What does this suggestion change/add/remove:
- Introduce SCP-610 as a high-threat, catastrophic flesh-based pathogen aligned with its original SCP lore.
- Adjust SCP-008 to better reflect its canon behavior, emphasizing direct contact transmission and progressive host deterioration rather than airborne spread or site ending phenomenon (it's a Euclid class SCP that all things considered is a pretty standard clean up job on its own).
SCP-008 Changes (Lore Accuracy Rework)
SCP-008 should be reworked to follow its SCP Wiki source material more closely:
- Transmission Method: Only spreads through direct contact with infected (e.g. direct attacks with no biohazard protection).
- Removing current spores mechanic.
- Infected are not stronger (e.g. large bulks are no longer breakable by SCP-008-2's).
- Threat naturally neutralizes if left undisturbed (e.g. similar to the 035 mechanic).
This makes SCP-008 a slow burn biothreat, ideal for mass Containment Breaches where SCP-008 can flourish unchecked or injected in high population areas but still relatively weak on its own greatly reducing the amount of Code Blacks.
SCP-610 Implementation (High-Level Threat)
SCP-610 would be introduced as a high stake, site ending pathogen, distinguishing itself from SCP-008:
- Transmission Methods: SCP-610 Host would first have to completely kill the next in order to ensure infection and can be transmitted by via spore clusters left behind which would damage nearby players.
- Infection Types: Reflecting the way SCP-610 changes hosts into more effective killing machines, SCP-610 would have a different percentage chance to transform the host into one form or another. All of them being able to leave behind spore clusters.
- Think Halo Flood Experience
----Examples----
SCP-610-2 (Flesh Brute) 33% Chance
- 1200 HP.
- Kills in 2 Hits (LMB Attack).
- Slow Movement Speed (Think Charge Ability similar to SCP-457/SCP-9000A-3).
- Ability to break down Large Bulks.
SCP-610-3 (Flesh Crawler) 33% Chance
- 600 HP.
- Kills in 3 Hits. (LMB Attack).
- Ultra Fast (Think SCP-9000A-2/Fast Zombie from HL2).
- Can Leap into the Air (RMB Ability, Think Fast Zombie from HL2).
SCP-610-4 (Spore Carrier) 33% Chance
- 400 HP
- Ranged Organic Projectile that Kills in 2 Hits (LMB Attack).
- Slightly Faster Than Human Speed (Think 939's Speed).
- Releases Airborne Spores around itself causing high amounts of Damage (RMB Ability, Think Nerve Gas Lethality but Biohazard/Gas Mask Immunity).
This makes SCP-610 an escalation threat, a scenario where players must act quickly and decisively or risk total facility collapse similar to the current state of SCP-008.
Rules wise, I believe that SCP-610 should be much higher requirements to Breach, something absurd like 18+ MTF Online making it a very rare Containment Breach (Maybe Once Every Other Week). Along with a highly monitored Vault-like Containment Chamber which sends a notification to all E-11/AO-1/SCUs that the Vault has been opened (Not Breached but just opened) and the physical entity would be like a cryogenic pod that once disabled via CL4 Biometric Access Pad would immediately flood the entire Containment Chamber (Observation Room would be fine) with a fog killing and infecting those inside (e.g. Biohazard is immune and meaning that all SCP-610 Containment Breaches would start within its Containment Chamber unlike SCP-008). Testing on SCP-610 would require approval from 05 Council and be heavily restricted but allows for great cross testing ideas plus other cool RP scenarios. With the changes to SCP-008, perhaps lesser restrictions on breaching it due to its changes make Code 3's more common and less Code Blacks.
Has something similar been suggested before? If so, why is your suggestion different?:
Most definitely, the idea of implementing SCP-610 or editing SCP-008 has likely been suggested before. However, this proposal differs in its commitment to SCP lore accuracy, gameplay balance, and infection variety.
Rather than simply adding another "zombie-style" threat, this suggestion:
Possible Positives of the suggestion (At least 2):
- Enhanced Lore Accuracy:
Both SCP-008 and SCP-610 will more closely follow their original SCP documentation, improving immersion and storytelling potential for lore-focused players. SCP-008 will become a more grounded, realistic biohazard, while SCP-610 will reflect its true world ending potential.
- RP Potential:
This suggestion creates the foundation for complex events, including cross-testing scenarios (e.g. 008 and 610 meeting), research experiments, and conflicts of interest with GOI's, namely UNGOC thus increasing the secrecy of SCP-610 being on site.
- Diverse Gameplay Experiences:
This update introduces two distinct code 3 types: a fast and random, albeit decaying threat (SCP-008) and a built up chaotic, mutation-driven catastrophe (SCP-610). Each offers unique containment challenges, encouraging varied responses from Site Command, GENSEC, and MTF.
