Content Suggestion SCP-966 Rework Suggestion Number A Trillion - Stalking Mechanics

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SCP-966 Rework Number A Trillion
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.
Offensive abilities
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%.
New ability: “Feed”
  • 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.
to
  • 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.
 
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+W
I was originally going to Neutral this due to having that 323 mechanic, but seeing the times and considering it in most scenarios made me Support it.
This rework would form SCP-966 into an 'anti solo SCP' where you would have to travel in teams of 2-3 to combat it and also prevent single targets from rushing SCPs. It'd also greatly help SCPs combat against dangerous targets (e-11 with an auger for example).

Although most of these values would need to be reworked. 25% of HP back on a kill is insane.
Other than that, I like SCPs with cool mechanics.
Also maybe make it so instead of 2 buttons, make stealth mode apply whenever you're not running (not holding shift) and the normal default mode whenever you're running outside of stalking ofc.
 
25% of HP back on a kill is insane.
Other than that, I like SCPs with cool mechanics.
For reference, SCP-966 would be able to, at most, kill someone every 10 seconds with this. SCP-966 also has less than 10,000 health (I believe 8000?)

Considering SCP-966 has to retain LoS to kill someone within 10 seconds, that gives the target 10 seconds of uninterrupted gunfire on it.

If people stick together then SCP-966 gets hard countered.
 
In the past, someone suggested adding a stalking mechanic similar to 323 to 966 and it was accepted, however the resulting ticket was closed after 2 years as not planned. As far as past suggestions go in general, to my knowledge, most past 966 suggestions are either along the lines of add 323 stalking mechanic or some form of minor buff, as well as being prior to the ticket rework - So IMO you're good on this.

I don't think the ticket being closed necessarily means the idea itself isn't planned in some form - That specific ticket being not planned could mean that a different approach to it would be more better and it could be that this idea is far more suitable. As I read it, IMO this is pretty excellent, I agree that a larger scale rework of 966 is a better prospect than "try and bolt an altered version of 323's stalking mechanic onto it" both in gameplay balance and development.

+Overwhelming Support
I was planning on re-opening the general stalking mechanic idea at some point, but this is far better. Excellent work.
 
but this is far better. Excellent work.
Cheers. I tried to make it as unique as possible yet still base it off of the existing 323 framework because just copying the swep over (like a lot of suggestions for 966 reworks suggest) would be insanely boring.

Problem is trying to balance it... hell, I spoke with an ex E-11 COM, and he agreed that 25% health regen was fine. Guess not seeing the comments on this suggestion so far 😭
 
Problem is trying to balance it... hell, I spoke with an ex E-11 COM, and he agreed that 25% health regen was fine. Guess not seeing the comments on this suggestion so far 😭
IMO from what I can see it looks balanced and you've taken pretty much everything into account, but that might be because 966 is incredibly underpowered as-is, and so I think there's probably some kind of bias there that prevents myself and/or others from seeing any overcorrection. Plus I have a terribly imprecise sense of balance anyway, so 🤷‍♀️ I just don't see anything that immediately sticks out as a potential problem.

Honestly, what you have RN is fine - Suggestions are mostly a guideline and if Content see adjustments that need to be made, they'll make them. Part of their whole thing is working out balance. I think that you've given them something really good to work with and they'll probably like it (y)You don't have anything to worry about.
 
Honestly, what you have RN is fine - Suggestions are mostly a guideline and if Content see adjustments that need to be made, they'll make them. Part of their whole thing is working out balance. I think that you've given them something really good to work with and they'll probably like it (y)You don't have anything to worry about.
Thanks FoddGPT 🙏
 
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