Content Suggestion Combatting SCP powercreep with combative overhauls.

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Jan 8, 2023
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What does this suggestion change/add/remove:

Weapon Adjustments Against SCPs

  1. Heavy Weapons & Infantry
    • Flat ≤25% increase in damage exclusively against SCPs.
  2. Light Weapons & Infantry
    • Flat ≤15% decrease in damage exclusively against SCPs.
  3. Advanced Armory (AA) Tools
    • Flat ≤10% increase in damage exclusively against SCPs.

Containment Beam Effectiveness Based on Body Mass

  • >90% BM: No observable benefits.
  • <70% BM: Slowed movement speed.
  • <40% BM: Slowed movement speed (Stage II), impaired vision, reduced attack speed.
  • <10% BM: All above effects plus reduced attack range, decreased damage, slowed attack speed (Stage II).
    • Effects can also be tied to number of participants beaming the same SCP. More effects can be unlocked if more people are beaming the same SCP

SCP Buffs in Groups

  1. Group Buff Mechanics
    • <3 in a group: 5% damage resistance buff.
    • 4 in a group: 10% damage resistance buff.
    • 6 in a group: 15% damage resistance buff.
    • >10 in a group: 25% damage resistance buff.
  2. Group Buff Conditions
    • Buff applies only if the required group size is maintained within a coded registry range. The buff is removed if members move outside this range.

Environmental Damage Adjustments

  1. Increased Environmental Damage to SCPs
    • Fire, electricity, toxins (e.g., nerve gas, chemical grenades), and high-powered explosives deal ≤20% more damage exclusively to SCPs.
    • Exclusions: SLAMS, grenades, and launchers.

Heavy Units Buffs Against SCPs

  1. Damage Resistance Buff
    • +5% exclusively against SCPs.
  2. Damage Increase Buff
    • +5% exclusively against SCPs
    • Both can be adjusted based on core factors

New Competitive/Casual breaching queue​


Core Features

1. Casual Breach Queue

Always Accessible:

Casual breaches are always available and can activate even during low-population times.

Focused on simpler objectives and shorter breach durations (e.g., 10-15 minutes).


Frequent Breaches:

Breaches occur more often (e.g., every 30 minutes) but involve fewer SCPs or lower-stakes objectives.


Casual Objectives:

Example goals:

SCP-049: Infect 2+ players and move zombies to any zone.

SCP-173: Escape containment and eliminate one target.

SCP-096: Eliminate one viewer and survive for 5+ minutes.



Participation-Based Rewards:

Players earn XP, in-game currency, and smaller-scale rewards for participation, with no competitive ranking.


2. Competitive Breach Queue

Unlock Conditions:

Competitive breaches only activate when key roles are filled on the server, such as:

A minimum number of Epsilon-11 (E-11) or Mobile Task Force (MTF) players.

Facility personnel (e.g., Researchers, Security) reaching a set threshold.


Example: Competitive queue unlocks when 20+ players are online, with at least 3 MTF and 3 Facility personnel.


Less Frequent, Higher Stakes:

Competitive breaches happen less often (e.g., every 1-2 hours), with longer durations (15-20 minutes) and more complex objectives.


Challenging Objectives:

Objectives require teamwork and are more intense:

SCP-049: Infect 5+ players and escort a horde to a specific, high-priority zone (e.g., Entrance Zone or Heavy Containment).

SCP-173: Eliminate high-priority targets (e.g., MTF Commander, Scientists) while avoiding detection.

SCP-096: Eliminate all viewers or breach key facility locations (e.g., Armory, Gate A).



Leaderboard and Rewards:

Performance tracked on weekly/monthly leaderboards.

Top players/groups receive exclusive rewards like SCP skins, titles, and bonus currency.


3. Passive SCP Threats

Always Active SCPs:

SCPs like SCP-7722 and SCP-096 breach passively and independently of the queue.

These passive threats provide consistent gameplay challenges, ensuring downtime between breaches is still engaging.




SCP-Specific Adjustments

SCP-682

  • High regenerative abilities.
  • High damage resistance.
  • Susceptible to containment through a mechanic to "lull" its rage.
  • Effective against doors.
  • Introduced "Rage Meter" mechanics:
    • When in rage mode, all buffs increase, and debuffs are removed.

