Denied Biohazard changes

This suggestion has been denied and will not receive development.
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Mar 6, 2025
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What does this suggestion change/add/remove:

  • The E-11 “Biohazard specialist” is given a Decontamination foam gun with infinite spray (Currently only possessed by ERT and the Osuit) They are an official “Biohazard” unit, and are vital in 008 breaches in clearing spores.

  • The regular "decontamination foam” is purchasable in the dispensers as a Cl 3 - This is NOT an info breach as regular site staff would not know whats its used for, but during a breach. Instructions on how to properly utilize the tool can be debriefed over comms. This would also go off of the biohazards getting endless foam, people would still have to place down the "Decontamination foam vat” given to SCUs and Biohazard specialists to ensure regular people do not run out.

  • The bulk door in front of 008 CC - (Known as Hells gate on the US, Garden Blast door on UK) should be UNBREAKABLE by 008-2 instances. It is a BULK door, and for some reason the instances are able to break it with easy, unlike other blast / bulk doors where instances are unable to break them at all

  • Slight change to the bio doors. The biodoors should close… BEFORE the instance passes them. The whole point of a “quartine door” is to PREVENT an instance from getting past it. Not, passing it, THEN the door closes. Its detection of an instance should be greatly increased.

  • Buff in health / resistance for the other biodoors, especially for the ones in EZ. 008-2 instances can easily solo shred them, kind of making them pointless outside of denying them access into certain areas for around a minute or two.

Has something similar been suggested before? If so, why is your suggestion different?:
I Tried looking for some, but couldn't find any prior suggestions. I’m sure there might be some lost to time though

Possible Positives of the suggestion (At least 2):
  • “Realism” in the sense that the foundation is actually more properly equipped to handle an 008 outbreak (Referring to the biohazard specialist and foam change)
  • Logical for the door changes. 008-2 instances are unable to break bulk doors.. So it doesn't make sense that they can break the one outside protecting the chamber in which its contained. And furthermore, the biodoors actually closing PRIOR to the instance passing just makes them more useful and genuinely can contain the breach or at least hold it in certain areas for much longer.
  • The buff to the biodoors would also have the same effects mentioned above.

Possible Negatives of the suggestion:
  • Foundations' ability to contain 008 outbreaks / prevent them from getting out of hand could be to quick. Though I doubt this and ill explain more below.


Based on the Positives & Negatives, why should this suggestion be accepted:

Starting with the door changes. The biohazard doors are generally really useful. THough they have 2 major issues. 1 - Being durable. They are basically paper for 008-2 instances. And for any other scp, they are even weaker. And 2 - Detection radius. They close AFTER the biohazard walks pass it. Kinda defeating the whole point of a "quarantine door” is to PREVENT the biohazard from getting past it, so its really only logical to increase the range of detection on them.

With the change of hells gate (the bulk door right outside of 008 CC) , it is technically a bulk head door. Which 008-2 instances are unable to break, I don’t see why they can break that one. Even if its to allow instances to kinda take control should a test go horribly wrong. Them being trapped inside the CC either way would be catastrophic as every second behind the door is just more spores developing. The instances would have a fair chance just without being able to roam all of LHCZ.

Finally, The changes to the biohazard unit & adding the Decon foam to dispensers. For such a vital part of the breach being spore removal. The foundation is genuinely really… unprepared as currently only 7 people maximum even posses a foam tool. (2 SCUs, 2 BIO hazards, and 3 containment specs). Arguably, the biohazard specialists who are fully immune to 008, should possess the infinite foam tool, as it fits their role and would be a realistic tool for them to have.

Dispensers being given the regular foam tool requiring a cl 3 would allow greater use for the Decontamination vats as there would be a greater number of people who would require them. There would be no concern for it being an info breach as its simply just a tool that sprays foam without any mention of its use for spores. During a breach information can properly be debriefed over comms to quickly tell Cl3 personnel on how to properly use it.

