Content Suggestion Combatting SCP powercreep with combative overhauls.

Content Suggestions will be reviewed by Content Team weekly, please allow time as not everything can be reviewed at once.
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:
Holy shit you were cooking some good shit with this

+SUPPORT

I think everyone can agree alot of guns are basically only good against SCPs when they have alot of ammo to dump at them, but this suggestion goes a step forward and goes in detail on every SCP and how it can be fixed. While I disagree with some of them, alot of this is really good stuff and deserves a good read over.
 
  • Love
Reactions: Niox

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.
Best part overall imo love it besides the last part of not being able to move until breached
System might need to be put in place to help prevent a 7722 breach ever 2 seconds though cause god knows mtf murdering ass loads of people would be the reason for it breaching constantly

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.
This part I love a lot too cause now 079 can become a genuine threat if he's left unattended more so then he is now. Rn if he's breached he's pretty much a non-issue for a good 30 minutes until he reaches level 5 and is able to breach SCPs once ever 13 minutes(change this btw istg). Lets 079 play a more significant role to disrupt people though the 096 face thing should get a medium-ish CD cause people be minges. yk how it is

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-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.
I feel like more or less the balance around reality anchors should be around forcing them to move and less this. CD for anchor is 5(?) minutes and because of how many people come out during breaches who can get them it kinda makes it impossible to actually do shit if people start spamming them(also how would it effect Type Blues balance wise? Their limiting factor is having less energy and slower energy recharge to balance out compared to SCPs)

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.
90% of this is already made due to his "rework." Though with how support oriented he is I feel like limiting him anymore would kinda just shoot him in the back of the head after the kneecaping he's received balancing wise recently.

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.
OMG 457 BUFF???????
Love it overall though I feel like it could potentially involve him consuming bodies as fuel or something? Just wanna give him something else to do besides being a W+m1 demon like how 682 and other SCPs are rn

SCP-860-2

  • Converts into SCP-860-1 and SCP-860-2 variants.
  • Can be used for partial containment, concealment, escape, or stealth kills.
hmmmmmm CI raid
+1 @Rowling

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
Everything goodie here besides the last bit
Kinda counter intuitive especially since according to lore bro HAS to be killed(and with how fast he is beaming him would be hell on earth if he rides corners like a mf
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.
(y) love it

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
uhhhhhhhh
why?
I feel like SCPs rn are kinda balanced INDIVIDUALLY so these but to a lesser degree could work but overall but that would be up to balance but something like this just has me scratching my head as rn the main issue is multi-breaches and not solo breaches. A solo breach can be contained by like 5 people in 4-5 minutes if theyre smart enough.

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.
The more frequent solo breaches is a nice change +rep for that with the wack ass comp breach thing existing too with it
idk ill take anything cause breaches now adays are like 3-5 hours inbetween each one(if youre lucky

Anyways I want MOST the buffs in this so yeah
thats it
bye
 
I hate SCPs because of how overpowered they are, so any nerf is really welcome in that regard even if its just small damage buffs versus SCPs. I had a 682 get really upset that he could be beamed the other day and that it was "too overpowered and can be abused", unlike his 30000 hp and 2 shot melee weapon with the range of a small hallway. Lol
+Support. Nerf SCPs or buff the people that fight them.