Denied Passive RP to some SCP's

This suggestion has been denied and will not receive development.
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What does this suggestion change/add/remove:
Adds some better passive RP to some SCPs such as SCPs 7722, 049, 035, and Type-Green-B.

Possible Positives of the suggestion (At least 2):
Give them the ability to roam the foundation like SCP-912 does by taking away their sweps until they properly breach.
More RP with these SCPs instead of sitting in their cell for hours on end.

- SCP-7722
- Take away the sword, crossbow, and breach tool
- Take away their ability to break doors until they breach
- Give them keys and a Lvl 2 or lvl 1 keycard until they breach
- Make it so he isn't targeted by the turrets until he breaches
- In this SCPs bio it states that they are passive toward anyone that they deam is a non-heritic

- SCP-049
- Take away SCP-049 swep and breach tool
- Give him keys and a Lvl 2 or lvl 1 keycard until he breaches
- In lore it states that he is hostile toward those that have the "Pestilence"
- Make it so he isn't targeted by the turrets until he breaches

- SCP-035
- Take the SCP-035 swep and breach tool
- Give him keys and a lvl 2 or lvl 1 keycard until he breaches
- Give him some form of mannequin in his cell that he can posses that decays over time like the Type-Blue's
- Make it so he isn't targeted by the turrets until he breaches

- Type-Green-B
- In his bio it states that he is more mellow than his counterpart unless he is provoked
- Make it so he isn't targeted by the turrets until he breaches
- Remove his manifest ability until he breaches
- Give him keys and a Lvl 2 or lvl 1 keycard until he breaches
- Remove his ability to break doors until he breaches

Possible Negatives of the suggestion:
- People would not RP as the SCP's and would more than likely minge around

Based on the Positives & Negatives, why should this suggestion be accepted:
- Players who don"t usually play SCP'S would be more inclined to play as the SCP's
- It provides more interactive RP scenarios for players and SCP's
- The SCP's wouldn't be sitting afk in their cell for hours on end waiting to be breached to then end up getting kicked off the job by staff cause they weren't at their PC once they breached


Edit: Changed Cl3 cards to cl2 or Cl1
 
Last edited:
Oct 4, 2022
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The roaming SCPs are annoying enough as it is, especially Cain players that like to stand in the way of combat and then say “oh well, sorry, I didn’t mean to follow around the SCP and make everyone damage themselves.” He’s even worse since he has a level 2 keycard.

999 and 2295 aren’t that bad since they only have level 1 keycards, and have zero capability to cause damage in any way.

Letting SCPs that not only are highly dangerous but able to become combative at a moments notice freely roam is a horrible idea.

Giving them level 3 keycards is also completely asinine given how annoying Cain can be with only a level 2.
 
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This is already easily accomplishable as you can just ask a GM to TP the scp out without it triggering a breach as this would be considered a "micro event", only issue with this being as it removes the ability to break down doors (which frankly if ur rping being passive isnt really an issue lmao espesially as most scps can interact with cl0 keypads) and if they breach during their passive shit they will breach on the spot like 912 does which could cause issues if they chose to forgo their passive side.
 

Blondie

Well-known Member
Mar 9, 2022
158
5
41
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Sweden
Suggestion Denied

Hi Darkstar ,

Thanks for taking the time to make a server suggestion.
The Content Team has chosen to deny your suggestion due to the following reasons.

The SCPs listed are supposed to be, somewhat, aggressive by nature and are, by lore, to be locked up. It would also most likely be abused.

Your suggestion will now be locked and marked as denied.​
 
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