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KaitoKiriyama

A Modification to Pre Round Rushing

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Okay. Lets talk about EZ Rushing as researcher. Its too damn easy. Researchers can run into the EZ before SCP's are released and I think in a gameplay standpoint, its not exciting to play a researcher. You basically either escape immediately (Provided you bothered the commander.) Or just basically turn into a TRO Guard. So lemme propose an idea.

Proposal A 
Make the Checkpoint Doors Unable to open during the grace period.

Proposal B
Make Researchers more frail to prevent them from fighting back as much so they actually have incentive to escape.
Proposal C
Turn HCZ into a hellscape of traps or any other obstacle in HCZ aside from SCPs. Like zombie NPCs or something. (In SCP:CB, HCZ was locked down due to an SCP-008 Breach, so I mean...)

Also, we need to talk about 05 Retrieval
I want to implement this idea as well as the Anti-Rush plan.
Slightly reduce the number of SCPs and Add 05 Doppelgangers. In canon, 05 have active body doubles, in a gameplay standpoint, this could make hunting for the "right 05" a thrilling experience. The body double's job is to protect the real 05 Member. This would be so much more fun. (By extension for balancing purposes, here's kinda a preposition.

SCPs to MTF to Body Doubles
1:4:2  with 05 Being unique.
For every 1 SCP, there should be at most 5 MTF and 2 Body Doubles.

I know that these ideas are not as well refined, but the general idea is there. I hope something like this can be at least talked about. Hope something like this gets implemented.

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Pretty good ideas, +1 to all, though that may be too many body doubles. 


“I was so good at being a kid, and so terrible at being whatever I was now.”
― John Green, Turtles All the Way Down

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Posted  Edited by Doomnack

Proposal A is probably the best out of the three proposals; it's easy to implement and efficientally stops EZ rushing.

 

As for the others: I really don't like Proposal B, we don't need to reduce the abilities of researchers to enforce a concept. Proposal C is ehh, I don't think devs will do it. Something about placing zombies and traps in HCZ will probably not appeal to most people.

 

Though the part where you talk about 008 in Proposal C is kinda' cool. In SCP:CB the player was meant to close SCP-008 to disable the checkpoint lockdown between HCZ and EZ. If this could be implemented this would kinddaaa fix the issue, but not really anyways because SCP-008 and the EZ are so close together in Site-19.

 

To me, EZ rushing isn't a problem, made this stuff red to get this point across. It isn't a researcher problem either; CD and researchers do it equally. Besides, what are LCZ classes supposed to do, wait for HCZ SCPs to come kill them?

 

EZ rushing allows Class-Ds and Researchers to get the leverage on the round and get out of the LCZ before something comes to sit on them. Usually what happens anyways is that, LCZ classes escape RIGHT when the round begins, or are still rushing to the EZ, while in the HCZ. Both of which, are bad situations. 

 

Researchers don't want to escape immediately the facility; they leave right when the round ends. Researchers, once they arrive at the EZ, usually become makeshift TRO units from there. They become conscripted to hunt down orange people and SCPs. Once the round is near over, that's when they likely choose to escape.

 

For me it's challenging but fun to make it through the HCZ-SCP clusterfuck, through hostile Class-Ds, and all the way into the EZ, earning a reward of guns, equipment, and TRO units helping you out.

 

Agh posting long responses on suggestions. Oh wait there's more.

 

Ok, let's assume real quickly that the number of SCPs during O5 retrieval is 15 right now. I think the actual number ingame is around 25, but let's give some benefit to the doubt.

 

Essentially this means there should be 45 MTF (actually, according to your suggestion 5 MTF per SCP would make it 75 MTF, but again, benefit to the doubt: I'm giving this some leisure)

 

Obviously, it's impossible that our server will ever reach that many players, so in regards of that all the remaining player spaces will be filled with Red Right Hands. Two body doubles would also mean that there would be THIRTY O5 fakes to deal with. It does not sound fun to be this powerful, scary, monstrous being, and having to spend all your gametime hunting down 1 real researcher in this swarm of 30 others.

 

I think it's best to have around 3-5 real O5 in the round, and at least one has to escape in order for the round to succeed. Though, if you still want the idea of body doubles, it shouldn't be around 30 cardboard cutouts for SCPs to deal with.

