Content Suggestion Epsilon-11 QoL Changes [USA stuff included]

Content Suggestions will be reviewed by Content Team weekly, please allow time as not everything can be reviewed at once.
E-11 Structural & Tactical Reforms Proposal

1. ERT Authorization Transfer

Change:
Transfer the authority to call in ERT from Site Administration+ to E-11 Major+.

Benefit:
This gives the power to those directly involved in breach situations. Relying on staff receiving secondhand reports often causes delays. Allowing Major+ to make the call ensures faster, more informed deployment of ERT when it’s actually needed.






2. E-11 Exclusive AA Regulations

Change:
Remove E-11 from global AA restrictions. Introduce E-11-specific AA protocols based on threat levels, number of personnel, and ranking authorizations.

Benefit:
This ensures those actively engaging threats can make real-time decisions. It reduces inefficiencies caused by upper management who aren't on the battlefield. Many breaches could have been contained if E-11 had the authority to escalate when it mattered most.






3. Keycard Clearance Override Overhaul

Change:
Shift from job title-based access to level-based access on the keycard itself.

Clearance Breakdown:

  • Private – Specialist: No change to clearance access.
  • Lance Corporal: Access to HCZ bulkheads and SCP-682’s chamber.
  • Corporal – Sergeant: Full access to all doors except Electrical and 008
  • Command Sergeant – Commander: Access to SCP-008 and syringe keypad and all other restricted doors.

Benefit:
E-11 activity has always been inconsistent. Without COs present, tasks stall. This change empowers senior members to maintain structure, even during low-command activity periods.






4. Containment Beam Utility Overhaul

Change:
Rework the containment beam. Instead of only pacifying, it will now include effects like slowing SCPs, reducing damage output, or disabling abilities. Adding an ability to change the containment beam mode to pacification to impairment modes

Benefit:
Right now, containment beams are underused. They're rarely employed until an SCP is already vulnerable. This change makes them a versatile tool, opening up tactical options in active breach scenarios.






5. New E-11 Roles: Pathfinder & Engineer

E-11 Pathfinder SGT+ (1Slot)

Backstory:
The Pathfinder was once a humanoid anomaly discovered deep in the uncharted zones of HCZ. Initially seen as hostile, the entity demonstrated an uncanny ability to detect SCP activity before any alerts were triggered. After capture and study, researchers realized it was not aggressive but instead hyper-sensitive to energy fluctuations tied to breach activity.

Following ethical review, the entity was integrated into E-11 through cybernetic augmentation under Project ECHO. It now operates as a forward scout with a mix of instinct and programming, loyally serving Epsilon-11 as a living detection system. The Pathfinder’s enhanced sensors, combat awareness, and loyalty conditioning allow it to warn of threats before they occur.

Basic Info:

  • Role: Reconnaissance and early warning
  • Strengths: High mobility and speed
  • Weaknesses: Low HP and armor
  • Utility:
    • Marks and tracks SCPs in real-time
    • Gives vague predictions on breach timing
    • Uses grenades to slow SCPs or corrode SCP armor for increased damage





E-11 Engineer CPL+ (1Slot)

Basic Info:

  • Role: Combat support and fortification
  • Toolset:
    • Repair tool for reinforcing doors mid-attack
    • Deployable armor packs that gradually boost teammate survivability
  • Combat Profile: Moderate effectiveness in close-quarters situations with a utility-heavy design

Benefit of Both Roles:
These additions expand E-11 functionality beyond standard breach response. They allow for tactical plays, early breach warnings, and supportive combat strategies, giving E-11 the variety it needs to evolve with new threats.





Has something similar been suggested before? If so, why is your suggestion different?:
There have been a few discussions in the past about giving E-11 more autonomy or tools to respond faster during breaches, but this suggestion goes much further. It lays out a full internal restructuring of how E-11 operates giving them clear authority, role-based access, and deeper utility. Instead of vague ideas, this proposal provides a detailed and structured framework that ties into both gameplay balance and realistic field operations.

Possible Positives of the suggestion (At least 2):
- ERT and AA calls will be handled by the people directly involved in the fight, making those decisions faster, smarter, and better timed.
- E-11 leadership will have more responsibility, which gives high-ranking members actual purpose beyond just seniority.
- Internal structure becomes less dependent on the presence of COs, reducing downtime and making the faction more self-sufficient.
- The Pathfinder and Engineer roles bring new playstyles and allow for more varied, team-based engagements that go beyond pure combat.
- The containment beam rework gives underused tools a second life, rewarding tactical thinking and creating more interesting SCP interactions.
- This encourages interdepartmental RP through stronger definition of E-11’s role, giving them a distinct identity in facility operations.