SCP-076

  • High mobility.
  • Low damage resistance.
  • Highly effective against doors.
  • High damage output with increased attack range.
  • Some form of charge effect that can be used for shields or doors
  • Immortal, cannot be killed, has to be beamed and brought back to his box and sealed

SCP-049

  • Very low damage resistance.
  • High conversion rates for both SCP-049 and SCP-049-2 variants.
  • Grouping with variants grants additional buffs.
  • Variants can gain weapons or unique ways to convert players when grouped.

SCP-082

  • Gains the ability to "bloat" and explode, impairing vision and marking individuals in range.
  • Gains different abilities depending on consumed materials.
  • Effective against AA equipment after specific consumptions.
  • Consuming bodies restores small amounts of HP.

SCP-457

  • Burns its environment for a limited time, blocking exit routes.
  • High health.
  • Low resistance to damage.
  • Shooting SCP-457 creates residue that suffocates individuals if gas masks are not worn.

SCP-860-2

  • Converts into SCP-860-1 and SCP-860-2 variants.
  • Can be used for partial containment, concealment, escape, or stealth kills.

SCP-079

  • Can hack objects to create booby traps.
  • Can mark individuals through the facility's camera system.
  • Internal movement system limited to CATV and computers, reducing omnipresence.
  • Intel Mechanic:
    • The more SCP-079 hacks, the more powerful it becomes (e.g., faster hacking speed, ability to disable systems).
  • Introduce passive surveillance on all facility computers through cameras.
  • Hacking abilities now enhance gameplay for Technical Experts and Engineering Departments.

SCP-2295

  • Can use environmental materials (e.g., spores, blood, dirt) to regenerate its "fluff."
  • Fluff Mechanic:
    • Fluff must be manually regained by SCP-2295 (low passive regen to encourage active gameplay).
  • Can heal and fix debilitating conditions (e.g., fractures, blood loss) using fluff.
  • Can assist in Medical Department operations or extreme situations.

SCP-096

  • Introduce more randomized and interactive ways for his photo to appear:
    • SCP-079 can hack photos into documents, making them appear unexpectedly.
  • Encourage civilian involvement by placing SCP-096's photo in surface-level scenarios.
  • Randomized photo spawns promote constant awareness and risk.

SCP-106

  • Deteriorating Aura:
    • Causes corrosion around his containment chamber, requiring Janitors to clean or risk breaches.
  • Teleportation limited to locations SCP-106 has physically visited.
  • New ability: Rest:
    • "Damage" increases SCP-106’s "Rest Meter." The lower the meter, the stronger SCP-106 becomes (increased movement, jump, and grabbing range).
  • Reality Anchors:
    • Reduce SCP-106’s movement speed and disable teleportation abilities.
  • Containment mechanics:
    • Force teams to detain SCP-106 in designated zones while transporting a Class-D to the femur breaker.

All Reality Benders

  • Reality Anchors effectively reduce movement speed and disable random abilities, chosen randomly each new unique anchor
  • Energy replaced with a charging mechanic, the more stored energy the greater the benefits, the less stored energy the higher the debuffs to their abilities
    • Essentially infinite energy but usefulness, range and damage output greatly depends on how much is stored overtime.

SCP-7722

  • Introduced "Devout/Karma Meter":
    • Evil: Greatly increased damage to targeted individuals.
    • Bad: Slightly increased damage.
    • Neutral: No enhancements.
    • Good: Damage decreases, encouraging avoidance of these individuals.
    • Devout: Minimal damage, nearly non-existent.
    • Attacking 7722 with Good or Devout karma will heavily decrease Karma levels
  • The Karma Meteras a whole will trigger SCP-7722's breach if too many evil individuals reside in the facility.
    • Containment Methods:
      • Terminate or detain those marked as evil.
      • Evade SCP-7722 long enough for karma levels to regulate by performing good deeds or ceasing harmful actions.
  • The more evil individuals present:
    • The greater SCP-7722's buffs, including increased movement speed, attack damage, defense, and access to unique weapons or utility tools.
  • Importance placed on maintaining a neutral facility, encouraging increased ISD activity and Internal Security efforts to investigate and mitigate "evil" individuals before SCP-7722 breaches.
  • Remove free movement, 7722 will be forced into his statue state until breached.

