I’ll be detailing this with assault armor in mind.
Current issues:
- CR boxes get often stolen preventing ScD from conducting tests
- Doing heists is impossible without juggernaut(s) OR massive groups
- Hiding spots for boxes are limited, allowing a little creativity in hiding them.
- Preparing for a large heist is not possible on an peak hour server due to predictability/lack of options.
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CR boxes
Before I talk about heist changes, I think it’s better to go over the boxes themselves first.
TL:DR:
- Boxes would once again slow down players carrying them.
- Boxes do not require a table in order to access the SCP inside; can be placed on the ground.
- SCP items can be dropped/given to other players without the box.
Boxes slowing down players carrying them made stealing them difficult back then, but was also a massive accomplishment (as you also had to have 2nd player to open doors for you).
Bringing back the same exact slow amount would not be good, as I think it would be bit too slow. Half of the amount might be it.
The ability to open doors while carrying a box should also remain to not interfere with tests that only have 1 combative escort.
Since getting boxes out of CR is harder now, the reward for doing should be greater.
Boxes can be placed on the ground and accessed. A specific kind of table is no longer needed to do so.
Allowing boxes to placed on floor alleviates the problem where you have a box but nowhere to place it down when you need to, as well as making space for creativity with where you want to hide the box as a CD.
Since getting boxes out of CR is more difficult, players should be able to pass SCP items to each other if needed. This would be useful for combatives as well as you possibly would not even need to take the SCP box for the test; just the SCP itself.
A situation where CD may hide a box for hours (and possibly forget it there) is an issue which has solution:
// Slowly and progressively shrinking circle to pin point location
After the box leaves CR, combatives are able to open some kind of map via terminals/tablets which shows a large circle on a map of the installation.
The circle represents the area in which the box is and will slowly become smaller.
This circle is reset to its max size when it is interacted with or moved far enough.
e.g If the box is only moved by 20 studs, it will not reset the circle size.
Do keep in mind with the interaction resetting the circle size: there is fine chance a CD might be unexpectedly lead a combative to the hiding spot, especially if it gets interacted with a lot. Or at the very least give another hint.
The circle at it’s max size would be very large, being very vague on the location at its start. and does not include height.
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Heists
With obtaining CR boxes being more difficult, the reward needs to be higher.
Currently heists are simply not possible without a juggernaut, and even more so with the above changes and additions.
TL:DR:
- Yellow ember is no longer turned on and no announcement is included.
- Heist triggers silent alarm
- Heists are faster(?)
- Installation Command structure changes
Yellow Ember is not turned on and no announcement is made when a heist is started.
Instead a silent alarm will begin, which can only be noticed in few ways:
- TV screen inside Omicron SD spawn.
- TV screen inside MTF spawn.
- TV screen inside Epsilon checkpoint.
- TV screens inside highway checkpoints.
The TV screens which have this silent alarm should be positioned in a way that you have specifically look for it; you should not notice it by accident.
Alternatively the silent alarm should just not be super obvious on the TV (e.g no big red screen with text).
While I can’t get in super detailed description of structure changes, CDs should be able to bring boxes from the caves to the moonpool while in cover.
Right now CDs must go through extremely open area with (sometimes) lot of traffic.
More cover would also be nice. Adding few hollow cargo containers might already do well.
Additionally, IC depot could have a ramp which would connect to the moonpool, allowing slightly faster transportation between the 2.
The SD spawn in IC would be moved, as it will be problematic with stealth; disabling the spawn immediately gives away the heist to anyone who tries to spawn there, and would be extremely powerful spawn point if responding to a heist.
A possible alternative would be Phi motorpool, which has it’s own benefits.
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Expanding on trackers
The tracker system can be expanded further.
This expansion is to further improve the tracker systems and improve preparing for heists.
- Decoys
- Disabling trackers
// Decoys
Class-Ds are able bring decoy boxes to CR to possibly fool combatives.
To start, CD has to get to IC and obtain a box. These boxes spawn on the shelves inside the depot and can be picked up and moved just like CR boxes.
The only differences these boxes have is that they do not slow down the player carrying them.
The boxes can already be used as is, but will miss few details such as SCP number and other details related to the SCP. They will still have the plate, but no details are included.
CDs can improve the decoys with a cheap marker bought from smuggler or CD vendor. This will add details of a chosen SCP.
E.g the box will receive the number 662 and object class onto the plate.
Decoys can even further be improved by bringing them to 914. Putting a marked box into 914 will add non-functional copy of the SCP into the box. The decoy item can be picked up but cannot be used.
This decoy box will slow down the player carrying it once it is/has been in CR.
Alternatively, while the decoy item is not inside the box, carrying the box will not slow down the player carrying it.
These boxes can disposed of at IC, by simply bringing them back to Depot. Any altered boxes will reset back to their original form after being there for few minutes untouched.
This allows CDs to possibly re-use the decoy box later.
// Disabling trackers
The trackers on CR boxes can be disabled, but not just anywhere by anyone.
There are few select places where the trackers will disable by themselves:
- IC Depot
- Epsilon checkpoint (Monorails not included)
- CR (Of course)
Combatives are also able to disable trackers temporarily anywhere, to clear any possible confusion.
While disabled, the tracker circles will not appear on the map.
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I am not 100% confident that this would be 100% balanced, which is why I think little experimentation and discussion is needed before full implementation.
Things that may still need implementation and discussion for possible solutions:
- Further detailing of IC structure changes.
- Benefits for placing down a box onto a table as opposed onto the ground?