Possible Negatives of the suggestion:
- If not managed carefully, there’s a chance that E-11 members could misuse their increased authority, especially without clear SOPs.
- Some departments may feel sidelined or confused by the shift unless communication standards are updated and reinforced.

Based on the Positives & Negatives, why should this suggestion be accepted:
The positives far outweigh the risks. This suggestion modernizes E-11’s internal systems and gives them tools to succeed without relying on outside approval for every major action. It leads to better containment, more engaging gameplay, and stronger RP opportunities. With proper oversight and clear expectations, this proposal could reshape E-11 into a much more reliable and engaging branch of the Foundation’s response force.​
 
1. ERT Authorization Transfer
I understand the sentiment behind this, though in my history serving as an ECM, I often found that E11 demanded ERT's deployment in situations where it was simply unnecessary. I think this would be more appropriate for an IC policy where E11 is consulted for ERT's deployment, a 2-step system where SA/FCOM need to agree to it and E-11 do as well.

2. E-11 Exclusive AA Regulations
I don't really understand what this is getting at from the description you've provided.

3. Keycard Clearance Override Overhaul
I'd fully agree with giving their classes heightened keypad overrides. It makes complete sense.

4. Containment Beam Utility Overhaul
I don't necessarily agree with this one - I do agree that they're underused, perhaps the logic needs looking into in terms of how much an SCP needs to be beamed to begin being slowed down, though on UK, I've seen them used frequently in scenarios by E-11, having a whole team beaming an SCP whilst another team shoots it. Coordination is key.

5. New E-11 Roles: Pathfinder & Engineer
I don't agree with either of these suggestions. Whilst I fully agree that loadouts for E-11 should be made far more utility-based rather than JUST shooty-shooty-bang-bang, these realistically won't be implemented, and I don't really agree with either of these classes - I don't think they make the most sense. I'd rather see utility that E11 can access that makes coordinated team-plays from E11 effective against anomalies (as it stands, you can set up a holy mother of a firing line, but it's not going to do anything against most SCPs since they can just battle-charge through it).
I do acknowledge that your 'pathfinder' role is just like this, though I more-so see a better idea of, for example, CCTV being slightly reworked to accommodate SCPs being easier to locate via Cameras - rewarding E-11 for having good communication with a camera operator.
 
I understand the sentiment behind this, though in my history serving as an ECM, I often found that E11 demanded ERT's deployment in situations where it was simply unnecessary. I think this would be more appropriate for an IC policy where E11 is consulted for ERT's deployment, a 2-step system where SA/FCOM need to agree to it and E-11 do as well.


I don't really understand what this is getting at from the description you've provided.


I'd fully agree with giving their classes heightened keypad overrides. It makes complete sense.


I don't necessarily agree with this one - I do agree that they're underused, perhaps the logic needs looking into in terms of how much an SCP needs to be beamed to begin being slowed down, though on UK, I've seen them used frequently in scenarios by E-11, having a whole team beaming an SCP whilst another team shoots it. Coordination is key.


I don't agree with either of these suggestions. Whilst I fully agree that loadouts for E-11 should be made far more utility-based rather than JUST shooty-shooty-bang-bang, these realistically won't be implemented, and I don't really agree with either of these classes - I don't think they make the most sense. I'd rather see utility that E11 can access that makes coordinated team-plays from E11 effective against anomalies (as it stands, you can set up a holy mother of a firing line, but it's not going to do anything against most SCPs since they can just battle-charge through it).
I do acknowledge that your 'pathfinder' role is just like this, though I more-so see a better idea of, for example, CCTV being slightly reworked to accommodate SCPs being easier to locate via Cameras - rewarding E-11 for having good communication with a camera operator.

Having regulations for AA exclusively for E11 would help with deterring the ERT meta of just wait for E11 to get annoyed and call ERT to us being able to combat breaches earlier and no downtime. E11 would be able to override AA auth down to specific roles in E11 themselves even when the proper individuals are on high pop.

A lot of regulations require competent leaders. If leaders aren't doing their jobs it's up to their direct officers to correct that behavior and if neither are doing that change has to occur. Leaving responsibility up to a gamble and then not having accountability overall kills the playability of any regiment or group.

