What does this suggestion change/add/remove:
I believe that with SCP-8837's new abilities, highly centered around moving players, his ability 'Cosmic Blast' should have knockback on himself and other players, in tradeoff for increased (5x or whereabouts) damage to self (And only himself!)
Has something similar been suggested before? If so, why is your suggestion different?:
Considering how new SCP-8837 is, I don't believe anything similar has been suggested yet.
Possible Positives of the suggestion:
-Increased movement capabilites, as well as replayability: Movement in games is very fun, and the only motion mechanic for this highly movement based SCP shouldn't be limited to a simple teleport: For example, say a D-Class scout is running away from D-Block quickly to escape GSD chasing him down. The player experiences the fun of the rush, and the GSD recieves the fun of the chase, and eventually, the kill. This form of motion where the player moves faster than ordinary in order to escape others, and the GSD recieving a firearm so that they can still take down the scout gives both sides a fun experience. Now, imagine if the scout just teleported away to 914. The scout doesn't experience the joy of being chased, and the GSD doesn't experience the joy of chasing him. Eventually, the player will get tired of how boring escaping D-Block is, and may never play D-Class again due to this, where the gameplay loop becomes boring, and may lack excitement. A similar thing may happen with SCP-8837, wherein they just teleport away from their problem, crush whoever comes out of the portal, and runs off to go lick their wounds. It's far more boring than using knockback features to escape a problem, still while being shot at, but hurrying to hide somewhere, a far more fun experience that "Teleport away, crush random who follows through portal, then hide.."
-Increased SCP ability to deal with firing lines: Currently, there isn't an SCP in specific designed to take down firing lines or groups of MTF (Aside from SCP-096, who is too RP bound and has too many counters to make use of it), making firing lines a very large counter for SCPs. Not only that, but firing lines aren't very fun for either side: E-11 gets no fun out of hard countering an SCP by holding CTRL+Mouse2 and maybe a bit of CTRL+Mouse2+Mouse1 when they see it. It's not a fun experience for SCPs because their gameplay has come to a complete halt. They cannot go out to kill the firing line without getting gunned down, they often cannot go the other way, due to being trapped in a room, and because E-11 almost never push in, they can't even slowly chip away at the firing line. TYPE-GREENs have some counters to firing lines, including their bullet free, access to full-auto, high mag, high damage weaponry, and their Escape Card ability, which I believe to be a step in the right direction, however, breaking the stalemate where neither sides push forward and just have to wait for the other to do something would be far preferable. This can be accomplished by using a knockback ability to break up the firing line, forcing the E-11 to reaim and/or get back in line, thus giving the SCPs an opportunity to push up, breaking the stalemate. While some might not believe this to be a fun experience, I believe that the panic of being forced to quickly reassemble and aim at the SCP, mid-air, would be, at the very least, more fun than a stalemate.
Possible Negatives of the suggestion:
-People may find that SCP-8837's ability to disrupt firing lines to be too overpowered, despite the capability it possess. While it does possess the power to break up firing lines, I believe that both the SCP should be overpowered, such that it cannot be beaten by one person alone, as well as that this still takes some skill to pull off. The ability doesn't remove their guns, it just disrupts them in the air for long enough to push out if coordinated well, and players, much like other abilities 8837 has, which slowly kill the victim, allowing them some final damage, can still shoot their guns at 8837 if their aim is good enough to hit with a lot of velocity.
Based on the Positives & Negatives, why should this suggestion be accepted:
This would increase the replayability of SCP-8837 as well as how fun he is to play. As made in an example before, if D-Class Scouts could simply teleport to the location they want to go, then stab whoever follows their portal, D-Class Scout would become far less fun. Pulling off a successful movement mechanic in order to get away in a more fun and easier manner would be preferable to the "Teleport & Gaurd" mindset the Warp ability gives SCP-8837, as well as gives him the ability to consistently deal with firing lines, which can be annoying for SCPs to deal with, due to how hard they are to get passed, especially near teslas, while still being balanced, should a member of the firing line have fast enough reaction time to place a reality anchor before the line is disrupted, causing SCPs to push up, but for E-11 to instead win the encounter. It is, at the very least, better than a stalemate where nobody pushes forward to attack the other for fear of dying.
TLDR; stalemate where e11 refuse to push = bad + unfun, teleporting to get away = unfun, use rocket jumping to solve. Cosmic jumping would take more skill for more reward.
