Partially Accepted SCP-096 Buffs/Changes

Content that has been partially accepted
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What does this suggestion change/add/remove:
This aims to make SCP-096 more challenging and fun to play, with the following changes:

1. - Increase damage against doors: regular doors break in one hit, blast doors take less time (a few minutes). [Edit: Bulkheads should take like 10 - 30 seconds to break for SCP-096 at most, in my opinion.]

2. - Bucket health reduced by 50-100%.

3. - Changing how SCP-096 destroys buckets: instead of spamming "G", hold or toggle it to auto-reduce bucket health.

4. - Players picking up a bucket have a 5-minute cooldown before grabbing another.

5. -SCP-096 can roam outside his airlock if the doors remain broken and unattended for 60-120 seconds (official rule change).

Has something similar been suggested before? If so, why is your suggestion different?:
I'm not sure, maybe. If so, it was a while ago and this is probably a new content team.

Possible Positives of the suggestion (At least 2):
(This numbered list will be in correlation with the above number list)

1. - Right now, 096’s breaches can be trivialized by closing HCZ bulkheads once 096 is called out spamming buckets, reducing the fun and engagement for everyone. This change would make breaches more engaging and supports SCP-096s strength in lore.

2. - Current bucket mechanics are frustrating and can even cause physical discomfort for SCP-096 players, requiring the spam of "G" to break it while repeatedly being re-bucketed. Reducing health and changing bucket mechanics would improve this.

3. - Self explanatory, the same mechanic can be applied to bulkheads. Spamming "G" is frustrating to players and can cause physical discomfort due to how much you need to spam it.

4. - Buckets are too easy to grab, being obtainable by any player with no cooldown in high-traffic areas. Other similar objects, such as the Reality Anchor, don't cause nearly as much damage to an SCPs breach as buckets do for SCP-096, and they require a 5 - 10 minute cooldown and a Level - 3 keycard. Introducing a cooldown for buckets forces players to use them wisely, making 096 breaches more challenging and rewarding without taking away from the ability to contain SCP-096 during low population hours.

5. - If doors are left broken and unattended, it makes sense for 096 to roam outside of them after a minute or two. This punishes neglect on the Foundations part and improves both gameplay and makes more sense for roleplay. It's entirely and easily avoidable and logical.

Possible Negatives of the suggestion:
Some players may find SCP-096 harder to combat, though I don’t believe it’ll be too overwhelming.

Based on the Positives & Negatives, why should this suggestion be accepted:
SCP-096 is in a not amazing state right now compared to some other SCPs, which is why 076, 682, and the other meta SCPs dominate the server. These changes would make SCP-096 more enjoyable, less frustrating, and encourage variety in SCP breaches. Even if all suggestions aren’t accepted, these are solid improvements to make SCP-096 more engaging for everyone.
 
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werta600

Well-known Member
Jan 5, 2024
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+ Support

096 is a joke right now and a lower threat than any other LCZ SCP breach (well, maybe 457 is still worse)
 
What does this suggestion change/add/remove:
This aims to make SCP-096 more challenging and fun to play, with the following changes:
1. - Increase damage against doors: regular doors break in one hit, blast doors take less time (a few minutes).
idc

What does this suggestion change/add/remove:
This aims to make SCP-096 more challenging and fun to play, with the following changes:
2. - Bucket health reduced by 50-100%.
Reducing it by 50% would be fine. 100% is far too much.

What does this suggestion change/add/remove:
This aims to make SCP-096 more challenging and fun to play, with the following changes:
3. - Changing how SCP-096 destroys buckets: instead of spamming "G", hold or toggle it to auto-reduce bucket health.
Yes, I would rather not break my fingers playing 096

What does this suggestion change/add/remove:
This aims to make SCP-096 more challenging and fun to play, with the following changes:
4. - Players picking up a bucket have a 5-minute cooldown before grabbing another.
Yes, they'll prob be 18 people with a bucket anyways.