A lot of utility can be redirected to the already existing roles, and cameras are great but expecting one or more individual to always be on cameras are unrealistic and would burn an individual out quick if that was their sole responsibility.
 
  • Like
Reactions: Sceptre
Definitely agree with the keycard overrides, the rest though..? Bit iffy, especially the jobs. They won't be added. Beams are already used a fair bit too.
I don't disagree but E11 needs more utilities to combat breaches more efficiently otherwise there's no realistic need for E11 when it matters the most if it's just a waiting game for ERT.
 
No, none of this is needed, maybe the keycard override but other than that nothing is needed.

- ERT is authed by SA+ because they are NOT fighting the breach and have the time and authority to call it.

- AA is for everyone, you have your own AA in your bunks so no need for any more specifics.

- Keycards I mentioned. However may be difficult/not viable to implement

- Containment beams are fine as they are, if they're underused then use them more.

- You ain't getting new jobs, especially not an engineer.
 
Last edited:
  • Like
Reactions: Langstädtler
I don't disagree but E11 needs more utilities to combat breaches more efficiently otherwise there's no realistic need for E11 when it matters the most if it's just a waiting game for ERT.
No they don't. They managed fine before ERT was added, E11 have just fallen off. If you call this a "waiting game" for ERT, then this is a prime reason as to why you should not be able to call ERT yourself.
 
  • Like
Reactions: Langstädtler
No they don't. They managed fine before ERT was added, E11 have just fallen off. If you call this a "waiting game" for ERT, then this is a prime reason as to why you should not be able to call ERT yourself.
Fallen off how exactly? What's changed to have e11 fall off other than SCP changes. If I'm not mistaken UK E11 can call ERT, so what is the underlying issue?

Vague responses with no clear intent behind them are the reason stagnation occurs.
 
Fallen off how exactly? What's changed to have e11 fall off other than SCP changes. If I'm not mistaken UK E11 can call ERT, so what is the underlying issue?

Vague responses with no clear intent behind them are the reason stagnation occurs.
You are very much mistaken. They cannot do that.

After ERT was added E11 became extremely lazy as they know it's just a waiting game. All the suggestions you brought up other than the overrides are rather needless. Let me break down my points.

1. You're asking for MORE jobs on a combative regiment in an RP server. We already suffer with an unbalanced non-combative to combative ratio.

2. The jobs you're asking for is a glorified tech expert and an E11 with ESP.

3. E11 should never be able to call ERT. You are in the middle of active gunfights and do not have the right headspace or external overview of the situation to make the right call for it. Also, you should be busy fighting, not having time to call them.

4. Containment beams being "underused" is possibly the biggest rage bait I've seen in a while, and I've seen Lamae's pac requests. They are used in every breach, as they are a CORE MECHANIC of recontaining an SCP. Calling them underused is like calling keycards underused because you only use them for their one purpose.

5. E11 used to be extremely good at their job, they worked together, had procedures and plans in place for situations, and were quick to respond. Nowadays E11 are.. mediocre at best, as they know they will eventually get ERT to save them.

Hope that clears it up a bit.
 

SynergyJohn

Game Master
Game Master
Jan 9, 2024
12
3
61
UK E11 can call ERT
They cannot, they're consulted on if the breach is that bad that SA+ needs to call it, but they do not call it themselves.

As for the rest of the points:
  • It's quite unfair to SCPs if the second they breach, already AA is with everyone. They barely have time to exist or actually get anywhere before nerve gas or nitro brings them down heavily. It would require too much IC enforcement at best, and too much OOC enforcement from staff at worst.
  • Keycard part is good! I agree with that.
  • Containment beams are a bit grim from a roleplay standpoint. Yes, breaches aren't quite caring to that, but already beams are a catch-all tool used to recontain (and they do slow at about 20%). Giving them that much usage is going to be a hell of a lot of dev time (Containment beams disabling abilities) and generally make it absolute hell to actually play the SCP as you would become so weakened by just one person with a beam. Either too much or way too little to matter.
  • The anomalous job does not fit. Epsilon-11 would not hire an anomaly like that, and that opens up an entire can of worms of anomalous employment into MTFs that people don't want. Also, soft meta to see a general gist of when a breach happens will also absolutely ruin SCP breaches from the start. The utility part is not viable, as also marking and tracking SCPs in real time would be akin to exact callouts from staff on location. The grenade seems like a nifty idea but hard to justify.
  • Engineer will be used similar to PVE kind of servers for the armour packs to be dropped, it breaks the flow and you have dispensers for emergency armour if you lose yours, as well as the armouries around site. As for doors, enlist a humble technical expert to come and fix doors.
- This encourages interdepartmental RP through stronger definition of E-11’s role, giving them a distinct identity in facility operations.
It's doing the opposite, it's encouraging isolation from more of the site. Isolation from Site Admin, techies, and generally trying to only rely on E-11 jobs in breaches.
 