- Adds a Unique, High-Impact SCP to the Server:
Introducing SCP-610 brings fresh content that expands the server’s SCP roster with a visually distinct, lore-rich anomaly. Popular and an SCP that a lot of folks already want to see on the server.
Possible Negatives of the suggestion:
- Development Complexity:
Implementing multiple mutation forms for SCP-610, along with tailored mechanics and a new part of the map, may require significant development time, custom modeling, and extensive bug testing which is a lot of hassle for one new SCP.
- Balance Risk:
If not carefully tuned, SCP-008 can be made too weak and overshadowed by SCP-610. Another concern could be an uncontainable threat (SCP-610) as SCP-610 is going to have different variations which can cause the gameplay to not be fun.
Based on the Positives & Negatives, why should this suggestion be accepted:
Despite the potential challenges in development and balancing, the benefits of this suggestion strongly outweigh the negatives. Introducing SCP-610 not only enriches the server’s SCP lineup with a unique and lore-accurate threat but also reworks SCP-008 into a more faithful and distinct experience. This results in two biologically themed SCPs that serve entirely different code 3 roles, one as a fast-paced, strike anywhere, decaying biohazard and the other as a built up starting in HCZ high-threat mutative outbreak (It's going to be called out way before the majority of the server faces it and come from the deepest depths of the facility).
The proposal enhances replayability, roleplay depth, and immersion while avoiding redundancy by clearly separating their mechanics and containment procedures. With proper balancing and visual distinction, both SCPs can coexist on the same server without overlap, offering players diverse challenges and new content that revitalizes breach events, MTF responses, and Research objectives.
In short, this suggestion expands the server’s narrative potential such as giving E-11 a reason to be kept on Site that is somewhat in line with lore accuracy while respecting SCP lore and giving players an entire new code 3 experience.
“It is impossible to stop, and even more impossible to contain. The infected flesh grows like a tumor, spreading quickly and corrupting everything it touches. Site-[REDACTED], even here, the shadow of its corruption looms, a constant reminder of the failure that awaits beyond these walls. May God have mercy on all your souls.” - SCP-610 Primary Containment Log (With a twist referencing Site-65).
- Introduce SCP-610 as a high-threat, catastrophic flesh-based pathogen aligned with its original SCP lore.
- Adjust SCP-008 to better reflect its canon behavior, emphasizing direct contact transmission and progressive host deterioration rather than airborne spread or site ending phenomenon (it's a Euclid class SCP that all things considered is a pretty standard clean up job on its own).
SCP-008 Changes (Lore Accuracy Rework)
SCP-008 should be reworked to follow its SCP Wiki source material more closely:
- Transmission Method: Only spreads through direct contact with infected (e.g. direct attacks with no biohazard protection).
- Removing current spores mechanic.
- Infected are not stronger (e.g. large bulks are no longer breakable by SCP-008-2's).
- Threat naturally neutralizes if left undisturbed (e.g. similar to the 035 mechanic).
This makes SCP-008 a slow burn biothreat, ideal for mass Containment Breaches where SCP-008 can flourish unchecked or injected in high population areas but still relatively weak on its own greatly reducing the amount of Code Blacks.
SCP-610 Implementation (High-Level Threat)
SCP-610 would be introduced as a high stake, site ending pathogen, distinguishing itself from SCP-008:
- Transmission Methods: SCP-610 Host would first have to completely kill the next in order to ensure infection and can be transmitted by via spore clusters left behind which would damage nearby players.
- Infection Types: Reflecting the way SCP-610 changes hosts into more effective killing machines, SCP-610 would have a different percentage chance to transform the host into one form or another. All of them being able to leave behind spore clusters.
- Think Halo Flood Experience
----Examples----
SCP-610-2 (Flesh Brute) 33% Chance
- 1200 HP.
- Kills in 2 Hits (LMB Attack).
- Slow Movement Speed (Think Charge Ability similar to SCP-457/SCP-9000A-3).
- Ability to break down Large Bulks.
SCP-610-3 (Flesh Crawler) 33% Chance
- 600 HP.
- Kills in 3 Hits. (LMB Attack).
- Ultra Fast (Think SCP-9000A-2/Fast Zombie from HL2).
- Can Leap into the Air (RMB Ability, Think Fast Zombie from HL2).
SCP-610-4 (Spore Carrier) 33% Chance
- 400 HP
- Ranged Organic Projectile that Kills in 2 Hits (LMB Attack).
- Slightly Faster Than Human Speed (Think 939's Speed).
- Releases Airborne Spores around itself causing high amounts of Damage (RMB Ability, Think Nerve Gas Lethality but Biohazard/Gas Mask Immunity).