SCP-9000-A3

  • Extremely low effectiveness from AA tools and environmental damage.
  • Charge mechanic replaced with a scream that disorients individuals within range.
    • Echo location can be combined with the scream to add more skill ceiling and not make A3 one note.
  • Very high health.
  • High damage resistance.
  • Average speed.
  • Low effectiveness against doors.

SCP-9000-A2

  • Low health.
  • High speed.
  • Extremely low effectiveness from AA tools and environmental damage.
  • Corrosive blood damages armor and visibility upon being shot.
  • Low effectiveness against doors.

SCP-939

  • Can mimic sounds and nearby effects.
  • Uses breached voice comms to impersonate individuals.
  • High health and damage resistance when grouped.
  • Consumes dead bodies for minor health restoration.
  • Average effectiveness against doors.

SCP-966

  • Gains new ability "Overtime":
    • The longer it remains in an area with increasing numbers of individuals, it applies stacking effects:
      • 5 individuals: 10% effectiveness.
      • 10 individuals: 30% effectiveness.
      • 15+ individuals: 45% effectiveness.
    • Effects on targets:
      • Increased blinking.
      • Movement, vision, and health/armor debuffs.
      • Increased vulnerability to SCP-966 attacks.

SCP-173

  • Blinking mechanic enabled only when fully breached.
  • Extremely high health.
  • Extremely fast, akin to teleportation when no one has eyes on it.
  • Little effectiveness against doors.
  • Extremely high resistance to damage.
  • Highly susceptible to chemicals or environmental effects that keep individuals alert (e.g., coffee, stimulants).
  • Highly susceptible to containment beams when used en masse.

SCP-999

  • Hugging SCP-682 reduces its rage meter.
  • Hugging has a calming effect on SCPs with rage-based mechanics.
  • Functions as a supportive SCP with buffs to allies.

(I encourage anyone to include more ideas for SCP's these are just what I thought up off the top of my head)
I'll add more to this later, when I have more coffee






Has something similar been suggested before? If so, why is your suggestion different?:
I think so, but not to this specific degree,


Possible Positives of the suggestion (At least 2):
If internal organization is moot, why not make the combative stance more fun?

Possible Negatives of the suggestion:
Overall development for this type of change will be long

Based on the Positives & Negatives, why should this suggestion be accepted:
A suggestion like this would mainly be for fun, the changes would give a new breath of fresh air to all parties involved
 
Last edited:

Recker

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I really really like this idea, though, I think some modifications can be made to ensure that we're not straying away from what the SCPs are supposed to be in canon (we already stray away from basic SCP canon enough as it is imo).

SCP-076

  • High mobility.
  • Low damage resistance.
  • Highly effective against doors.
  • High damage output with increased attack range.
  • Some form of charge effect that can be used for shields or doors
  • Immortal, cannot be killed, has to be beamed and brought back to his box and sealed
I would be against 076 being immortal. His basic canon is that he is the -2 instance of SCP-076 which itself is the box he spawns in. He's meant to be able to be killed over, and over, and over, and over because the box just makes a new -2.

From the SCP Wiki:
Upon death, SCP-076-2's remains will putrefy rapidly, until reduced to dust. SCP-076-1 and the coffin within will then slam shut with great force, and the lock will rotate, sealing it shut. SCP-076-2 will then reform within the coffin, a process taking anywhere from six (6) hours to twenty-five (25) years.

In general for SCP-076-2 I think him being terminated is enough in itself along with the other traits you described.

SCP-9000-A3

  • Extremely low effectiveness from AA tools and environmental damage.
  • Charge mechanic replaced with a scream that disorients individuals within range.
  • Very high health.
  • High damage resistance.
  • Average speed.
  • Low effectiveness against doors.
The scream is too similar to 682's roar that stuns people imo..

What about enhancing the echolocation so it can see people around walls and stuff? If it has average speed it shouldn't be too OP and would balance itself out.

SCP-939

  • Can mimic sounds and nearby effects.
  • Uses breached voice comms to impersonate individuals.
  • High health and damage resistance when grouped.
  • Consumes dead bodies for minor health restoration.
  • Average effectiveness against doors.
The only issue I see with 939 consuming dead bodies is from a coding standpoint, that'd require dead bodies to be on the map as ragdolls (which lots of ragdolls creates lots of lag). Lagdolls!