You are very much mistaken. They cannot do that.

After ERT was added E11 became extremely lazy as they know it's just a waiting game. All the suggestions you brought up other than the overrides are rather needless. Let me break down my points.

1. You're asking for MORE jobs on a combative regiment in an RP server. We already suffer with an unbalanced non-combative to combative ratio.

2. The jobs you're asking for is a glorified tech expert and an E11 with ESP.

3. E11 should never be able to call ERT. You are in the middle of active gunfights and do not have the right headspace or external overview of the situation to make the right call for it. Also, you should be busy fighting, not having time to call them.

4. Containment beams being "underused" is possibly the biggest rage bait I've seen in a while, and I've seen Lamae's pac requests. They are used in every breach, as they are a CORE MECHANIC of recontaining an SCP. Calling them underused is like calling keycards underused because you only use them for their one purpose.

5. E11 used to be extremely good at their job, they worked together, had procedures and plans in place for situations, and were quick to respond. Nowadays E11 are.. mediocre at best, as they know they will eventually get ERT to save them.

Hope that clears it up a bit.

1. I'm asking for more utility, this is a suggestion not a fact sheet.

2. Yes, precisely. If you read what they do they have their own drawbacks but provide incredible utility during times of need. Granted, this is still a suggestion and things can be worked out and changed to fit the needs of the meta.

3. E11 in lore is the emergency response team, and as HCZ has its own ecosystem I don't see an issue with letting them do so. They are the major proponents of HCZ functioning, nobody else. So giving them the ability to call a response team when they decide it's the correct moment wouldn't be outside of the world of possibilities.

4. Core components can still be underused. The efficacy of the beam itself is a niche object with its own drawbacks and only utilized for pacification for select scps. So enhancing it's usability doesnt seem like a otherworldly idea, dual function isn't necessarily a bad thing.

5. They used to be good doesn't mean much for the present. If leadership is the issue that's not my problem that's the issue of the people promoting the right people for the job and if they aren't doing that it's up to the direct leaders to rectify it, if they aren't doing that themselves it's up to server leadership to step in and rectify the issues to prevent further damage.
 
1. I'm asking for more utility, this is a suggestion not a fact sheet.

2. Yes, precisely. If you read what they do they have their own drawbacks but provide incredible utility during times of need. Granted, this is still a suggestion and things can be worked out and changed to fit the needs of the meta.

3. E11 in lore is the emergency response team, and as HCZ has its own ecosystem I don't see an issue with letting them do so. They are the major proponents of HCZ functioning, nobody else. So giving them the ability to call a response team when they decide it's the correct moment wouldn't be outside of the world of possibilities.

4. Core components can still be underused. The efficacy of the beam itself is a niche object with its own drawbacks and only utilized for pacification for select scps. So enhancing it's usability doesnt seem like a otherworldly idea, dual function isn't necessarily a bad thing.

5. They used to be good doesn't mean much for the present. If leadership is the issue that's not my problem that's the issue of the people promoting the right people for the job and if they aren't doing that it's up to the direct leaders to rectify it, if they aren't doing that themselves it's up to server leadership to step in and rectify the issues to prevent further damage.
I do not want to drag this out further. All I'll say now is there's likely no chance that any of these will be added, and if ANY are, it'll be keycard overrides. Your "QoL" changes are just buffs. E11 does not need buffs. (Other than maybe replacing the Erad like c'mon..)
 

ripjaw567

Well-known Member
Apr 8, 2025
10
2
41
My input on the keycard changes alone: The 008 access is a nerf atleast on US.... Any LCPL+ can cycle the airlock, and enter in they just can't interact with syringes, which is accurate to our handbook (US atleast).... Moving the rank up to CSG+ (Who have a job with 2 slots that the override would apply to) would fuck over HCZ sweeps after C5. (Not sure how UK does sweeps, but US we encourage the sweeping of 008 after a C5 to ensure nothing has gotten in/check if anything breached the outer doors)

And if you mean CSG+ to access the syringes, this may be a US thing but only CO's are permitted to interact with the syringes in E-11

Overall the rest of the suggestion is just, unneeded in my opinion and for that purpose I will be leaving a

-Support
 

Holy Doggo(Bruno Leopold)

Well-known Member
Dec 22, 2024
14
9
41
I really do like the AA authorization for E-11 being seperate, since their job is to handle breaches giving them the ability to authorize it for themselves is a pretty good change.