I believe that with SCP-8837's new abilities, highly centered around moving players, his ability 'Cosmic Blast' should have knockback on himself and other players, in tradeoff for increased (5x or whereabouts) damage to self (And only himself!)
Has something similar been suggested before? If so, why is your suggestion different?:
Considering how new SCP-8837 is, I don't believe anything similar has been suggested yet.
Possible Positives of the suggestion:
-Increased movement capabilites, as well as replayability: Movement in games is very fun, and the only motion mechanic for this highly movement based SCP shouldn't be limited to a simple teleport: For example, say a D-Class scout is running away from D-Block quickly to escape GSD chasing him down. The player experiences the fun of the rush, and the GSD recieves the fun of the chase, and eventually, the kill. This form of motion where the player moves faster than ordinary in order to escape others, and the GSD recieving a firearm so that they can still take down the scout gives both sides a fun experience. Now, imagine if the scout just teleported away to 914. The scout doesn't experience the joy of being chased, and the GSD doesn't experience the joy of chasing him. Eventually, the player will get tired of how boring escaping D-Block is, and may never play D-Class again due to this, where the gameplay loop becomes boring, and may lack excitement. A similar thing may happen with SCP-8837, wherein they just teleport away from their problem, crush whoever comes out of the portal, and runs off to go lick their wounds. It's far more boring than using knockback features to escape a problem, still while being shot at, but hurrying to hide somewhere, a far more fun experience that "Teleport away, crush random who follows through portal, then hide.."
-Increased SCP ability to deal with firing lines: Currently, there isn't an SCP in specific designed to take down firing lines or groups of MTF (Aside from SCP-096, who is too RP bound and has too many counters to make use of it), making firing lines a very large counter for SCPs. Not only that, but firing lines aren't very fun for either side: E-11 gets no fun out of hard countering an SCP by holding CTRL+Mouse2 and maybe a bit of CTRL+Mouse2+Mouse1 when they see it. It's not a fun experience for SCPs because their gameplay has come to a complete halt. They cannot go out to kill the firing line without getting gunned down, they often cannot go the other way, due to being trapped in a room, and because E-11 almost never push in, they can't even slowly chip away at the firing line. TYPE-GREENs have some counters to firing lines, including their bullet free, access to full-auto, high mag, high damage weaponry, and their Escape Card ability, which I believe to be a step in the right direction, however, breaking the stalemate where neither sides push forward and just have to wait for the other to do something would be far preferable. This can be accomplished by using a knockback ability to break up the firing line, forcing the E-11 to reaim and/or get back in line, thus giving the SCPs an opportunity to push up, breaking the stalemate. While some might not believe this to be a fun experience, I believe that the panic of being forced to quickly reassemble and aim at the SCP, mid-air, would be, at the very least, more fun than a stalemate.
Possible Negatives of the suggestion:
-People may find that SCP-8837's ability to disrupt firing lines to be too overpowered, despite the capability it possess. While it does possess the power to break up firing lines, I believe that both the SCP should be overpowered, such that it cannot be beaten by one person alone, as well as that this still takes some skill to pull off. The ability doesn't remove their guns, it just disrupts them in the air for long enough to push out if coordinated well, and players, much like other abilities 8837 has, which slowly kill the victim, allowing them some final damage, can still shoot their guns at 8837 if their aim is good enough to hit with a lot of velocity.
Based on the Positives & Negatives, why should this suggestion be accepted:
This would increase the replayability of SCP-8837 as well as how fun he is to play. As made in an example before, if D-Class Scouts could simply teleport to the location they want to go, then stab whoever follows their portal, D-Class Scout would become far less fun. Pulling off a successful movement mechanic in order to get away in a more fun and easier manner would be preferable to the "Teleport & Gaurd" mindset the Warp ability gives SCP-8837, as well as gives him the ability to consistently deal with firing lines, which can be annoying for SCPs to deal with, due to how hard they are to get passed, especially near teslas, while still being balanced, should a member of the firing line have fast enough reaction time to place a reality anchor before the line is disrupted, causing SCPs to push up, but for E-11 to instead win the encounter. It is, at the very least, better than a stalemate where nobody pushes forward to attack the other for fear of dying.
TLDR; stalemate where e11 refuse to push = bad + unfun, teleporting to get away = unfun, use rocket jumping to solve. Cosmic jumping would take more skill for more reward.
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