049 when day break addition

What does this suggestion change/add/remove:
-Instead of the person becoming a normal zombie when 049 needles them, they have a chance to become 3 different variants and add some abilities for 049
Some minor nerfs that are needed
  1. If there are fewer than 70 players, all -2 will be Shambler and cannot become -2B or -2C until the player count exceeds 70.
  2. Depending on how powerful this becomes, hacking level to breach 049 will either increase to lev 5 or remain lev 4
  3. 049 speed will be slightly reduced.
  4. 049 hp will be reduced by 25%
One simple, tiny buff
- Any player that is downed and is in the immobilization phase can be converted into a -2 regardless of whether they are immune or not
Reason for this: How will ERT or GOC space marine stop 049 from taking their suit off or a sentinel ripping their armor off if they are immobilized and are unable to resist?
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-----2 new abilities 049 will be given and one passive ability for both 049 and zombies----------
SCP-049
The Plague Doctor

- Ability: Curative Rite
Cooldown: 240 sec
Ability: for the next 10 seconds, any nearby zombie will be passively healed by (35HP/sec)and will be inflicted with rally (increase speed and attack speed) till the ability ends

- Ability: Rot‑Mend Transfer
Cooldown: 30 sec
Ability: Allows 049 to heal the target ally that is by him to 70hp/sec for 5 seconds

Passive ability: Curative Bond
Description of ability: 049 will be highlight to all -2 variants to find him, vise versa for 049 find his -2.

Description: After years of being in site 67 scp 049 has start to nearly perfect his cure thanks the blood that he extracted from multiple scp that he was able to extract and fuse it with the cure and one step closer from nearly creating the perfect cure, however he still has lot of work, but at least he much more prepared now and his Variants will show that.
----------The 3 variant---------
SCP-049-2A
The Shambler

HP: 500
AP: depends on the job needle by 049 (EX: if the player was on nu7 jug, then they will get 500 Armor; if it was a d class with no armor, then they will get no armor)
Walk speed: same as a normal person
Run speed: same as a person
Size: normal
Can SCP use the keypad to open the door? No, it's too stupid to do that
Can SCP break the door open: yes, depending on how many are there
Can SCP break bulk open: If alone, no, with group, yes

Weapons: Normal claws
Cooldown: 1 second
Damage: 35 Dmg

special attack: Slash
Cooldown: 15 seconds
Damage: 50 + bleeding

Passive ability: Pestilent Surge
Description: The more zombies that are together, the less time it will take for doors or bulk to be destroyed(requires 4 to break bulk, 8 to double the effort)

Chance of becoming one: 50%

Description: Your basic zombies, whose absolute loyalty is to 049, and are usually the frontlines, like pawns on a chessboard.
Limits: Only 8 can become this variant (if max, the chance of becoming scuttler or sentinel will significantly increase)
----------------------------------
SCP-049-2B
The Scuttler
HP 200
AP: No armor, regardless of class, they were
Walk speed: double that of a normal person
Run speed is double that of a normal person
Size: 0.9
Can SCP use the keypad to open the door: Yes
Can SCP destroy doors: No

Weapon: sharp claws:
Cooldown: 0.5 seconds
DMG: 15 dmg + bleed

Passive ability: Backstab:
If the player is behind their victim and hits them, they will do 50 DMG and inflict bleed and dizziness (tranq affects). No one is immune to this.

Special ability: Blight veil
Cooldown: 60 seconds
Ability: player will become invisible for 30 seconds; however, they will not be able to attack at all until the ability ends

Chance of becoming one: 30%

Description: Scuttlers were usually very athletic before becoming a victim of 049. After getting needle by 049 with the 966 variant of 049 "cure", they will become significantly faster, have sharp claws that can slash through armor, and are given a weaker version of 966 invisibility, but at the cost of being significantly weaker than an average zombie and unable to wear any armor due to their deteriorating body. Scuttlers are the scouts and assassins for 049's army, as they are usually seen first and have attempted to kill key personnel before the main zombie forces arrive, and can be considered a bishop on a chessboard.

Limit: Only 3 can exist (if max new -2 will become Shamblers or become Sentinels)
-------------
SCP-049-2C
The Sentinel
HP: 2000
Armor: its too big to wear armor plates
Size: big enough that it looks intimidating, but it won't need to crouch through the door.
Walk speed: slightly slower than your average player
Run speed: slightly slower than your average player
Can the zombie open the door using the keypad? No, to focus on protecting 049
Can the zombie break the door? Yes
Can the zombie break bulk: yes, but if alone, can do as much dmg as 076; however, if there are two, can do as much dmg as 682

Weapon: Punch (because sometime slashing isn't enough)
Cooldown 3 seconds
Damage: will do 70 dmg and inflict bleed and knock the player back a good distance

Special Ability: Stampede
Cooldown: 45 sec
Ability: Charges in one direction; anyone in that line of direction will be decimated
Damage: Instantly immobilize (person with 0 armor, except GOC space marine and ERT) 50 DMG + bleed and fracture for those who have armor. No one is immune to this.

Passive ability: Flesh‑Forged Resilience
Description: Bullets will do only 70% of their actual dmg, and Teslas will only do 20% of their actual dmg and will become disable for 20 sec
Chance of becoming one: 20%

Description: Sentinels usually are people who are athletically strong and after being killed by 049 will be inject with a "cure" variant that is fused with scp 082 DNA after which the subject will grow at large wait being double the size of a normal mtf unit and will usually stay by 049 side like guardian of sort and will kill anyone hostile or if 049 demands it. They usually reside by 049, like a rook would be defending a strategic position.
Limit: Only two can be in this position (if max -2 will either become Shamblers, Scuttler, or will just die)
Limit 2: Cannot abandon 049 and will start taking dmg if sentinel is a large distance from 049 (EX is at 096 when 049 is at his cell)

Has something similar been suggested before? If so, why is your suggestion different?:
Idk

Possible Positives of the suggestion (At least 2):
- More RP opportunity for both the foundation, GOC, and CI
- Make 049 a more capable SCP that shouldn't be left alone.
- Makes breaching more fun
Possible Negatives of the suggestion:
- May be too powerful for e11 to handle (somehow)
- A lot of coding
- Can be abused by CI/GOC if 049 gets to surface

Based on the Positives & Negatives, why should this suggestion be accepted:
With E11 constantly getting stronger due to the buff it received, I believe some scp need to get stronger too, like 049. 049 is barely a threat to the foundation now because MTF is significantly stronger, and if they get overwhelmed, they will call in the GOC Space Marines to deal with it. I believe this will give 049 the ability to inflict fear on everyone. This can also slowly turn 049 into a more support and crowd-control-oriented and make him more capable of defending itself the longer the breach lasts. Another reason why i making this is because i want -2 to be a unique SCP along side 049 and not just a weaker version of 008 that can't infect and this can also give researchers something to do. hopefully this get accepted, i don't expect some of it not accepted but most of it i hope it does.

This gave me the idea of the variants, its also a good video :D

I also picked a song that player will hear when they get close to 049 making him more intimidating :)
 
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