Not entirely opposed to the ERT stuff but I think it shouldn't be a transfer of authority but dual authority. Giving major+ the ability to call ERT just feels right and is only increase the total number of people who can call ERT by 4.

Don't know about the rest
 
...You know, when I returned to UK to find E-11 in an awful place, it was kinda the equivalent of coming home to find it ablaze. I'm not really mad about it, I'm more disappointed than anything. And this was after I'd received messages mocking me over my handling of the roster.

I agree that E-11 needs a look at, but I feel that you may have approached this with the incorrect mindset:
1. ERT Authorization Transfer

Transfer the authority to call in ERT from Site Administration+ to E-11 Major+.
Mechanically? No.
Via IC policy as Spectre said? Yes.
All for that. But of course, IC policy change is not something handled by a suggestion, it's brought up to the relevant RP leadership roles.

So for actually allowing MAJ+ to have the functionality of calling ERT that Manager+ does, Major -Support
For reasons already stated.
2. E-11 Exclusive AA Regulations

Remove E-11 from global AA restrictions. Introduce E-11-specific AA protocols based on threat levels, number of personnel, and ranking authorizations.
I originally thought this was about E-11 getting priority during AA auth, but that's an IC policy - The only global restriction I can think of is that AA is only allowed to be authed for 2+ SCPs breached:
The use of all advanced armory equipment to combat a containment breach may only occur if two or more SCPs are breached, this, however, does not extend to SCPs.
If I'm interpreting this right, then firstly the minor nitpick that this would be a Rule change and not a Content change and as such, is not for Content; But also, increasing the ambiguity of how and when AA should be authed, even specifically for E-11...

On one hand, I do agree that increasing the flexibility here could allow certain devastating breach combos to be more appropriately addressed with the requisite force - However, this is massively overshadowed by:
  • How confusing the process becomes - Making AA auth more vague means that the involved positions will have to make specific deliberations about how AA auth can be justified in their present situation and whether or not said justification will hold under scrutiny. As a result, you'll get this increased uncertainty and sort of skittishness when it comes to authing AA for smaller breaches. Not every breach with the same SCP is the same and I can see certain ones being trouble were enough skill applied to the SCP in question with a small E-11 presence - And in t hat case, it'd be very situational as to should AA be authed. The problem then being is if Staff would see it the same way if it were taken to a sit.

    Say there's only 3 E-11 on during an 049 breach and the 049 is just... The most legendary 049 you've ever seen, they're causing complete havoc all by themselves and are able to readily replenish 049-2s from other departments & D-Class. Completely disproportionate, but still less than 2 SCPs. If things are that out of control and there's not enough people to address the situation, I can see AA auth being necessary. Then when the breach is over, it gets taken to a sit because the 049 felt that the use of AA on a solo 049 breach was overkill. Said staff member potentially (and erroneously in this case, IMO) evaluates the situation as that it was already being handled well by everyone, because 049 was recontained fairly quickly.

    Obviously, this example is a bit strange, but it's generally to get across the point of differing perspective more than anything. Introducing increased ambiguity and/or complexity to AA auth means different people will come to different conclusions about when and where it should be authed. This makes things harder for Staff and players both, as Staff would now have to deal with an uptick in unrealistic equipment usage and players would need to develop a sense of auth appropriateness. Meanwhile during this hesitation and uncertainty, SCPs can use the extra time to cause more problems.

  • The sheer level of abuse this change would perpetuate - There is already extant abuse with AA items which in my opinion is currently being dealt with appropriately; However I fully understand that increasing the flexibility of AA auth could easily lead to AA misuse, against players who should not have AA used against them, by players that should not have AA in the first place - And would definitely not have AA if access to it wasn't easier. There's additionally also difficulty with resolving this because of the AA sourcing rule in that both AA from 914 and ERT spawns are acceptable to use against humans, but other rules like (M)RDM in particular still also apply.
Plus I generally agree with every other issue raised so far with changing AA auth in this way.

