This is meant more as a collective for me, but I wouldn’t mind having the communities opinion on things. Everything here will be summarized by ChatGPT because otherwise I will rant and it will be very long. I also want to note that this is meant for SCPFs, specifically the SRPs where you are required to apply to play the game.
Idea 1: More Access To Default Roles
No more department groups. Players won’t need to apply up to two times before accessing the game. Upon joining the foundation group, players will have access to all main teams (SD, ScD, E&T, MD, CD, etc.).
SD players won’t have guns and can only perform basic security tasks like checking IDs, monitoring security cameras, reporting incidents, and patrolling. E&T players won’t have access to tinker with major systems, only perform repairs, restock supplies, and handle basic service tasks.
Idea 2: License System
Building on the first idea, HRs can now grant licenses to players for various abilities such as handling guns, food, driving, anomaly containment, and more. Players must attend a tryout or training session to obtain these licenses. This system allows SD players to get guns, but only if they choose to go through the licensing process. If they’re content without guns, they don’t need to obtain a license.
The licensing system rewards players who excel and allows HRs to revoke permissions if they are abused. Licenses can also include titles like doctorates, which recognize significant achievements in specific fields. For example, a researcher with many credible reports could earn a doctorate in their specialty, but this concept isn’t limited to researchers alone.
Idea 3: Documents
Players can now write documents on clipboards and upload them to a central database, accessible by fellow researchers, supervisors, and MTF personnel needing containment procedures for specific anomalies. These documents will be global, persisting even after players log off. This system could integrate a clearance mechanism that isn’t rank-based, ensuring players can only access information appropriate to their clearance level.
A special department might be established to manage these documents. This system allows for secure guidelines and documentation for departments, eliminating the need for external tools like Google Docs and reducing the risk of leaks.
Idea 4: Clearance System
Building on Idea 3, security clearances could be tied to a number saved to your profile instead of being linked to a group rank. This way, not all L4s are supervisors—sometimes a junior researcher might need L4 clearance for a high-level project without being higher in command than others.
A department like RAISA would be responsible for granting clearances based on duties, jobs, and other criteria. This system ensures that only truly trustworthy players receive the clearances they need to perform their roles, without implying they are superior to other players.
Idea 5: Events/Team Points
Players who complete objectives will earn points for their department. At the end of each week, an event will occur based on the points accumulated. For example, if E&T fails to repair generators enough times, the power will go out and cell doors will open. These events will compound, potentially leading to the facility crumbling if departments don’t earn enough points. These weekly events will occur at the same time, creating both a competitive and anticipated aspect for players. Points will reset at the end of each week.
Idea 5: Respawning/Medical Effects
In my game, players will never truly die in lore; instead, they’ll be revived. Upon death, players can choose their spawn location, which will affect their condition upon respawn. Some non-permanent effects like the flu, broken bones, or bleeding may persist.
For example:
- Medical Bay: Revive with full health and receive medical supplies, but slower access to equipment.
- Armory: Quick access to equipment but retain injuries like bleeding, requiring self-care.
- Barracks: Quick respawn with partial health and basic equipment.
- Research Labs: Respawn with research tools but lower health.
- Security Station: Respawn with standard gear but no health recovery.
This system is designed to make players weigh their options and make strategic choices based on their current situation.
Idea 6: Shops / Lockers / Cosmetics
Players can use their cash to buy both cosmetic and non-cosmetic items in the game. These items are stored in lockers around the facility and are sent back to the locker upon death. Some items require a certain amount of XP, which players can earn by completing objectives, before they can be purchased. Items can include things like food, clothing variants, and better weapons.