What does this suggestion change/add/remove:
This aims to make SCP-096 more challenging and fun to play, with the following changes:
5. -SCP-096 can roam outside his airlock if the doors remain broken and unattended for 60-120 seconds (official rule change).
Yes. I don't know why this isn't allowed yet he can still do it. If they wanted to make it not allowed, surely they could just do what they do with every other SCP, and just add the SCP blocker that prevents SCP's from leaving their cells.

Overall +Support
 
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Derek White

Senior Administrator
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Content Team
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Oct 12, 2022
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Suggestion Up For Further Discussion


Hi @FrostByte

Thanks for taking the time to make a server suggestion.
The Content Team has chosen to put your suggestion up for internal discussion.

This was added to a discord discussion, but someone forgot to respond to your post (you totally can't see the thread). As of this time we will be leaving it up while we discuss this post in further detail

Your suggestion will be tagged with the pending review flair and left up for players to continue to respond.​
 
maybe i should add a bit more to this, since i kinda anticipated it getting denied because CT hate 096 :(
1. - Increase damage against doors: regular doors break in one hit, blast doors take less time (a few minutes). [Edit: Bulkheads should take like 10 - 30 seconds to break for SCP-096 at most, in my opinion.]
hard agree for a few reasons - the first being that it would make 096 a far more terrifying and harder-to-deal-with SCP than it is, but also... i get that we're not supposed to have the tactical meta "what SCPs do we get out if we want to maximise breach damage" kind of discourse because that's not something that should be encouraged, but the fact of the matter is that this happens anyway; and imo the best thing you can do about it from a balancing perspective, is just have different and varied reasons why, as an SCP (or CI raiding to break things out), you would want to get certain things out of their boxes, such that the decision is more difficult - that way you break down the mentality of breaking these specific SCPs out each time, because they cause the most trouble.

but i understand that it's hard to balance that against the whole breach gameplay w/ SCPs v. F balance and such. the prospect of 096 being able to break down doors very fast, potentially even making it the fastest out of all SCPs on the server, poses the idea of very rapidly and very unavoidably opening up areas of the site in terms of manoeuvrability, that either side may find desirable or not desirable depending on the situation (i.e. in an ideal situation SCPs/CI wants to be able to move around unfettered, while they want F locked down as much as possible and vice versa - in this circumstance, breaking out 096 would result in essentially a random and direct pathway to some random person or group of people, leaving all the doors between them broken). which would result in what is imo, a fairly balanced gamble that could be unique to 096 specifically.

but i also understand the concern there about players mishandling/misunderstanding the gameplay part of that and end up taking undesired actions as 096; however, this is why it's a whitelisted role, why we have rules for SCPs and certain rules for certain SCPs. i personally think this aspect is worth experimenting with.
2. - Bucket health reduced by 50-100%.
bucket health has always been weird to me, the bucket's starting health seems wildly random each time, which i'm sure is intended, but i feel does strange/unfun things to the breach experience for both sides.

it'd probably be a separate ticket with a low priority, but it might be worth experimenting with changes such as having a consistent starting bucket health, if possible, something like bucket health depending on location you got the bucket from (i.e. furthest away from the CC = higher base health, so CI & GOC base buckets would have the highest health, then fl2 bucket, then the CS bucket, then PW, and so on), or mix and match (bucket base health is higher the further away from CC you got it, then some kind of -/+ variance when placed)?

largely neutral on flat-out reducing the bucket health, since imo it's fine where it is, but i wouldn't mind some kind of experimentation like i outlined above if possible.
3. - Changing how SCP-096 destroys buckets: instead of spamming "G", hold or toggle it to auto-reduce bucket health.
this is my biggest pet peeve with the bucket and to be honest, i'm gonna say something here;

i think this under the bonnet is a sort of shared behaviour with stuff like the door breaking prompt, etc? i hope i'm wrong, but if i'm right, that's... i mean, i get why, but, eh.