This makes SCP-610 an escalation threat, a scenario where players must act quickly and decisively or risk total facility collapse similar to the current state of SCP-008.
Rules wise, I believe that SCP-610 should be much higher requirements to Breach, something absurd like 18+ MTF Online making it a very rare Containment Breach (Maybe Once Every Other Week). Along with a highly monitored Vault-like Containment Chamber which sends a notification to all E-11/AO-1/SCUs that the Vault has been opened (Not Breached but just opened) and the physical entity would be like a cryogenic pod that once disabled via CL4 Biometric Access Pad would immediately flood the entire Containment Chamber (Observation Room would be fine) with a fog killing and infecting those inside (e.g. Biohazard is immune and meaning that all SCP-610 Containment Breaches would start within its Containment Chamber unlike SCP-008). Testing on SCP-610 would require approval from 05 Council and be heavily restricted but allows for great cross testing ideas plus other cool RP scenarios. With the changes to SCP-008, perhaps lesser restrictions on breaching it due to its changes make Code 3's more common and less Code Blacks.
Has something similar been suggested before? If so, why is your suggestion different?:
Most definitely, the idea of implementing SCP-610 or editing SCP-008 has likely been suggested before. However, this proposal differs in its commitment to SCP lore accuracy, gameplay balance, and infection variety.
Rather than simply adding another "zombie-style" threat, this suggestion:
- Corrects SCP-008's mechanics to align with its canon behavior (non-airborne, no strength buff, progressive decay).
- Introduces SCP-610 as a distinct, horrifying, high-level mutation threat that escalates far beyond what SCP-008 is capable of.
- Implements mutation variety through a percent-based transformation system, giving SCP-610 unique gameplay outcomes and replay ability.
- Focuses on clear mechanical separation between both anomalies, preventing overlap and redundancy.
Possible Positives of the suggestion (At least 2):
- Enhanced Lore Accuracy:
Both SCP-008 and SCP-610 will more closely follow their original SCP documentation, improving immersion and storytelling potential for lore-focused players. SCP-008 will become a more grounded, realistic biohazard, while SCP-610 will reflect its true world ending potential.
- RP Potential:
This suggestion creates the foundation for complex events, including cross-testing scenarios (e.g. 008 and 610 meeting), research experiments, and conflicts of interest with GOI's, namely UNGOC thus increasing the secrecy of SCP-610 being on site.
- Diverse Gameplay Experiences:
This update introduces two distinct code 3 types: a fast and random, albeit decaying threat (SCP-008) and a built up chaotic, mutation-driven catastrophe (SCP-610). Each offers unique containment challenges, encouraging varied responses from Site Command, GENSEC, and MTF.
- Adds a Unique, High-Impact SCP to the Server:
Introducing SCP-610 brings fresh content that expands the server’s SCP roster with a visually distinct, lore-rich anomaly. Popular and an SCP that a lot of folks already want to see on the server.
Possible Negatives of the suggestion:
- Development Complexity:
Implementing multiple mutation forms for SCP-610, along with tailored mechanics and a new part of the map, may require significant development time, custom modeling, and extensive bug testing which is a lot of hassle for one new SCP.
- Balance Risk:
If not carefully tuned, SCP-008 can be made too weak and overshadowed by SCP-610. Another concern could be an uncontainable threat (SCP-610) as SCP-610 is going to have different variations which can cause the gameplay to not be fun.
Based on the Positives & Negatives, why should this suggestion be accepted:
Despite the potential challenges in development and balancing, the benefits of this suggestion strongly outweigh the negatives. Introducing SCP-610 not only enriches the server’s SCP lineup with a unique and lore-accurate threat but also reworks SCP-008 into a more faithful and distinct experience. This results in two biologically themed SCPs that serve entirely different code 3 roles, one as a fast-paced, strike anywhere, decaying biohazard and the other as a built up starting in HCZ high-threat mutative outbreak (It's going to be called out way before the majority of the server faces it and come from the deepest depths of the facility).
The proposal enhances replayability, roleplay depth, and immersion while avoiding redundancy by clearly separating their mechanics and containment procedures. With proper balancing and visual distinction, both SCPs can coexist on the same server without overlap, offering players diverse challenges and new content that revitalizes breach events, MTF responses, and Research objectives.
In short, this suggestion expands the server’s narrative potential such as giving E-11 a reason to be kept on Site that is somewhat in line with lore accuracy while respecting SCP lore and giving players an entire new code 3 experience.
“It is impossible to stop, and even more impossible to contain. The infected flesh grows like a tumor, spreading quickly and corrupting everything it touches. Site-[REDACTED], even here, the shadow of its corruption looms, a constant reminder of the failure that awaits beyond these walls. May God have mercy on all your souls.” - SCP-610 Primary Containment Log (With a twist referencing Site-65).