What does this suggestion change/add/remove:
This suggestion reworks SCP-22415 to be a bit more balanced for SCP's, as well as adding the ability to act against SCP-22415 as a breached SCP.
Rule Change
Excerpt from SCP-22415 Application Form:
"It should be a priority, in combat situations, to aid non-combatants to safety rather than focusing on the combat itself. you may also assist in containment efforts if there are no longer non-combatant humans in direct need of assistance - this is an exception to the rule 6.3 SCP Teaming."
Revision:
It should be a priority, in combat situations, to aid non-combatants to safety rather than focusing on the combat itself. you may also assist in containment efforts if there are no longer non-combatant humans in direct need of assistance, however you may not drag, or hold a cuffed SCP. You are also not permitted to directly re-contain SCP's, I.E placing the cuffed SCP into its cell, or using the femur breaker in SCP-106's containment chamber. SCP-22415 may not repel/force an SCP's into active sources of damage, examples being nerve gas clouds, sentries, tesla gates, turrets, and active firing lines(examples not limited to listings) - this is an exception to the rule 6.3 SCP Teaming.
Rework of SCP-22415 Mechanics
SCP-22415 stay immortal, however, they spawn with 4,500 HP, and if they go below 100 HP, they are automatically thrown into their dimension, and cannot leave (mechanically they are trapped and physically cannot leave) for 90 seconds. There is no minimum for an HP threshold to leave, it is strictly a timer. However, if they leave immediately after the timer, and get shoved back in via being attacked, their timer extends to 120 seconds. When in the Helper's Dimension, they regenerate health at exactly 5 health a second, and if they reach at least 500 health, their timer remains at 90 seconds.
(Due to the potency and field altering abilities of Ricky, he will not be gaining any benefits, other than the optional ability to charge its ACB while stuck.)
> Danny can now utilize its healing abilities on itself to ensure it can stay outside longer once the timer is over.
> Jamie has a reduced timer (going from 90 seconds to 60), and is immune to timer extensions, staying strictly at 60 seconds always
All SCP-22415 regenerate 5HP every second, and can be harmed by AA, Gunfire, All GoI's, and including SCP SWEPS. In the event they are holding someone/an SCP cuffed, and are forced into their dimension, they immediately lose their hold, allowing the captee to be freed, without them being dragged around.
Has something similar been suggested before? If so, why is your suggestion different?:
Sylveon posted a suggestion earlier today, here. I feel mine is different as the core mechanics are redone to be a bit more balanced for SCP players.
Possible Positives of the suggestion (At least 2):
> Rebalancing for SCP players, providing an option to counter Ricky, and the other 22415's
> Rewarding escaped SCP's for outmaneuvering the 22415 instances
> Gives certain SCP's a niche, such as SCP-966, and SCP-106 (who can just shove the 22415's into their dimension outright), allowing some to get the jump on SCP-22415 through positioning and choosing when to approach the instances
Possible Negatives of the suggestion:
> Breach Loop Syndrome could be further burrowed into the site, and ruin RP
(Breach Loop Syndrome explained below)
> SCP Breaches
> Breach lasts a few hours
> Another SCP breaches
> ERT is called and either fails or saves the site
> (optional) Nuke is used
> Immediately after, CI raid and hack an SCP out, or D-Class hack an SCP out, restarting the loop
> Ricky players lose value during breaches slightly, and are less of a powerhouse in containment efforts
Based on the Positives & Negatives, why should this suggestion be accepted:
I feel it is unfair that an immortal SCP can actively affect other SCP's, with no way for them to respond or mitigate it, especially with the ability to RC and drag an SCP that is cuffed. When you hand an SCP to Ricky, he cannot die, and hence cannot be intercepted/killed by CI, D-Class, or even other SCP's. I feel this is the proper balancing that should be in effect, and would be more likely to prompt players to actually try to use gamesense, positioning, and skill, over just going "oh, Ricky's here, guess the breach is over."