tbh, i think both should just be hold to reduce. simple QoL for all SCPs

...don't tell me it's a shared function between every SCP that can press G to do a thing, and that editing this one specific thing might be more tricky by virtue of that? 😰

i mean... yes, i can understand why from an implementation perspective but... man, lack of modularity does tend to result in coding yourself into a corner. but i get why, in the moment you just want the thing done and out with as little issue as possible, so instead of going to all the trouble of futureproofing yourself, you just do it in the most basic way that works and then you're done with it. and then coming back to it is just ugh.
4. - Players picking up a bucket have a 5-minute cooldown before grabbing another.
yes 100%

although i think if it's possible, there should be like a playercount check involved with this? like if there's less than X amount of players, then there is no cooldown, otherwise 096 might get too bad for lowpop breaches
5. -SCP-096 can roam outside his airlock if the doors remain broken and unattended for 60-120 seconds (official rule change).
YES,
YES,
YES.
PLEASE just like - 096 has something like the third most complex thoroughfare in and out of their CC (the first going to 008 with good reason and second going to 8837 for... i mean, it looks nice, i don't mind it) and i think players should need more than just an RP reason to be vigilant about it.

there are some caveats, some issues about this, population concerns (which i mean, i guess you can have this be a restricted to 60+ players on... we need a playercount indicator in the tab menu, honestly) - the fact that you could basically soft-breach 096 without hacking the box just by breaking all the doors... honestly, i think this might be fine? could be fine to try out at least; it's 5 doors to break at most, practically right next to a regimental spawnpoint (and all methods of door-breaking whether doing so as an SCP, door charge or hack tool are significantly loud), in an otherwise fairly inconvenient location...

actually, hear me out on this new idea - mapping change. swap 966 and 096's CCs. that should be fine. perfect.
If they wanted to make it not allowed, surely they could just do what they do with every other SCP, and just add the SCP blocker that prevents SCP's from leaving their cells.
096 has a unique breach behaviour compared to other SCPs
where other SCPs have the states of "not breached" and "breached" in the top middle,
096 has "not breached," "picture spawned" and "breached" in the top middle, where picture spawned is also a green state and is considered as a breach state, but the box only says 096 is breached when it's in the "breached" state (when enraged). it's also why 096 gets "you breached" xp every time you go into rage state from not being enraged (i'm surprised this isn't abused more for xp farming, but i guess i'm not on every waking moment of every day, maybe someone tried it and got caught out really quickly)

anyway, it's highly likely that this order of events is why 096 doesn't have a containment blocker, because the containment blocker is designed for SCPs with purely the "not breached" and "breached" states - maybe something doesn't mesh well with how 096 breach is handled? probably also a large contributor to the reason for it being a WL'd job, too - as the only SCP without a containment blocker. i would be fine with a containment blocker that keeps 096 in, that drops when not in the "not breached" state (i.e. it's gone both when the picture is spawned and when 096 is enraged) - which i imagine would be a developmental headache to tackle, but could otherwise reliably mechanically enforce the whole "096 is only breached if there's a pic out or he's enraged"

there's a lot here
 
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Has something similar been suggested before? If so, why is your suggestion different?:
I'm not sure, maybe. If so, it was a while ago and this is probably a new content team.
actually, fun story about this.

i was digging through resolved for a bit and look what i found.
 

werta600

Well-known Member
Jan 5, 2024
40
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41
i get that we're not supposed to have the tactical meta "what SCPs do we get out if we want to maximise breach damage" kind of discourse because that's not something that should be encouraged, but the fact of the matter is that this happens anyway;
As you said minmaxing breaches is already done, either by CI or by SCP players themselves, i can assure you i have never seen a 457 breach via hacking for example...

Its something they can't avoid and shouldn't fight too hard or they risk wasting time, resources and their own sanity, people already chooses the best weapon for human combat, and scps already breach the best or most annoying ones like reality benders

either way, i hope they do something about it, for being a WL scp, he surely is dissapointing
 

Verlocity

Head Moderator
Head Moderator
SCP-RP Staff
Content Team
Feb 18, 2024
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Suggestion Partially Approved



Hi @FrostByte ,

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

Reason for Denying
The other changes arent really needed.

Reason for Accpeting:
The bucket change would be a good addition to 096.

Your suggestion will now be locked and marked as partially accepted.​
 
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