- Oct 24, 2022
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What does this suggestion change/add/remove?:
CONTEXT Currently, SCP-173 is kind of a dud compared to how threatening an ominous he was in the original containment breach game, and in every other game. Instead of being an SCP you actually have to engage with by playing with his gimmick of looking at him, he's instead the "spam right click your entire breach and get shot at" SCP, with zero spook factor to him at all.
Parts preceded by a blue square means it's a rework, meaning it's neither a buff or a nerf.
Parts preceded by a red square means it's a direct nerf.
Parts preceded by a green square means it's a direct buff.
Has something similar been suggested before? If so, why is your suggestion different?:
Possible Positives of the suggestion:
- Gives SCP-173 players much more control and fun.
- Makes SCP-173 significantly more fun to play against at low pop.
- Gives SCP-173 a more fun niche in allowing 2 other people to have a fun containment breach.
- Ability to not become entirely useless at high pop breaching through the que.
- Makes 173, the linchpin of SCP in general, require much more interaction from the server.
- Separates Civil's 173 from other servers implementation of 173.
Possible Negatives of the suggestion:
- Potential negative consequences for base 173
- Makes 173 a lot more skill reliant, which could potentially make him unfun for newer players.
- Dev time
- 173s getting stuck in eachother
Based on the Positives & Negatives, why should this suggestion be accepted:
I think for roleplay, the overall health of the server, and for balance, this rework proposal has a lot going for it, albeit likely needing minor tweaks.
If this gets accepted, I'll make some custom models for the other 173 instances and suggest it later down the line.
that literally has nothing to do with the suggestion
CONTEXT Currently, SCP-173 is kind of a dud compared to how threatening an ominous he was in the original containment breach game, and in every other game. Instead of being an SCP you actually have to engage with by playing with his gimmick of looking at him, he's instead the "spam right click your entire breach and get shot at" SCP, with zero spook factor to him at all.
Parts preceded by a blue square means it's a rework, meaning it's neither a buff or a nerf.
Parts preceded by a red square means it's a direct nerf.
Parts preceded by a green square means it's a direct buff.
Balance Changes
-> Splits SCP-173 into 3 different jobs, SCP-173, SCP-173-23, and SCP-173-240. When SCP-173 breaches, SCP-173-23 and SCP-173-240 breach as well, so long as the server population is above 60. If server pop is lower than 60, SCP-173 breaches alone. SCP-173s are combined into one job slot, similarly to SCP-22415.
-> SCP-173's right click teleport kill is removed.
-> SCP-173's blink operates differently. Every 4 seconds (this applies for all SCP-173s, and is perfectly synced for all of them), SCP-173s cause people to blink and are able to teleport to any location with right click (not through walls), with a very limited range, and is only able to manually LMB kill. Example, you could teleport behind people and kill them, or in front of them to kill them. This ability does not work until SCP-173 is breached to allow cell maintenance and testing.
-> SCP-173's LMB attack does not work against anyone who has more than 300 HP, meaning 173 cannot kill ERT.
-> SCP-173's HP is reduced to 15,000 from 30,000
-> SCP-173-23 has 12,500 HP
-> SCP-173-240 has 12,500 HP
-> Each 173 instance is termable.
-> SCP-173, the original, is able to enter the breach que. SCP-173-23 and SCP-173-240 do not enter the breach que.
-> Gives SCP-173 a maintenance requirement that is announced through the site intercom. Every hour, 173 will require 3 D-Class to enter his containment chamber to clean it. The timer would pause during Code 5s, Code 4s, and Code 3s.
EX:
[Facility Announcement] Site Anomaly, designated: SCP-173 requires cell maintenance in 1 hours time.
[Facility Announcement] Site Anomaly, designated: SCP-173 requires cell maintenance in 30 minutes time.
[Facility Announcement] Site Anomaly, designated: SCP-173 requires cell maintenance in 10 minutes time!
[Facility Announcement] Site Anomaly, designated: SCP-173 cell maintenance complete.
After maintenance finishes, cell maintenance goes on a 30 minute cooldown. If the cell is not maintained all 3 instances breach.