Anyways... I love everything else about this suggestion. It's time SCPs get an overhaul!
 
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Jan 8, 2023
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The scream is too similar to 682's roar that stuns people imo..

What about enhancing the echolocation so it can see people around walls and stuff? If it has average speed it shouldn't be too OP and would balance itself out.
So the general idea behind SCP-9000 server wise is to mainly be an annoyance and firstly a bullet sponge, nothing more. Supposed to break groups up and use the dynamic between the two to induce chaos. Having a charge effect on either of them is pointless when one should be working with the other. A2 is supposed to be the charger for the group breaking up parties and A3 is supposed to be the fat kid pushing through clearing AA and heavy weapons from grouped up parties. Anything it can use to disorientate would be a little better than just rushing in. Could always remove the 682 roar and give it to A3.

The only issue I see with 939 consuming dead bodies is from a coding standpoint, that'd require dead bodies to be on the map as ragdolls (which lots of ragdolls creates lots of lag). Lagdolls!
We already have this, otherwise medics and defibs would be pointless, this would encourage individuals to revive more or be suspect to 082 and 939 from regaining lost health from fallen comrades.

I would be against 076 being immortal. His basic canon is that he is the -2 instance of SCP-076 which itself is the box he spawns in. He's meant to be able to be killed over, and over, and over, and over because the box just makes a new -2.

From the SCP Wiki:


In general for SCP-076-2 I think him being terminated is enough in itself along with the other traits you described.
So I agree with this, however if 076 is mainly going to be a raged induced killing machine his only real threat should be regenerative abilities, and his inability to die. Otherwise we can include nitro to be able to completely destroy him at a certain BM, giving nitro a more bold usefulness. The general idea is to make every SCP unique in its overall threat, and give parties more of a thought process when going into a SCP queue. Everyone has a chance to group up and think of a unique combo with the SCPs on the server and how to use them effectively against the foundation to breach.
 

Recker

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So the general idea behind SCP-9000 server wise is to mainly be an annoyance and firstly a bullet sponge, nothing more. Supposed to break groups up and use the dynamic between the two to induce chaos. Having a charge effect on either of them is pointless when one should be working with the other. A2 is supposed to be the charger for the group breaking up parties and A3 is supposed to be the fat kid pushing through clearing AA and heavy weapons from grouped up parties. Anything it can use to disorientate would be a little better than just rushing in. Could always remove the 682 roar and give it to A3.
That's fair

We already have this, otherwise medics and defibs would be pointless, this would encourage individuals to revive more or be suspect to 082 and 939 from regaining lost health from fallen comrades.
Not going to lie I didn't think about this lol - I forgot a mechanic was already added
 
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What does this suggestion change/add/remove:

Weapon Adjustments Against SCPs

  1. Heavy Weapons & Infantry
    • Flat ≤25% increase in damage exclusively against SCPs.
  2. Light Weapons & Infantry
    • Flat ≤15% decrease in damage exclusively against SCPs.
  3. Advanced Armory (AA) Tools
    • Flat ≤10% increase in damage exclusively against SCPs.

Containment Beam Effectiveness Based on Body Mass

  1. >90% BM: No observable benefits.
  2. <70% BM: Slowed movement speed.
  3. <40% BM: Slowed movement speed (Stage II), impaired vision, reduced attack speed.
  4. <10% BM: All above effects plus reduced attack range, decreased damage, slowed attack speed (Stage II).

SCP Buffs in Groups

  1. Group Buff Mechanics
    • <3 in a group: 5% damage resistance buff.
    • 4 in a group: 10% damage resistance buff.
    • 6 in a group: 15% damage resistance buff.
    • >10 in a group: 25% damage resistance buff.
  2. Group Buff Conditions
    • Buff applies only if the required group size is maintained within a coded registry range. The buff is removed if members move outside this range.
Comparing the Nerfs to the Buffs, my lord what a nerf to SCP's this is.
I'm not going through the SCP buffs here because I think they're good for those specific ones, but take an SCP like one of the TG's. Very low HP, terminable, good offense. He gets to low BM quite often, and this would make him an extremely shit SCP, because you can easily dish out a lot of damage, and once he hits a lowered BM, he would be terrible.
I feel like the weapon changes are fine (Maybe make Heavy Weapons & Infantry only have a 20% increase), but the BM ones are awful. At 40%, it would be extremely arduous and annoying to play, as that is at nearly half your HP where it takes effect. 25% BM would be much better imo, although I think 20% would be right at the sweet spot.
As for 10%, to me there is just 0 way to combat that. The reason beams take awhile is so people can't just run up and do it, and decreasing Range, Damage, and Attack speed would just be horrendous.

