Content Suggestion SCP Minigames / Maintenance

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flameprince

Member
Jun 25, 2026
12
6
11
What does this suggestion change/add/remove:
Create a more active system that promotes interaction with SCPs, or allow some SCPs more options to influence their breach time (or otherwise allows them something to do). Additionally, give SCPs more options to influence the game outside of their CC that will, in turn, make more gameplay/roleplay for others.

My suggestion can work a few ways:
1) Foundation can increase breach time by doing maintenance/interacting with SCPs.
2) SCPs can decrease breach time with minigames/active play (such as 035 & 173 producing corrosive filth) but only if left unattended for extended periods

rough examples:
SCP-035, SCP-106 & SCP-173 all produce corrosive liquid by lore, this liquid should need cleaning & tending to increase breach timer. (produced actively to reduce it)
- In addition to above, SCP-106 should be able to roam its pocket dimension freely (and obviously interact with anyone who accesses it)
SCP-049 should be provided animal corpses it can interact with for small amounts of research/SCPXP. If it is not provided these corpses, breach time is reduced.
SCP-079 can slowly force damage onto technology such as doors, terminals, reactor etc, if these are left broken for extended periods it reduces their timer.
SCP-082 has a stash and can cook! No influencing on breaching, though.
SCP-457 should be regularly provided fuel (oven fuel), or their breach time is reduced.
SCP-682's acid can be replaced to increase their breach time. Not sure a mechanism should be in place to decrease it.
SCP-912's breach timer is reduced anytime it is able to interact with a gun.
Not sure for SCP-7722
SCP-TG-A/B timers can be increased using a scranton anchor, and decreased the more thaumaturgy is used on site.

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

These deal with specific SCPs whereas my suggestion would hopefully cover all playable SCPs and add a little more to the gameplay loop without necessarily buffing or nerfing anyone.

Edit: @Callahan pointed out the general "maintenance" idea already exists on the devtracker - this is great! My idea would definitely be in support of that change, and hopefully adjust how it is implemented down the line.

Possible Positives of the suggestion (At least 2):
- This adds more gameplay "reason" for foundation staff to interact with player SCPs that can be used in their testing/sampling documents or RP.
- This gives SCPs a little more to do, and makes breaching a more active process rather than an AFK fest.
- If people have more to do as SCP, or can influence their breach time, we may see people playing SCPs more often which give RSD more options for gameplay.
- Some SCPs, like 079, can create more work for techies and make them more useful.

Possible Negatives of the suggestion:
- If it is not well balanced, it could result in more breaches or someone not being able to breach if their timer is extended too much by Foundation efforts.
- If there is not an appropriate balance of GSD/RSD with appropriate clearance, higher clearance (more dangerous) SCPs with reduction activities will be able to breach more often then their lower classification counterparts.
- This represents a pretty noteworthy developmental overhead & change to the gameplay loop as it currently exists

Based on the Positives & Negatives, why should this suggestion be accepted:
- I believe that if the GM team is encouraged to & capable of accomodating a 'trial' of this change (by manually reducing/increasing timers) we can get a better view of what balancing should exist with this system.
- More dangerous SCPs, like 682, can be offered little options to reduce their timer as their breach is very disruptive to normal gameplay. This will make 682 less fun to sit & wait as, but considering the impact they make when they finally breach, this is probably balanced.

Ultimately, I think that there are a lot of gameplay loops currently that rely on people sitting around on their hands. Adding more options to make inactive gameplay more interesting will attract more people to regularly play as SCPs, and move away from the "SCP on call" system that seems to exist. We can utilise SCP players to make more gameplay/roleplay options for other jobs (such as with 079 w/ techies, and SCPs requiring maintenance for RSD). While this does represent a significant change to the gameplay loop, and a noteworthy developmental overhead, I believe it is one that, if done right, could make the server a lot more interesting.
 
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