Content Suggestion [CIS] Containment Interaction Systems, Research and SCP Overhaul

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What does this suggestion change/add/remove:
It adds a new Containment Interaction System (CIS) that creates dynamic sessions between SCPs and Researchers. Each session generates randomized SCP-specific questions, tracks SCP mood, gauges containment stability, and applies temporary attributes that influence gameplay and RP. It also produces detailed, printable documents summarizing the session’s outcomes.
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(I made a little UI to fully describe the idea in question)

Has something similar been suggested before? If so, why is your suggestion different?:
Containment interaction ideas have been suggested in the past, but this system stands apart by combining a mood meter, containment stability gauge, and temporary SCP attributes into one integrated mini-game. It also automatically documents the outcomes for RP purposes, making the process both immersive and practical.


Possible Positives of the suggestion (At least 2):
  1. Creates unique, replayable RP sessions with randomized outcomes, preventing containment from feeling repetitive.
  2. Adds depth to Research gameplay by tying SCP behavior, containment risks, and testing traits directly to player decisions.
  3. Strengthens immersion with in-game documentation and tangible props (printouts, clipboards) that Researchers can share with others.

Possible Negatives of the suggestion:
  1. Development complexity may be high since it requires randomized systems, UI elements, and integration with SCP mechanics.
  2. Poor balancing could result in SCPs becoming too difficult or too trivial depending on trait outcomes.

Based on the Positives & Negatives, why should this suggestion be accepted:
This system adds an innovative layer of risk, reward, and documentation to SCP research and containment. While it may require careful balancing, the positives of immersive RP, varied SCP behavior, and researcher engagement strongly outweigh the negatives. It would give players meaningful interactions and fresh outcomes every session, enriching the overall containment experience.
 
neutral, an interesting idea but mini game like things tend to harm rp more than it does to strengthen it, not a ad idea but not sure its the best thing for a rp server. Also what does time do on the right side of your ui? This also can be all done in rp except for the containment stability
 
neutral, an interesting idea but mini game like things tend to harm rp more than it does to strengthen it, not a ad idea but not sure its the best thing for a rp server. Also what does time do on the right side of your ui? This also can be all done in rp except for the containment stability
In Theory, the Minigame would be timed to prevent abuse of systems. Each round there is 60 seconds or whatever decided on, to make a decision for the prompt, if no decision is made, a neutral decision will be made for you. Considering the abuse that can come from this, the minigame will be a battle of the minds so to speak. So the winner is basically the one more knowledgeable on the SCP or questions that arise, since they are randomized, its up to how much SCP lore you know.

Benefits will be applied visa versa on question outcomes so they could be good or bad based on outcomes
 
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In Theory, the Minigame would be timed to prevent abuse of systems. Each round there is 60 seconds or whatever decided on, to make a decision for the prompt, if no decision is made, a neutral decision will be made for you. Considering the abuse that can come from this, the minigame will be a battle of the minds so to speak. So the winner is basically the one more knowledgeable on the SCP or questions that arise, since they are randomized, its up to how much SCP lore you know.

Benefits will be applied visa versa on question outcomes so they could be good or bad based on outcomes
No offense but this kind of makes the mini game useless, if someone is in a rp scenario they shouldn't feel the need to click a button once a minute, let alone from my understanding, your response to the mini game affects your RP scenario, which should be dictated by player interaction and not a mini game. It feels like this will harm RP more than it would help, as players would be focused on choosing the right attributes in the mini game instead of interacting with others, to ensure they dont get a random selection that they might not want. Along with how this would play into the server, it appears that breach mechanics would have to change based on the containment stability, which in theory would mean more breaches and players could just choose negative stability, until they reach a breach. If 0/100 containment stability does NOT result in a breach, then it doesnt make sense to include. There are to many flaws for this system in the way it is currently layed out, so I have to give a -support. It appears to be a big overhaul of current systems that dont need to be changed to much.
 
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No offense but this kind of makes the mini game useless, if someone is in a rp scenario they shouldn't feel the need to click a button once a minute, let alone from my understanding, your response to the mini game affects your RP scenario, which should be dictated by player interaction and not a mini game. It feels like this will harm RP more than it would help, as players would be focused on choosing the right attributes in the mini game instead of interacting with others, to ensure they dont get a random selection that they might not want. Along with how this would play into the server, it appears that breach mechanics would have to change based on the containment stability, which in theory would mean more breaches and players could just choose negative stability, until they reach a breach. If 0/100 containment stability does NOT result in a breach, then it doesnt make sense to include. There are to many flaws for this system in the way it is currently layed out, so I have to give a -support. It appears to be a big overhaul of current systems that dont need to be changed to much.
I understand your concerns, but I think there’s a bit of a misconception with how this system would function. The timed mini-game isn’t designed to replace RP or force players to sit there clicking buttons every minute. The neutral fallback ensures nobody is punished for not responding, and the purpose of the mechanic is to add unpredictability and consequences to containment, not take away from roleplay.

In fact, this system is meant to enhance immersion by creating new RP scenarios. Temporary traits like “sensitivity to light” or “resistance to sedation” give Researchers and SCPs fresh material to act around. Instead of harming interaction, it introduces new conditions that spark more engagement. The containment stability gauge also isn’t a simple “breach bar.” It represents SCP temperament and cooperation, with smaller in-chamber events happening well before a full breach would even be possible. Breaches would remain staff controlled, but stability provides a structured way to add tension and realism.

It’s also worth noting this system wouldn’t need to be active 24/7. It could be implemented as a tangible tool that GMs insert for events or special occasions, making containment testing or breach scenarios more dynamic and memorable. That way, it acts as an RP enhancer when needed, not an overhaul that disrupts day-to-day gameplay.

With those adjustments in mind, I believe the system has strong potential to deepen roleplay opportunities and add a unique gameplay layer without undermining current systems.