What does this suggestion change/add/remove:
I would like to use an example from earlier today to illustrate this issue. I solo breached as SCP-049 and managed to obtain four zombies. My initial objective was to breach SCP-8837 so he could assist us in breaking through the HCZ bulkhead doors in order to reach LCZ, as both doors were locked down. However, as my zombies were breaking into his containment chamber and I was preparing to breach him, I received a message stating that I could not breach the SCP because there were fewer than 60 players online at the time.
While this restriction is understandable on its own, it highlights a significant problem specifically for SCP-049. SCP-049, whether alone or accompanied by zombies, is unable to breach bulkhead doors. As a result, my four zombies and I were forced to remain in HCZ with no viable way forward. We ultimately stood idle until we were ambushed by multiple Foundation Gensec and E-11 wearing hazmat suits.
The core issue is that, under the current rules, SCP-049 relies on breaching another SCP in order to escape HCZ. When server population is under 60, this becomes impossible, effectively trapping SCP-049 in HCZ while hostile forces are given ample time to prepare, equip hazmat suits, and sweep house. Not only that, even where there is high-pop, he's incredibly limited to what he can breach as he can't even get to LHCZ on his own. This results in an unengaging and frustrating experience for players using SCP-049.
To address this, I would like to propose the following rework options:
Suggestion A:
When multiple SCP-049-2 instances (three or more) are present at a bulkhead door, they should be able to collectively break it down, albeit at a significantly slower rate compared to stronger SCPs such as SCP-682. This approach is more lore friendly, as it makes sense that while a single zombie is weak, several working together could overpower and destroy the door.
OR
Suggestion B:
Implement a universal change to bulkhead doors so that when both are locked down simultaneously, at least one of them can be breached at a slower-than-normal rate, regardless of the breaching SCP’s strength. This gives SCPs like 939 a chance to make it past HCZ as well as they end up in a similar situation, or If I were to play devil's advocate, worse situation than 049 when solo breached because they can't even breach other SCPs.
Has something similar been suggested before? If so, why is your suggestion different?:
Honestly I have no idea if it has been officially suggested before here on the forums but I have spoken with people on the server who share a similar sentiment about wanting a change like this.
Possible Positives of the suggestion (At least 2):
Either of these changes would provide a much-needed buff to SCP-049 (or solo-breaching SCPs in general) by preventing scenarios where they are effectively trapped in HCZ with no meaningful options for progression throughout the facility. This would also allow for greater variety in breach scenarios instead of forcing SCPs into a passive, inevitable defeat.
Possible Negatives of the suggestion:
Only negative I could really foresee coming with this is severe during low-pop (under 20-30players) as then these SCPs could be really hard to take down. But even then, severe low-pop causes tons of other functionality issues on the server on it's own.
Based on the Positives & Negatives, why should this suggestion be accepted:
Many other roles have received buffs or reworks over time, while SCPs (particularly SCP-049 in this example) feel increasingly neglected. I have spoken with several other players who also have shared this opinion and would hope some changes could be made for the better. 049's gameplan in it's current iteration is very one-dimensional and a change like this would widen it's opportunities.
Thank you for your time and consideration
.
I would like to use an example from earlier today to illustrate this issue. I solo breached as SCP-049 and managed to obtain four zombies. My initial objective was to breach SCP-8837 so he could assist us in breaking through the HCZ bulkhead doors in order to reach LCZ, as both doors were locked down. However, as my zombies were breaking into his containment chamber and I was preparing to breach him, I received a message stating that I could not breach the SCP because there were fewer than 60 players online at the time.
While this restriction is understandable on its own, it highlights a significant problem specifically for SCP-049. SCP-049, whether alone or accompanied by zombies, is unable to breach bulkhead doors. As a result, my four zombies and I were forced to remain in HCZ with no viable way forward. We ultimately stood idle until we were ambushed by multiple Foundation Gensec and E-11 wearing hazmat suits.
The core issue is that, under the current rules, SCP-049 relies on breaching another SCP in order to escape HCZ. When server population is under 60, this becomes impossible, effectively trapping SCP-049 in HCZ while hostile forces are given ample time to prepare, equip hazmat suits, and sweep house. Not only that, even where there is high-pop, he's incredibly limited to what he can breach as he can't even get to LHCZ on his own. This results in an unengaging and frustrating experience for players using SCP-049.
To address this, I would like to propose the following rework options:
Suggestion A:
When multiple SCP-049-2 instances (three or more) are present at a bulkhead door, they should be able to collectively break it down, albeit at a significantly slower rate compared to stronger SCPs such as SCP-682. This approach is more lore friendly, as it makes sense that while a single zombie is weak, several working together could overpower and destroy the door.
OR
Suggestion B:
Implement a universal change to bulkhead doors so that when both are locked down simultaneously, at least one of them can be breached at a slower-than-normal rate, regardless of the breaching SCP’s strength. This gives SCPs like 939 a chance to make it past HCZ as well as they end up in a similar situation, or If I were to play devil's advocate, worse situation than 049 when solo breached because they can't even breach other SCPs.
Has something similar been suggested before? If so, why is your suggestion different?:
Honestly I have no idea if it has been officially suggested before here on the forums but I have spoken with people on the server who share a similar sentiment about wanting a change like this.
Possible Positives of the suggestion (At least 2):
Either of these changes would provide a much-needed buff to SCP-049 (or solo-breaching SCPs in general) by preventing scenarios where they are effectively trapped in HCZ with no meaningful options for progression throughout the facility. This would also allow for greater variety in breach scenarios instead of forcing SCPs into a passive, inevitable defeat.
Possible Negatives of the suggestion:
Only negative I could really foresee coming with this is severe during low-pop (under 20-30players) as then these SCPs could be really hard to take down. But even then, severe low-pop causes tons of other functionality issues on the server on it's own.
Based on the Positives & Negatives, why should this suggestion be accepted:
Many other roles have received buffs or reworks over time, while SCPs (particularly SCP-049 in this example) feel increasingly neglected. I have spoken with several other players who also have shared this opinion and would hope some changes could be made for the better. 049's gameplan in it's current iteration is very one-dimensional and a change like this would widen it's opportunities.
Thank you for your time and consideration
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