I don't believe any of these changes would really fully prevent a breach, just at least give Foundation a fighting chance before UN / ERT deployment.

In summary, I believe these changes would benefit the foundation but also just server health by allowing the foundation to be slightly more prepared in the case of an 008 breach and hopefully have a fighting chance with the breach before ERT / UN assistance arrives. Being able to “hold your ground” for a little longer than usual
 
-/+ support

I'm + supporting the infinite spray as it gives Some unique Identity to the biohazard role. As currently that role us for 2 scps. And its still entirely RNG should you get infected or not

(off topic)
And in general I hate the whole idea of SCU as its just better e-11. In every scenario from weaponry to biochemical hazards to normal breaches to CI. I know why they exist Good intentions at the start with lowpop and everything but Turns sour at high pop.

Anyways But im in negative support to the normal biohazard door health buff. (Bulk i agree with) By the time those actually get broken A combative with nerve gas shoulda been there. Unless there's like 15 008-2s on it you will have enough time.

Maybe a techincal expert Could repair damage already done to it? (ETS update maybe)
 
-/+ support

I'm + supporting the infinite spray as it gives Some unique Identity to the biohazard role. As currently that role us for 2 scps. And its still entirely RNG should you get infected or not

(off topic)
And in general I hate the whole idea of SCU as its just better e-11. In every scenario from weaponry to biochemical hazards to normal breaches to CI. I know why they exist Good intentions at the start with lowpop and everything but Turns sour at high pop.

Anyways But im in negative support to the normal biohazard door health buff. (Bulk i agree with) By the time those actually get broken A combative with nerve gas shoulda been there. Unless there's like 15 008-2s on it you will have enough time.

Maybe a techincal expert Could repair damage already done to it? (ETS update maybe)
I appreciate the feed back :)

Though, I will say the doors are usually broken by just a solo instance. I don't really have a clip or anything but i recall a single instance upon a new breach literally just shredding through it.. You can't really rely on combative getting there in time as more often than not its 1 or 2 breaking the doors and the rest stopping combative from even reaching them. Techies are usually a no go as if the breach is that bad, their spawn is covered in spores or just being camped by instances so. Not much to do unfortunately
 
The E-11 “Biohazard specialist” is given a Decontamination foam gun with infinite spray (Currently only possessed by ERT and the Osuit) They are an official “Biohazard” unit, and are vital in 008 breaches in clearing spores.
sure +Support
The regular "decontamination foam” is purchasable in the dispensers as a Cl 3 - This is NOT an info breach as regular site staff would not know whats its used for, but during a breach. Instructions on how to properly utilize the tool can be debriefed over comms. This would also go off of the biohazards getting endless foam, people would still have to place down the "Decontamination foam vat” given to SCUs and Biohazard specialists to ensure regular people do not run out.
We don't need 20 people spray foam everywhere
-support
The bulk door in front of 008 CC - (Known as Hells gate on the US, Garden Blast door on UK) should be UNBREAKABLE by 008-2 instances. It is a BULK door, and for some reason the instances are able to break it with easy, unlike other blast / bulk doors where instances are unable to break them at all
By the time they break the bulk mtf should be there otherwise it would be a skill issue
-support
  • Slight change to the bio doors. The biodoors should close… BEFORE the instance passes them. The whole point of a “quartine door” is to PREVENT an instance from getting past it. Not, passing it, THEN the door closes. Its detection of an instance should be greatly increased.
I mean zombie are faster then the bulk so the system probably doesn't notice it till last min
Neutral
Buff in health / resistance for the other biodoors, especially for the ones in EZ. 008-2 instances can easily solo shred them, kind of making them pointless outside of denying them access into certain areas for around a minute or two.
I would rather just make them stronger the closer they are from surface then buffing them all together.
Neutral
 
I mean zombie are faster then the bulk so the system probably doesn't notice it till last min
Neutral

