any kind from the Scrap Trader can reasonable even out this dynamic, allowing those who have lots of scrap to spend it more often and incentivize GENSEC to be more cautious as any D-Class could be holding a gun at any time. This would also allow D-Class to obtain keycards from personnel more often, giving them more opportunities to capitalize on others' mistakes. Along with this, I believe adding a Field-Kit, which also refreshes current Field-Kits, as one of the temporary options would be ideal for healing up during riots or gunfights instead of having to spam healing items from dispensers.
I feel like the Development could experiment with an "Exotic Arms Dealer" that lets D-Class purchase high-power weapons and energy weapons that temporarily give D-Class a huge advantage.
Another idea is changing how scrap is gained. Instead of having scrap sources on a fixed cooldown, have them refresh randomly within a define range, but give more scrap when interacted with. This discourages players from farming scrap sources, starving other players of scrap, and simultaneously lets more players have more scrap more often. I think it would also be a great idea to place scrap sources around the site outside of D-Block, like in trash cans and toilets, giving D-Class a secondary objective and reason to escape and explore.
As for the reward for escaping, there is definitely a lot left to be desired. I think a generous cash prize, XP gain in all categories, and granted scrap would suffice for those who do like to prioritize escaping. The extra scrap also allows them to switch their playstyle to causing chaos without having to spend time going through scrap sources, if they so wished.
Has something similar been suggested before? If so, why is your suggestion different:
As far as I am aware, I do not believe anyone has made similar suggestions specifically.
Possible Positives of the suggestion (At least 2):
Possible Negatives of the suggestion:
Based on the Positives & Negatives, why should this suggestion be accepted:
I thoroughly enjoy playing as D-Class as it is very satisfying to go from rags to riches and circumvent all the security measures in place. Although, that feeling tends to be too few and far between, only occurring as a result of fortune or coincidence. I think few players have gotten to feel that same thing, especially new players who hardly know a lick of what goes on and want to join in on the fun of rioting.
After-notes:
I have noticed some concerns about increased 914 usage being potentially disruptive to other players' typical gameplay. To that, I say that the response from GENSEC and other security departments could counteract this to a degree, perhaps having personnel regularly stationed or patrolling that area occasionally. Changing the location of 914 is also a possibility, but could largely impact gameplay for others who often use it, such as Deep Covers.
This suggestion aims to improve the overall experience of the D-Class role primarily within D-Block not only to the avail of already concurrent players, but newcomers as well. There are some noticeable flaws that disrupt the intended gameplay loop for D-Class, making it a role that requires a lot of investment, repetition, and luck for pieces to fall into place, all just for the chance to cause chaos or escape.
If the main idea of D-Class is to escape to surface to earn a reward, then it is not worth enough to do so considering all the obstacles in place to prevent just that.
If, rather, the main idea of D-Class is to cause chaos, then the tools given to D-Class are not disruptive enough to cause the Foundation reasonable trouble.
I wholly disagree with the main idea of D-Class being testing as it is entirely dependent on the presence and will of several Foundation Departments and there is very little in the way for D-Class in that aspect.
The highlight of many D-Class players session on the server is being able to escape from D-Block due to a momentary lapse in GENSEC presence, a CI intruder facilitating their escape, or a containment breach that led to broken doors. More often than not, I have only found myself having a chance due to outside circumstances like these, meaning I cannot facilitate my own escape without special conditions.
The first thing I suggest is changing the permanent offers from the Gun Dealer/Scrap Trader in D-Block showers. As of now, the Scrap Trader always offers:
- Lvl 1 keycards [200]
- Lvl 2 keycards [500]
- Bayonet knives [90]
- Scientific syringes [25]
- Tranquilizer Guns [600]
- McDonald's Burger (?) [5000]
I believe adding a permanently offered firearm of any kind from the Scrap Trader can reasonable even out this dynamic, allowing those who have lots of scrap to spend it more often and incentivize GENSEC to be more cautious as any D-Class could be holding a gun at any time. This would also allow D-Class to obtain keycards from personnel more often, giving them more opportunities to capitalize on others' mistakes. Along with this, I believe adding a Field-Kit, which also refreshes current Field-Kits, as one of the temporary options would be ideal for healing up during riots or gunfights instead of having to spam healing items from dispensers.
I feel like the Development could experiment with an "Exotic Arms Dealer" that lets D-Class purchase high-power weapons and energy weapons that temporarily give D-Class a huge advantage.
Another idea is changing how scrap is gained. Instead of having scrap sources on a fixed cooldown, have them refresh randomly within a define range, but give more scrap when interacted with. This discourages players from farming scrap sources, starving other players of scrap, and simultaneously lets more players have more scrap more often. I think it would also be a great idea to place scrap sources around the site outside of D-Block, like in trash cans and toilets, giving D-Class a secondary objective and reason to escape and explore.
As for the reward for escaping, there is definitely a lot left to be desired. I think a generous cash prize, XP gain in all categories, and granted scrap would suffice for those who do like to prioritize escaping. The extra scrap also allows them to switch their playstyle to causing chaos without having to spend time going through scrap sources, if they so wished.
Has something similar been suggested before? If so, why is your suggestion different:
As far as I am aware, I do not believe anyone has made similar suggestions specifically.
Possible Positives of the suggestion (At least 2):
- Shifts the balance of power more towards D-Class
- Makes the D-Class role more engaging
- Embraces the idea of playing as D-Class
- Less farming for scrap
- More chances to take advantage
Possible Negatives of the suggestion:
- Increased power might seem unrealistic to some players
- May provoke more annoying playstyles from GENSEC as a response to increased power
- May result in more Code 2s, interrupting testing and sampling efforts often
Based on the Positives & Negatives, why should this suggestion be accepted:
I thoroughly enjoy playing as D-Class as it is very satisfying to go from rags to riches and circumvent all the security measures in place. Although, that feeling tends to be too few and far between, only occurring as a result of fortune or coincidence. I think few players have gotten to feel that same thing, especially new players who hardly know a lick of what goes on and want to join in on the fun of rioting.
After-notes:
I have noticed some concerns about increased 914 usage being potentially disruptive to other players' typical gameplay. To that, I say that the response from GENSEC and other security departments could counteract this to a degree, perhaps having personnel regularly stationed or patrolling that area occasionally. Changing the location of 914 is also a possibility, but could largely impact gameplay for others who often use it, such as Deep Covers.
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