SCP-966 Rework Number A Trillion
SCP-966 is weak and terrible and I want it to be better
SCP-966 is weak and terrible and I want it to be better
What does this suggestion change/add/remove
General Abilities
- Stealth Mode: Make SCP-966 able to “go stealth” (my idea was to call this “Holding your breath”) which will make it slower than a human’s sprint speed but make it silent, this can be toggled at will (like SCP light) and has no cooldown or max duration.
- Stalking Mode: Let SCP-966 go into “stalking mode” with another button, where it makes no sound, is far faster (potent duloxetine levels maybe), and can’t go through doors. This would last 12.5 seconds (precisely enough time to kill a target) and have a cooldown of 45 seconds.
- Stealth Mode and Stalking Mode can not be activated at the same time.
- Target Selection: SCP-966 will be able to select a stalking target, which will change the rates at which the “Insomnia” effect is applied. SCP-966, upon selecting a target, has to keep Line of Sight to the target at all times. A target is unselected when they either reach 100% Insomnia, or Line of Sight is lost. There is no maximum duration that a player can be a target for as long as neither of the two end conditions is met. The moment a target is unselected, a 10 second cooldown is put on selecting a new target.
SCP-966’s SWEP: “Insomnia”
- Works similar to SCP-323’s SWEP, giving all players near it an “Insomnia” status effect which starts at 0% and increases to 100%.
- The Insomnia value grows steadily, with the speed at which it grows dependent on a few factors:
Near SCP-966: 1% /s (TTK: 1m40s) (Stalking TTK: 50s) (Stealth TTK: 6m40s)
Targeted by SCP-966: 4% /s (TTK: 25s) (Stalking TTK: 12.5s) (Stealth TTK: 1m40s)
Both near SCP-966 and targeted by it: 5% /s (TTK: 20s) (Stalking TTK: 10s) ( Stealth: 1m20s)
Being in Stalking Mode multiplies all rates by 2x.
Being in Stealth Mode multiplies all rates by 0.25x. - Insomnia gives a linearly-growing blurriness, slowness and head movement effect, maxing out at 20% slowness at 99% Insomnia.
- Insomnia will not give targets any visual effects as long as SCP-966 is in Stealth Mode. Visual effects will return the moment SCP-966 exits Stealth Mode. The slowness effect will still occur even in Stealth Mode.
- Insomnia passively declines at 3% /s if not near SCP-966 nor being targeted by it.
- Reaching 25% Insomnia will lightly scramble the player’s chat messages.
- Reaching 50% Insomnia will heavily scramble the player’s chat messages.
- Reaching 75% Insomnia will make the player unable to use chat, their panic button, comms, or voice chat. A message will appear on screen if the player attempts to use these systems saying “You are too tired to communicate…”
- Reaching 100% Insomnia will ragdoll a player for 10 seconds.
- If 10 seconds pass without SCP-966 using its “Feed” ability on a ragdolled player, the player will get back up with an Insomnia meter of 60%.
- Using the “Insomnia” SWEP on a ragdolled player will consume them: this will play a 3-second audio file of something eating something and the corpse will become gibbed (all red and meaty, like when you die from an explosion).
- SCP-966’s Stalking Mode and Target Selection cooldown is reset to 0 seconds.
- SCP-966 regains some percentage of its health. My proposed amount is 25%.
- SCP-966 can “overheal” by using “Feed” once it reaches 100% health. It can overheal to 120% of its initial max HP, but being in “overheal” will make it 10% slower.
Has something similar been suggested before?
I can’t search “SCP966”, “SCP-966” or “SCP 966” in the search bar, so I have no idea. Apologies!
Possible Positives of the suggestion
- Makes SCP-966 more fun to play
- Makes SCP-966 stronger
- Encourages multiple playstyles of SCP-966 besides “run at people and press M1” or “beeline it to surface”
Possible Negatives of the suggestion
- Could make SCP-966 less fun to play against
- Would make SCP-966 a great support SCP, which would make it absolutely abhorrent to play against in a multi breach
Based on the Positives & Negatives, why should this suggestion be accepted
SCP-966, as we all know, is a very weak SCP. It gets shredded the moment the playercount reaches like, 60.
Part of this is its low HP, part of this is its low damage, part of this is that it's a solo SCP, etc.
I think this is because its kit is lacking.
SCP-966 is meant to find a weak target, stalk them, then consume them the moment they become incapable to function out of exhaustion. On the server though, it instead just sprints at people and mauls them. This is inaccurate to the lore and also unfun to play against / as.
My suggestion aims to make SCP-966 stronger against solo targets and weaker against groups, while still making it viable at high pop.
Please leave feedback if you have it and remember to up/downvote the suggestion.
Edit 1: Fixed a small grammar fault.
Edit 2: Changed:
- Insomnia will not give targets any visual effects as long as SCP-966 is in Stealth Mode. Visual effects will return the moment SCP-966 exits Stealth Mode.
- Insomnia will not give targets any visual effects as long as SCP-966 is in Stealth Mode. Visual effects will return the moment SCP-966 exits Stealth Mode. The slowness effect will still occur even in Stealth Mode.
Last edited:
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