TYPE-GREEN Special Abilities

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What does this suggestion change/add/remove:
It was already stated by Cloak if I'm not wrong that TYPE-GREEN A and B would have gotten a unique power, this are my 2 suggestions

TYPE-GREEN A:
Bypass
Cost of Ability: 50 Energy
Ability Cooldown 120 seconds
What does it do: It will allow TYPE-GREEN A to break a selected keycard scanner which will open the selected door, malfunctions the keypad scanner but the door will not break, only open

TYPE-GREEN B:
Sense
Cost of Ability: 50 Energy
Ability Cooldown: 120 Seconds
What does it do: When activated players on a certain radius will be marked in red through objects for TYPE-GREEN B and disappear after a designated amount of time

Possible Positives of the suggestion (At least 2):
- Idea for the 2 unique abilities for the TGs
- TYPE-GREENs now will need to be together to complete each other, this would incourage teamwork

Possible Negatives of the suggestion:
- Never seen these in actions, but they could either be too strong or too weak

Based on the Positives & Negatives, why should this suggestion be accepted:
If I remember right Cloak said he was going to give TGs special abilities so these would be cool ideas that are not too OP for the SCPs
 

Landon

Well-known Member
Nov 30, 2022
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The abilities are already in the progress of being developed - and the ideas are a lot more impressive in terms of tech than the ones suggested here :p Not trying to be rude, just telling you we've got some awesome abilities in the works!
Nice can’t wait to see em ?
 
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