I would rather just make them stronger the closer they are from surface then buffing them all together.
Neutral
It closes the moment it passes them, ideally you'd want it to detect them from further away start the closing. (Have it close from an instance down the hall, not after passing the door)

And i can get with the last one, the ones at EZ are really thick so
 
+ Support
  • Slight change to the bio doors. The biodoors should close… BEFORE the instance passes them. The whole point of a “quartine door” is to PREVENT an instance from getting past it. Not, passing it, THEN the door closes. Its detection of an instance should be greatly increased.
I do have to agree with this although i haven't dealt with a 008 breach (yet) hearing the stories and looking at videos on how fast a breach could happen. Within the CC viewing area (if there int one) a keypad to close the outer bulkhead door would be perfectly amazing for this it would be able for E-11 to close that bulkhead door for 008 to slow down/stop his breach and contain it within one area until enough backup arrives.

+ Support
  • The E-11 “Biohazard specialist” is given a Decontamination foam gun with infinite spray (Currently only possessed by ERT and the Osuit) They are an official “Biohazard” unit, and are vital in 008 breaches in clearing spores.

I personally don't see a reason why this shouldn't be added in other then people spamming the goo which can easily be done by removal from E-11 and/or demotion and any other punishments that fits.



In general, i have a + Support i don't agree with EVERYTHING but there's a load that i do agree with. Very Sigma.
 
+ Support

I do have to agree with this although i haven't dealt with a 008 breach (yet) hearing the stories and looking at videos on how fast a breach could happen. Within the CC viewing area (if there int one) a keypad to close the outer bulkhead door would be perfectly amazing for this it would be able for E-11 to close that bulkhead door for 008 to slow down/stop his breach and contain it within one area until enough backup arrives.

+ Support


I personally don't see a reason why this shouldn't be added in other then people spamming the goo which can easily be done by removal from E-11 and/or demotion and any other punishments that fits.



In general, i have a + Support i don't agree with EVERYTHING but there's a load that i do agree with. Very Sigma.
We're unable to close bio doors. (Both at the bulk or anywhere else). Hence why i suggested a bigger range of detection + the door outside the CC being unbreakable.
 
Suggestion Denied

Hi @Sule Goodman ,

Thanks for taking the time to make a server suggestion.

The Content Team has chosen to deny your suggestion due to the following reason(s):

The E-11 “Biohazard specialist”

Given Bio`s this item will heavenly Impact testing and small breaches of 008 - Mechanics, were made to counter this by needing to refill your Foam and we still believe this is needed.

The regular "decontamination foam” is purchasable in the dispensers as a Cl 3.

We do like this idea, but there are to many issues like Minges and usage for non-RP situation. (We understand staff should enforce this)
This is still on the board for further discussion and if accepted will be added.

The bulk door in front of 008 CC making it unbreakable.


This would also just fully limit breaches and give 008 0% to escape or try to do damage hard limiting the scp.

Slight change to the bio doors. The biodoors should close… BEFORE the instance passes them.

The purpose of these doors is to reduce the spread rate of 008 Not fully stopping them, If good coordination is done like a fire line at (LCZ near 173 door and gsd) you can limit 008 in Lower LCZ. Making them close beforehand would just fully limit the most dangerous SCP overall.


I will look into this one as it seems only he EZ door is a 3 hit for 008. Rest of the doors are fine and they stop them for a few minutes if fought.
  • Buff in health / resistance for the other biodoors, especially for the ones in EZ. 008-2 instances can easily solo shred them, kind of making them pointless outside of denying them access into certain areas for around a minute or two.

Afterword,

We acknowledge your desire for changes to SCP-008 to reduce its lethality and minimise disturbances to ongoing roleplay. However, it is important to remember that SCP-008 is designed to be a hard and dangerous SCP that poses a significant threat to the entire site if not contained promptly.

Your suggestion will now be locked and marked as denied.​
 
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