I like the last one as an idea, so maybe make it closer to something like 1-3% BM? But it just sounds awful to buff/change.

SCP-049

  • Very low damage resistance.
  • High conversion rates for both SCP-049 and SCP-049-2 variants.
  • Grouping with variants grants additional buffs.
  • Variants can gain weapons or unique ways to convert players when grouped.
I actually really like this one a lot. The buff for SCP's getting damage resistance in a group would make 049-2's very frail and weak, but stronger as they group together, creating more of a hoard situation where you have to flee. Perhaps maybe making 049-2 slower to account for this? But then again, they may just not stick together, which could result in some fun strategy between SCP's having to try and stick together more, adding more fear factor, and making 049 have to play smartly with his zombies.
I'd also say to make the 049-2's more susceptible to AA (Like Nerve or Nitro) as a counter to them traveling in large groups. Still scary, but you can disperse them.

SCP-7722

  • Introduced "Devout/Karma Meter":
    • Evil: Greatly increased damage to targeted individuals.
    • Bad: Slightly increased damage.
    • Neutral: No enhancements.
    • Good: Damage decreases, encouraging avoidance of these individuals.
    • Devout: Minimal damage, nearly non-existent.
      (Attacking 7722 with good or devout karma decreases your karma more heavily)
I like this idea a lot, but how would you really fight 7722 in this case?
I mean lets say you start with Devout, then if you tried to fight 7722, you could blast him a lot, and once he kills you it would reset back to Devout, so there wouldn't be any easy way to get to Evil Karma.
Now I feel like this is an issue with how easily lives can get thrown away within the site - Especially during Breaches and Raids, but this would just encourage that, as to keep your Karma low.
As for starting at Neutral, well then how would you get down to Devout? By not shooting? That would make basically all the GOI's invincible to 7722 on surface, as during the C5 they wouldn't shoot him because, they aren't assisting in the C5.

I like this idea a lot, but it just seems a bit meh to implement.

SCP-9000-A3

  • Extremely low effectiveness from AA tools and environmental damage.
  • Charge mechanic replaced with a scream that disorients individuals within range.
  • Very high health.
  • High damage resistance.
  • Average speed.
  • Low effectiveness against doors.
My favourite SCP.
9k-3 to me has always been basically a burst Juggernaut. He has 20k HP, 110 Damage per Hit, regen at 20% (ish). He's very good. His drawbacks are his stupidly slow Walk/Run speed, which makes his rely on his Sprint for movement. His other drawback is his echolocation, which is very distinct from 939's, in that you make the noise, not them.
Now that I've given detail, I'll give my thoughts on each point.

>AA/Environmental Damage:
->Environmental I'm all for. I think it's niche and interesting, and feeds into the "zombies are weak to fire" type stuff. AA I'm more mixed on, as an Auger would murk 9k-3, and he is made to be a tank with a good burst. I'd try to keep AA normal on him.

>Scream:
->I feel like this could be something like a better 682 scream. Imagine this but with less End-Lag at the end, which would make it a good quick option for dealing with large groups that are sticking together, which would also allow 9k-3 to take advantage of it due to the low End-Lag.

>Health/Damage Resistance:
->No issues. He is made to be a literal tiny tank.

>Average Speed:
->The trade off from a sprint that can chase down people even on speed, to a normal run is good imo. It makes his less of a burst attacker, but he can effectively chase and kill plenty without worrying about his sprint being on cooldown, and him getting fucked over.

>Doors:
->The change from him being able to break BD's, to having low effectiveness against doors is weird to me. He deals a very large amount of damage, and is quite bulky/strong, so I don't see why his door break speed would be this slow.