 

loooong

 

 

 

 

Edited by Doomnack

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Imagine a different special round called: Where's Waldo?

 

SCPs v Body Doubles and 05

 

If scps kill 05, scps win.

If body doubles prevent scps from killing them, Foundation wins

 

 

It's a great idea I know


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6 hours ago, Doomnack said:

Researchers don't want to escape immediately the facility; they leave right when the round ends. Researchers, once they arrive at the EZ, usually become makeshift TRO units from there. They become conscripted to hunt down orange people and SCPs. Once the round is near over, that's when they likely choose to escape.

 

For me it's challenging but fun to make it through the HCZ-SCP clusterfuck, through hostile Class-Ds, and all the way into the EZ, earning a reward of guns, equipment, and TRO units helping you out.

If they just become TRO and have no other purpose, why don't we just remove Researchers and make more TRO spawn?

6 hours ago, Doomnack said:

Essentially this means there should be 45 MTF (actually, according to your suggestion 5 MTF per SCP would make it 75 MTF, but again, benefit to the doubt: I'm giving this some leisure)

 

Obviously, it's impossible that our server will ever reach that many players,

Actually it technically has a max of 80, so it couls have 75 MTF, but then only 5 scps/doubles/05. Regardless, I agree-there should not be that many doubles.  5 body doubles max, still a good idea, though. 


“I was so good at being a kid, and so terrible at being whatever I was now.”
― John Green, Turtles All the Way Down

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4 minutes ago, Duc2000 said:

If they just become TRO and have no other purpose, why don't we just remove Researchers and make more TRO spawn?

 

Idk, why doesn't Secret Lab remove scientists because they end up teaming with MTF. Well, not always.

 

Shouldn't have said it less literally, my bad. We all had those moments when we were in gangs of Class-Ds in EZ, and researchers just happen to show up and join us. Researchers are drastically different in function of TRO anyways, especially with their ability to work with Class-Ds. They are obliged to work with Class-Ds due to their familiar spawn places, and Class-Ds rely on Scientist to escape LCZ, but scientists usually end up defending the EZ from Class-Ds and SCPs.

 

In a certain perspective, escaping is basically ending the round early, kinda' like dying, and I don't think anybody playing breach wants to die. This is kinda' why researchers pretend to ignore TRO and especially TRO commanders when they urge the researchers to escape. Near the end of the round, the researchers suddenly remember they need to escape and that's when they pack their stuff and leave.

 

12 minutes ago, Duc2000 said:

Actually it technically has a max of 80, so it couls have 75 MTF, but then only 5 scps/doubles/05. Regardless, I agree-there should not be that many doubles.  5 body doubles max, still a good idea, though. 

 

I might have read it wrong and messed up. But anyways, 25 body doubles is waaaay too much, so it definitely needs a tone down.

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SCP:SL is a different situation, as due to the way the map is laid out, and a lack of a delay before the SCPs arrive, researchers rushing the entrance zone/the guard spawn point is way less of an actual issue. 

 

IN Breach, the delay before SCPS can leave is a massive issue, especially considering researchers can make it all the way to the entrance zone and to safety before any of them can spawn, making the journey completely non-dangerous and kinda dull. IT doesnt help that the researchers then have the option of being escorted/escaping which effectively makes them stop playing the round barely a minute in.

 

That is why it has to be changed. A change to how researchers can rush entrance zone, and a better way to motivate researchers to escape other than for "Foundation team gets more points towards winning the round and researcher kills on d-class dont give points". Simply reducing the points or making them give the team no points at all for killing things isn't going to motivate researchers to escape any quicker. 

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I still want there to be documents that the researchers can collect for points, idk why it hasn't been added as I see no cons of it...


“I was so good at being a kid, and so terrible at being whatever I was now.”
― John Green, Turtles All the Way Down

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On 1/11/2019 at 8:33 AM, Duc2000 said:

I still want there to be documents that the researchers can collect for points, idk why it hasn't been added as I see no cons of it...

That sounds really cool. Add a few more benefits on top of it too. Like imagine. Researchers can only escape if they have 3 documents scattered among the facility. Have it just appear in many of the SCP rooms. Escorting would not require documents to escape.

But I kinda just realized that makes the rounds way longer and kinda enforces Researchers staying behind to fight. I want Researchers to be more frail for that reason.

 

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