This suggestion reworks SCP-22415 to be a bit more balanced for SCP's, as well as adding the ability to act against SCP-22415 as a breached SCP.
Rule Change
Excerpt from SCP-22415 Application Form:
"It should be a priority, in combat situations, to aid non-combatants to safety rather than focusing on the combat itself. you may also assist in containment efforts if there are no longer non-combatant humans in direct need of assistance - this is an exception to the rule 6.3 SCP Teaming."
Revision:
It should be a priority, in combat situations, to aid non-combatants to safety rather than focusing on the combat itself. you may also assist in containment efforts if there are no longer non-combatant humans in direct need of assistance, however you may not drag, or hold a cuffed SCP. You are also not permitted to directly re-contain SCP's, I.E placing the cuffed SCP into its cell, or using the femur breaker in SCP-106's containment chamber. SCP-22415 may not repel/force an SCP's into active sources of damage, examples being nerve gas clouds, sentries, tesla gates, turrets, and active firing lines(examples not limited to listings) - this is an exception to the rule 6.3 SCP Teaming.
Rework of SCP-22415 Mechanics
SCP-22415 stay immortal, however, they spawn with 4,500 HP, and if they go below 100 HP, they are automatically thrown into their dimension, and cannot leave (mechanically they are trapped and physically cannot leave) for 90 seconds. There is no minimum for an HP threshold to leave, it is strictly a timer. However, if they leave immediately after the timer, and get shoved back in via being attacked, their timer extends to 120 seconds. When in the Helper's Dimension, they regenerate health at exactly 5 health a second, and if they reach at least 500 health, their timer remains at 90 seconds.
(Due to the potency and field altering abilities of Ricky, he will not be gaining any benefits, other than the optional ability to charge its ACB while stuck.)
> Danny can now utilize its healing abilities on itself to ensure it can stay outside longer once the timer is over.
> Jamie has a reduced timer (going from 90 seconds to 60), and is immune to timer extensions, staying strictly at 60 seconds always
All SCP-22415 regenerate 5HP every second, and can be harmed by AA, Gunfire, All GoI's, and including SCP SWEPS. In the event they are holding someone/an SCP cuffed, and are forced into their dimension, they immediately lose their hold, allowing the captee to be freed, without them being dragged around.
Has something similar been suggested before? If so, why is your suggestion different?:
Sylveon posted a suggestion earlier today, here. I feel mine is different as the core mechanics are redone to be a bit more balanced for SCP players.
Possible Positives of the suggestion (At least 2):
> Rebalancing for SCP players, providing an option to counter Ricky, and the other 22415's
> Rewarding escaped SCP's for outmaneuvering the 22415 instances
> Gives certain SCP's a niche, such as SCP-966, and SCP-106 (who can just shove the 22415's into their dimension outright), allowing some to get the jump on SCP-22415 through positioning and choosing when to approach the instances
Possible Negatives of the suggestion:
> Breach Loop Syndrome could be further burrowed into the site, and ruin RP
(Breach Loop Syndrome explained below)
> SCP Breaches
> Breach lasts a few hours
> Another SCP breaches
> ERT is called and either fails or saves the site
> (optional) Nuke is used
> Immediately after, CI raid and hack an SCP out, or D-Class hack an SCP out, restarting the loop
> Ricky players lose value during breaches slightly, and are less of a powerhouse in containment efforts
Based on the Positives & Negatives, why should this suggestion be accepted:
I feel it is unfair that an immortal SCP can actively affect other SCP's, with no way for them to respond or mitigate it, especially with the ability to RC and drag an SCP that is cuffed. When you hand an SCP to Ricky, he cannot die, and hence cannot be intercepted/killed by CI, D-Class, or even other SCP's. I feel this is the proper balancing that should be in effect, and would be more likely to prompt players to actually try to use gamesense, positioning, and skill, over just going "oh, Ricky's here, guess the breach is over."
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