SCP-9000-A2

  • Low health.
  • High speed.
  • Extremely low effectiveness from AA tools and environmental damage.
  • Corrosive blood damages armor and visibility upon being shot.
  • Low effectiveness against doors.
Compared to 9k-3, he's a lot more..... shit. Currently he is Terminable, Quick, Frail, Weak (Seriously, he does like 40 damage per hit), and just not very fun to play against, nor as. As it is a pair with 9k-3, I assume the idea is for it to close in and distract, while 9k-3 deals damage, but 9k-3 is already tanky as fuck so there's no point to it, and 9 times out of 10, 9k-2 just gets fucked over for it.

>Health:
->Issue stated above. I feel like for him to have his low health, he should be more like a Glass Cannon, but 9k-3 already deals a stupid amount, and having them breach together would be insane. Although this would encourage them to be breached more, as they are pretty cool SCP's with unique counterplay, I don't feel like this would be the correct approach, and his low HP makes him terrible.

>AA/Environmental Damage:
->I'm actual ok with this one as long as he would have a decent amount of HP. Due to his low amount, maybe he could have very high effectiveness against AA, to make him more of a sweeper that goes in, kills the people with AA, then fucks off. Or maybe he could bait it out. But currently with his Frailness, I feel like AA would be an issue. Environmental Damage is good although.

>Corrosive Blood:
->This is fine. He's really frail, so encouraging him to be shot as a damage source is meh to me, but it's a buff, so I don't see any issues with it. Although there could still be better damage options to make up for his low HP amount, this is ok to me.

>Doors:
->No issues, this is how it currently is.

SCP-999

  • Hugging SCP-682 reduces its rage meter.
didn't he breach whenever 999 played with 682
Although in the thing he originally fell asleep before breaching, so this kinda makes sense? idk.

SCP-079

  • Can hack objects to create booby traps.
  • Can mark individuals through the facility's camera system.
  • Internal movement system limited to CATV and computers, reducing omnipresence.
  • Intel Mechanic:
    • The more SCP-079 hacks, the more powerful it becomes (e.g., faster hacking speed, ability to disable systems).
  • Introduce passive surveillance on all facility computers through cameras.
  • Hacking abilities now enhance gameplay for Technical Experts and Engineering Departments.
This is no longer in order because you posted more when I was typing this.
I sure do bet @Zen would love more ET&S gameplay for 079.

I like this idea, but the site currently is not really made for what you want. This to me is very similar to SCP-SL, and past me just believing this server should strive to be different, I don't think they're enough cameras around to do this. He wouldn't be able to hack a lot of BD's (Like in HCZ), go to niche doors that may be hard to break, etc.
Also what booby traps? Memetic hazards are still being fixed, but even then they don't really matter during a C5, so I'm just wondering.
Hacking would also be weird, as you couldn't reach a lot of Keypads while in the Camera, so the system would be need to be changed for it.
I feel like the ideas are all good, except for the Camera one, which would just be arduous.

SCP-106

  • Deteriorating Aura:
    • Causes corrosion around his containment chamber, requiring Janitors to clean or risk breaches.
  • Teleportation limited to locations SCP-106 has physically visited.
  • New ability: Rest:
    • "Damage" increases SCP-106’s "Rest Meter." The lower the meter, the stronger SCP-106 becomes (increased movement, jump, and grabbing range).
  • Reality Anchors:
    • Reduce SCP-106’s movement speed and disable teleportation abilities.
  • Containment mechanics:
    • Force teams to detain SCP-106 in designated zones while transporting a Class-D to the femur breaker.
106 jumping sounds wild to me. I feel like he should just walk really fast, so he can catch up quickly to others, as you never really imagine him jumping a lot of the time.
Reality Anchors sounds like hell since he's already slow as fuck.
And idk what you mean by the last one.

Overall +Support, I feel like they're a lot of good ideas in here.
 
Jan 8, 2023
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I like this idea a lot, but how would you really fight 7722 in this case?
I mean lets say you start with Devout, then if you tried to fight 7722, you could blast him a lot, and once he kills you it would reset back to Devout, so there wouldn't be any easy way to get to Evil Karma.
Now I feel like this is an issue with how easily lives can get thrown away within the site - Especially during Breaches and Raids, but this would just encourage that, as to keep your Karma low.
As for starting at Neutral, well then how would you get down to Devout? By not shooting? That would make basically all the GOI's invincible to 7722 on surface, as during the C5 they wouldn't shoot him because, they aren't assisting in the C5.