This will require a new mop SWEP be added outside of 173's containment chamber. Cell maintenance will take, on average, 2 minutes. The mop operates similarly to a breach tool, but has a different sound of course.
-> SCP-173's right click teleport kill is removed.
-> SCP-173's blink operates differently. Every 4 seconds (this applies for all SCP-173s, and is perfectly synced for all of them), SCP-173s cause people to blink and are able to teleport to any location with right click (not through walls), with a very limited range, and is only able to manually LMB kill. Example, you could teleport behind people and kill them, or in front of them to kill them. This ability does not work until SCP-173 is breached to allow cell maintenance and testing.
-> SCP-173's LMB attack does not work against anyone who has more than 300 HP, meaning 173 cannot kill ERT.
-> SCP-173's HP is reduced to 15,000 from 30,000
-> SCP-173-23 has 12,500 HP
-> SCP-173-240 has 12,500 HP
-> Each 173 instance is termable.
-> SCP-173, the original, is able to enter the breach que. SCP-173-23 and SCP-173-240 do not enter the breach que.
-> Gives SCP-173 a maintenance requirement that is announced through the site intercom. Every hour, 173 will require 3 D-Class to enter his containment chamber to clean it. The timer would pause during Code 5s, Code 4s, and Code 3s.
EX:
[Facility Announcement] Site Anomaly, designated: SCP-173 requires cell maintenance in 1 hours time.
[Facility Announcement] Site Anomaly, designated: SCP-173 requires cell maintenance in 30 minutes time.
[Facility Announcement] Site Anomaly, designated: SCP-173 requires cell maintenance in 10 minutes time!
[Facility Announcement] Site Anomaly, designated: SCP-173 cell maintenance complete.
After maintenance finishes, cell maintenance goes on a 30 minute cooldown. If the cell is not maintained all 3 instances breach.
This will require a new mop SWEP be added outside of 173's containment chamber. Cell maintenance will take, on average, 2 minutes. The mop operates similarly to a breach tool, but has a different sound of course.
Currently, 173 plays like this, and there is zero deviation.
>breach
>spam right click
>go to HCZ and become OP or go to LCZ and be trash
>get RC in first 10 minutes, or become practically immortal in HCZ until ERT spawn.
With these changes, SCP-173 would be so much more interesting, fun, and engaging. Flagging up on SCP-173 would be such a chill and good time rather than incredibly inconsistent. You'll also be able to run away from combat, even if very inefficiently. SCP-173 in HCZ would be a lot less bad too.
>breach
>spam right click
>go to HCZ and become OP or go to LCZ and be trash
>get RC in first 10 minutes, or become practically immortal in HCZ until ERT spawn.
With these changes, SCP-173 would be so much more interesting, fun, and engaging. Flagging up on SCP-173 would be such a chill and good time rather than incredibly inconsistent. You'll also be able to run away from combat, even if very inefficiently. SCP-173 in HCZ would be a lot less bad too.
Has something similar been suggested before? If so, why is your suggestion different?:
Possible Positives of the suggestion:
- Gives SCP-173 players much more control and fun.
- Makes SCP-173 significantly more fun to play against at low pop.
- Gives SCP-173 a more fun niche in allowing 2 other people to have a fun containment breach.
- Ability to not become entirely useless at high pop breaching through the que.
- Makes 173, the linchpin of SCP in general, require much more interaction from the server.
- Separates Civil's 173 from other servers implementation of 173.
Possible Negatives of the suggestion:
- Potential negative consequences for base 173
- Makes 173 a lot more skill reliant, which could potentially make him unfun for newer players.
- Dev time
- 173s getting stuck in eachother
Based on the Positives & Negatives, why should this suggestion be accepted:
I think for roleplay, the overall health of the server, and for balance, this rework proposal has a lot going for it, albeit likely needing minor tweaks.
If this gets accepted, I'll make some custom models for the other 173 instances and suggest it later down the line.
-support
if you know how to play 173 right you can kill all ert as i have done it before
that literally has nothing to do with the suggestion
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