Content Suggestion Chemical Grenade Overhaul

Content Suggestions will be reviewed by Content Team weekly, please allow time as not everything can be reviewed at once.
Complete Overhaul of Chemical Grenades and SCP Interaction System:
Right now, chemical grenades are underutilized in day-to-day gameplay. While general combat chemicals are beneficial across most regiments, chemical grenades remain one of the least used tools, largely due to cost and poor application in PvP scenarios. However, their potential in PvE is significantly higher.

The goal of this overhaul is to give E-11, and potentially other regiments, a more strategic and interactive toolset when dealing with SCP threats. This would also create a distinct playstyle and utility for E-11 operators, pushing their role further into specialized containment and anomaly suppression.

Core Concept:
Chemical grenades should have different effects on different SCPs, tied to the type and level of chemical used. They should also scale in weight based on chemical quantity and type, offering trade-offs between mobility and utility.

These grenades would be classified by Clearance Level (CL), determined by the catalyst used to craft them. The level dictates strength, usage limits, and overall effectiveness against various SCP entities.



Classification of Chemical Grenades:

Level 1 (Unrestricted)

  • Uses CL1 catalysts
  • Basic chemical grenades with limited effects

Level 2 (Restricted)

  • Uses CL2 catalysts
  • Moderate suppression capabilities

Level 3 (Confidential)

  • Uses CL3 catalysts
  • Targeted for use against specific SCP categories

Level 4 (Secret)

  • Uses CL4 catalysts
  • Highly specialized, capable of significantly disrupting SCP behavior
Level 5 (Top Secret)
  • Uses CL5 catalysts
  • Critical-response ordnance with extreme effects
  • Restricted to top-level containment scenarios only


Interaction Example:

  • The effectiveness of any given chemical grenade would depend on the SCP targeted, and the chemical level used.
  • SCP entities would have an internal resistance threshold.
    • If the grenade’s clearance level is equal to or greater than the SCP’s threshold, the grenade is highly effective.
    • If the grenade’s level is below the threshold, effects are minimal or ineffective.
  • This encourages situational awareness and proper loadout planning, rather than blind use of chemical grenades.



Sample Chemical Types and Effects:

Orange Goop

  • Temporarily suppresses consumption-based abilities (prevents SCPs from using "eat" or regenerative abilities)

Static Fluid

  • Slows or temporarily freezes SCPs based on their movement type
  • Heavier SCPs or those with higher resistances require higher clearance grenades for full effect
Closing:
For the sake of keeping this framework open to future content development, I will not list additional chemicals here. The key is to allow gradual expansion as gameplay balance evolves.




Has something similar been suggested before? If so, why is your suggestion different?:
No, not to this degree

Possible Positives of the suggestion (At least 2):
  • Provides new gameplay depth across all roles involved in SCP containment or suppression.​
  • Creates more meaningful interactions between players and SCPs beyond standard gunplay.​
  • Adds value and purpose to an underutilized equipment type.​
  • Expands potential for PvE encounters and future event scripting.​
  • Supports more immersive roleplay by reinforcing the idea that not all SCPs can be fought the same way.​
  • Encourages players to think about proper tool usage and preparation.​

Possible Negatives of the suggestion:
  • Will require development resources to properly implement SCP-specific interactions.​
  • May need significant testing and tuning to avoid making chemical grenades too powerful or too situational.​
  • Could result in balance concerns if certain grenades are overused in PvP contexts.​
  • Some players may initially struggle with learning proper usage or understanding grenade interactions.​

Based on the Positives & Negatives, why should this suggestion be accepted:
The system provides both mechanical and roleplay depth that is currently lacking in this area of the server. It gives chemical grenades a true purpose beyond PvP spam and introduces scalable design for future SCP updates or new chemical types. While some balancing will be required, the overall gain in gameplay diversity and containment-focused interaction is well worth the effort.
 
I think the biggest issue with chem nades right now is that they're a lot of effort to make for what they do. I think a revision of their effects and making them more flexible could give players reasonable incentive to pursue chem nade production.
+Support
I found that most of the grenades were near useless for practical application, it costs triple what it takes to make them normally and its a one time use.
 
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I found that most of the grenades were near useless for practical application, it costs triple what it takes to make them normally and its a one time use.
To my knowledge, there's also a lot of presently uncraftable chem nades whose effects aren't implemented, that would be kinda interesting imo. I'm assuming at least some of those are planned? I think some chem effects as nades would be fun.
I am once again asking for GMObj Nades

IIRC I'm pretty sure that 106 nades are unimplemented. That'd be hilarious IMO.
 
To my knowledge, there's also a lot of presently uncraftable chem nades whose effects aren't implemented, that would be kinda interesting imo. I'm assuming at least some of those are planned? I think some chem effects as nades would be fun.
I am once again asking for GMObj Nades

IIRC I'm pretty sure that 106 nades are unimplemented. That'd be hilarious IMO.
Could definitely implement 106 in a way that could force a teleport location to resecure escaped KTEs, like Mark a zone and when they're hit they go back to the marked location