I actually changed 7722 to a more realistic and threatening breach.
Diverting from a 'why would you do this or that' mechanic to a more dug in facility wide situation. Would encourage more activity from other branches to regulate this more.

106 jumping sounds wild to me. I feel like he should just walk really fast, so he can catch up quickly to others, as you never really imagine him jumping a lot of the time.
Reality Anchors sounds like hell since he's already slow as fuck.
And idk what you mean by the last one.

So the integrity of SCP-106 is a Critical and Amida based risk class.
You can't contain him, you can't reason with him and you can't stop him.

On the server, its essentially, hope he's not in HCZ when I have a class-d or there's another SCP camping the area.
The change would allow for personnel to stop or hinder 106 by actually shooting him, he would be easier to manage in specifically designated areas using coordinated anchors and covering fire. It adds an element of comradery from everyone working together
This is no longer in order because you posted more when I was typing this.
I sure do bet @Zen would love more ET&S gameplay for 079.

I like this idea, but the site currently is not really made for what you want. This to me is very similar to SCP-SL, and past me just believing this server should strive to be different, I don't think they're enough cameras around to do this. He wouldn't be able to hack a lot of BD's (Like in HCZ), go to niche doors that may be hard to break, etc.
Also what booby traps? Memetic hazards are still being fixed, but even then they don't really matter during a C5, so I'm just wondering.
Hacking would also be weird, as you couldn't reach a lot of Keypads while in the Camera, so the system would be need to be changed for it.
I feel like the ideas are all good, except for the Camera one, which would just be arduous.
So the general idea is, if 079 breached, and nobody realistically knew about it right off the bat, the race to obtain more information and branch out would be his immediate objective. Realistically he would be contained in such a way so that even if there is a slim chance he breaches, he still have to apply effort and plan to get out of his zone, so it wouldn't be a snap of the finger he's everywhere thing.

The change would mimic this as there are CL3-CL5 doors, computers, cabinents etc he as free roam to interactive with, just in HCZ. It should be a building up to a moment type of breach not just he's out and now 682 is out.

The initial idea could be for the cameras on the computers a non-interactable element that only 079 has access to during a breach only. It could also just literally be cameras in computers mimicking the same style of the current CATV system. He would essentially gain more areas to quick jump to the more he explores. This type of change also encourages for people to actually make a good map of HCZ for routes and plans for when you breach as 079.
Comparing the Nerfs to the Buffs, my lord what a nerf to SCP's this is.
I'm not going through the SCP buffs here because I think they're good for those specific ones, but take an SCP like one of the TG's. Very low HP, terminable, good offense. He gets to low BM quite often, and this would make him an extremely shit SCP, because you can easily dish out a lot of damage, and once he hits a lowered BM, he would be terrible.
I feel like the weapon changes are fine (Maybe make Heavy Weapons & Infantry only have a 20% increase), but the BM ones are awful. At 40%, it would be extremely arduous and annoying to play, as that is at nearly half your HP where it takes effect. 25% BM would be much better imo.

The thing is, there's no risk for CB's if you just use them low hp or not, the problem is the grouping and other SCP's just defending low HP ones from being beamed which just causes a die and try again situation. If CB's actually posed a threat regardless of your health, there would be a bigger importance on using them, and having roles with this integrated. The high CD rate for dispensing CB's also are a cause for risk since people wouldn't just regularly have them on and off a death.
 
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overall +-neutral but leaning to +support
you absolutely cooked on the scp reworks although quite a few of them would be impossibly difficult to code i imagine

7722 rework, as cool as it is, just seems like a recycled version of 096 and no info is given on how you'd figure out who is "evil" and stuff)
entire point of 682 is he has an incredibe rage/hate for humans which can't be 'lulled' i think it should stay as it is tbh
079 just seems like the SCP:SL version ported onto this server but nonetheless i'd be happy to see it

everything else seems great
as for the weapon damage buffs I think they should only apply below certian population counts and be permanently applied to any active ERT (they're supposed to be OP to end breaches), as on a full server with 100+ people SCPs would be absolutely SHREDDED without the need for ERT to be called
 
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Edited the post to include a new battlequeue system for breaches instead of our current system.
Complete overhaul to a casual/competitive system.