I can see increasing the flexibility of AA auth contributing to more rulebreaks and more headaches for Staff for these reasons. If there's a suitable avenue for creating sensible, clear AA auth that would increase its flexibility to deal with more devastating breaches in a way that doesn't create too much confusion or ambiguity, I would back it.

For that reason and that reason alone, Major +Support
However, I would not expect this to be accepted on account of the sheer scale of the minefield that would have to be successfully navigated to implement this in a non-harmful manner. I believe it's possible, but I can definitely understand it having too many issues because of what has been raised about it. I would not envy whoever would be working out the changes there.
3. Keycard Clearance Override Overhaul

Change:
Shift from job title-based access to level-based access on the keycard itself.

Clearance Breakdown:
  • Private – Specialist: No change to clearance access.

  • Lance Corporal: Access to HCZ bulkheads and SCP-682’s chamber.

  • Corporal – Sergeant: Full access to all doors except Electrical and 008

  • Command Sergeant – Commander: Access to SCP-008 and syringe keypad and all other restricted doors.
(CC: )
I'd fully agree with giving their classes heightened keypad overrides. It makes complete sense.
Keycards I mentioned. However may be difficult/not viable to implement
Keycard part is good! I agree with that.
My input on the keycard changes alone:
In the past, this other suggestion was accepted in which the system of regimental keycard levels that existed on MRP would be implemented on this server (Please give it a read if you haven't, IMO it's probably one of the best past suggestions we've had to date in terms of how compelling it is conceptually and the ways in which it could be plied here), but to my understanding, it was scrapped in favour of the now-existing system of job-based keycard overrides (For example, at least on UK, Tech Experts are able to open the CL4 door leading into LCZ Electrical).

I think this is a topic worth revisiting, especially since this suggestion is virtually asking the same thing to a degree - And in practicality, when it comes to implementing what you're asking for - It wouldn't make sense to just implement regiment rank-based keycard access solely for E-11 when regimental keycard level is a system that has existed in a working manner on the network at some point and it may just be easier to migrate that functionality onto this server. It would be more constructive to justify that migration and find beneficial ways in which regimental keycard access could apply across all regiments (For example, AO's access to CL4 areas on what are technically supposed to be CL3 jobs (From what I've seen since that update, only the operatives have CL3 cards, but I understand they have override in some areas?) and the ever hotly contested debate of Nu7's access to EZ bulks.) for the benefit of both RP and gameplay balance - While also finding ways to address concerns about how those changes may negatively impact gameplay and roleplay both.

This is also something that would not maintain parity between servers, and rightfully so, IMO - Specific access of this granularity seems to be largely based on IC policy. I would not give LCPLs access to bulkheads. I'd put that at SGT+ minimum.

I also somewhat recall that a lot of the pushback on this general idea from CT was to do with CI and them "not having the right keycard to get into an area"? Which... Firstly, is how keycards work in the first place, and secondly is also how encountering people in the site to take keycards from works. You can't just will an O5 to show up to take their keycard from. Who you find is who you find, and where they can access is where they can access.

If anything, the discrete expansion of who can access where is more beneficial to CI than anything, as it increases the chances of them finding a keycard that will let them into more places. Especially if they co-ordinate beforehand to determine and locate key individuals of interest who has the requisite access to somewhere they're interested in. So in this case, I don't particularly get the stance of increasing frustration on their part by virtue of there simply being more sources of higher clearance area access that CI can use.

I'm sure that @Zen remembers that discussion far better than I do and can contribute meaningfully to this topic.
Overwhelming +Support
4. Containment Beam Utility Overhaul

Rework the containment beam. Instead of only pacifying, it will now include effects like slowing SCPs, reducing damage output, or disabling abilities. Adding an ability to change the containment beam mode to pacification to impairment modes
I agree with the idea of them being able to reduce damage output and/or disable certain abilities. I think it'd be funny to be able to beam 096 so no-one can see his face or reducing him to 2-hits. That'd be very funny, imo (But I understand why those specific changes wouldn't happen). It'd need to be reasonably balanced.

I don't understand the statement of making it slow SCPs, considering that this is something they already do.

