What does this suggestion change/add/remove:
Weapon Adjustments Against SCPs
- Heavy Weapons & Infantry
- Flat ≤25% increase in damage exclusively against SCPs.
- Light Weapons & Infantry
- Flat ≤15% decrease in damage exclusively against SCPs.
- 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
- 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.
- 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
- 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
- Damage Resistance Buff
- +5% exclusively against SCPs.
- 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.
- Containment Methods:
- 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.
- The longer it remains in an area with increasing numbers of individuals, it applies stacking effects:
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
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