Again this is all hypothetical and is simply being introduced to give ideas to others if people are on a creative dry streak
 

Gordon Gudgeon

Game Master
Game Master
Sep 20, 2023
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So many walls of text in this thread that I feel inadequate with my puny response. I like all of these ideas, however, the only big problem I see is the coding required would be significant .
 
Edited the post to include a new battlequeue system for breaches instead of our current system.
Complete overhaul to a casual/competitive system.

Again this is all hypothetical and is simply being introduced to give ideas to others if people are on a creative dry streak
bro added a completely new thing to his suggestion and thought we wouldn't notice...

New Competitive/Casual breaching queue​


Core Features

1. Casual Breach Queue

Always Accessible:

Casual breaches are always available and can activate even during low-population times.

Focused on simpler objectives and shorter breach durations (e.g., 10-15 minutes).


Frequent Breaches:

Breaches occur more often (e.g., every 30 minutes) but involve fewer SCPs or lower-stakes objectives.


Casual Objectives:

Example goals:

SCP-049: Infect 2+ players and move zombies to any zone.

SCP-173: Escape containment and eliminate one target.

SCP-096: Eliminate one viewer and survive for 5+ minutes.



Participation-Based Rewards:

Players earn XP, in-game currency, and smaller-scale rewards for participation, with no competitive ranking.


2. Competitive Breach Queue

Unlock Conditions:

Competitive breaches only activate when key roles are filled on the server, such as:

A minimum number of Epsilon-11 (E-11) or Mobile Task Force (MTF) players.

Facility personnel (e.g., Researchers, Security) reaching a set threshold.


Example: Competitive queue unlocks when 20+ players are online, with at least 3 MTF and 3 Facility personnel.


Less Frequent, Higher Stakes:

Competitive breaches happen less often (e.g., every 1-2 hours), with longer durations (15-20 minutes) and more complex objectives.


Challenging Objectives:

Objectives require teamwork and are more intense:

SCP-049: Infect 5+ players and escort a horde to a specific, high-priority zone (e.g., Entrance Zone or Heavy Containment).

SCP-173: Eliminate high-priority targets (e.g., MTF Commander, Scientists) while avoiding detection.

SCP-096: Eliminate all viewers or breach key facility locations (e.g., Armory, Gate A).



Leaderboard and Rewards:

Performance tracked on weekly/monthly leaderboards.

Top players/groups receive exclusive rewards like SCP skins, titles, and bonus currency.


3. Passive SCP Threats

Always Active SCPs:

SCPs like SCP-7722 and SCP-096 breach passively and independently of the queue.

These passive threats provide consistent gameplay challenges, ensuring downtime between breaches is still engaging.
I like the ideas, but I feel like the idea of a Casual Queue could get annoying, as it would be a extremely short duration. This could overwork E-11, especially if there is an active "Competitive Breach" going on.
I like the idea of Breach Objectives, but then what after you've completed them? You just disappear? This might also encourage SCP's to ignore others, just so they can W-Key it to their objective.
 
Jan 8, 2023
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bro added a completely new thing to his suggestion and thought we wouldn't notice...

I like the ideas, but I feel like the idea of a Casual Queue could get annoying, as it would be a extremely short duration. This could overwork E-11, especially if there is an active "Competitive Breach" going on.
I like the idea of Breach Objectives, but then what after you've completed them? You just disappear? This might also encourage SCP's to ignore others, just so they can W-Key it to their objective.

I was thinking instead of making breeches one note meaning people breach and then just kill everybody or go to the service and create havoc. There actually be objectives for when you breach for people that prefer to play solo or for people that prefer to play as a team. And maybe we can add main objectives for all scps and then the breech ends.

Competitive would be more of a team-based effort where you would have objectives in collaborations with scps in your team. I think there should probably be a system where you go into a queue. You choose an SCP and it shows you a list of all the things that you could do and the rewards and blah blah blah with all the other scps in the queue.

You could also have strict breaching cues instead of overlapping so regardless of what the q is it only happens every hour or 2 hours
 
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