Plus, as others have said, this seems to be a US-specific problem as on UK, they are used plentifully during breaches, especially from what I have seen recently. The changes you suggest though, I think could be beneficial to curb the severity of breaches. However, it will need to be taken into account that there are a significant number of jobs that spawn with them (Such as E-11 Conspec, SCU, etc.) - Although these jobs that minimal in number. I don't mind there being changes to beams that make them more versatile.
+Support
E-11 Pathfinder SGT+ (1Slot)

Backstory:
The Pathfinder was once a humanoid anomaly discovered deep in the uncharted zones of HCZ. Initially seen as hostile, the entity demonstrated an uncanny ability to detect SCP activity before any alerts were triggered. After capture and study, researchers realized it was not aggressive but instead hyper-sensitive to energy fluctuations tied to breach activity.

Following ethical review, the entity was integrated into E-11 through cybernetic augmentation under Project ECHO. It now operates as a forward scout with a mix of instinct and programming, loyally serving Epsilon-11 as a living detection system. The Pathfinder’s enhanced sensors, combat awareness, and loyalty conditioning allow it to warn of threats before they occur.

Basic Info:
  • Role: Reconnaissance and early warning
  • Strengths: High mobility and speed
  • Weaknesses: Low HP and armor
  • Utility:
    • Marks and tracks SCPs in real-time
    • Gives vague predictions on breach timing
    • Uses grenades to slow SCPs or corrode SCP armor for increased damage
...Hm... ...Fine.
I also think they naturally should have high Humes to frustrate Kant checks, among any other C1-related drawbacks. A benefit to fighting SCPs should be a deficit when fighting CI/GOC raids.

I think it would also need the kind of one life + cooldown kind of stuff that TB-type jobs have, too. Although I guess that's given since this is essentially E-11 TB.
+Cautious Support
E-11 Engineer CPL+ (1Slot)

Basic Info:
  • Role: Combat support and fortification
  • Toolset:
    • Repair tool for reinforcing doors mid-attack
    • Deployable armor packs that gradually boost teammate survivability
  • Combat Profile: Moderate effectiveness in close-quarters situations with a utility-heavy design
No. I would rather have E&TS reworks and promote collaboration with them. This is additionally a massive & unneeded nerf to 096.
-Support


You're asking for MORE jobs on a combative regiment in an RP server. We already suffer with an unbalanced non-combative to combative ratio.
Additional jobs in a whitelisted regiment with a hard cap on how many people can be in it doesn't really change the non-combative to combative ratio of a server with limited population, when the people in question that would be on the combative job, would be on the combative job anyway.

Plus I'm of the opinion that it's a misnomer that the main issue with the non-combative to combative ratio isn't necessarily that the combative jobs exist in the first place (More so now that we have search functionality) - It's the ubiquity of combative scenarios and situations on the server overall, which includes breaches. I would say it's a problem of breadth over depth, but it's not really even that. It's more of a combination of toolkit, presence and skill that leads to drawn-out combative situations. RP is sort of the "default state" of the server and large combative engagements are an abnormality that needs to be resolved as quickly as possible. The faster combat is resolved, the sooner everyone can get back to RP.

Low skill, low combative capability and large presence contributes to longer combat situations. Adjust one side of the triangle and you adjust the triangle overall. While I agree to an extent that combative jobs inherently encourage combative behaviour, they do also have a largely overlooked capacity for RP (Which IMO should definitely be encouraged a bit more - I unfortunately have no idea how 😔).


Overall
+Support-ish
But good luck - I had been contemplating revisiting the regimental keycard access idea for a while, but ultimately decided it wasn't worth it as I don't think Content will budge from their previously stated positions on that topic because even though yes, those discussions are old and there have been several changes of both CT and the way things work both on the server and the Network as a whole, I think a lot of what has been said prior still applies and there's just a lot of prickliness to dive into there.
 
Last edited:
  • Like
Reactions: Zen
Jun 24, 2022
321
62
111
+support on giving certain ranks in e11 keycard override
-support for everything else
-Feel like e11 would abuse this when there are three scp
-yall have a personnel aa why do you need to be the ones to authorize it
-scp were already nerf enough don't need to nerf them even more.
-you don't need new jobs
 
No they don't. They managed fine before ERT was added, E11 have just fallen off. If you call this a "waiting game" for ERT, then this is a prime reason as to why you should not be able to call ERT yourself.

i remember the flames era of e-11

neutral, generally a fine suggestion if not a bit overkill on a lot of parts.

Others have given feedback and giving more feels like beating a dead horse