What does this suggestion change/add/remove:
I've got a list of things that i think it's weird 079 can't do because 079 is so in-tune with electronics and has such a fine level of manipulation with them, but can't do some simple things that would greatly improve his survival odds. this is in order of what i think is most to least important for 079.
Tesla Gates seriously how was this not something that came free with your xbox
the ability to turn them off for a moment and the ability to zap them are obvious and pretty self explanitory.
but ALSO being able to OVERLOAD tesla gates. to keep them active with a solid stream of zappage for a few seconds, like a psudo-lockdown for regular doors, but doing this obviously isn't healthy for the gate, so it'll break when it's done, sort-of combining the "lockdown" and "short circuit" of regular doors here.
Itself
what if, hear me out, 079 could display a cognitohazard on it's own screen. crazy, completely unheard of, I know. plus i think this is something 079 should be able to do regardless of it it's breached or not because 079 would absolutely want some of the people who just walk into it's cell to be on the ground frothing from the mouth.
Generators / Systems
just let 079 do the hacking minigames for these since they're so influencial to the site as a whole, but have it either use up energy to attempt the hackings or have energy stop building or even drain for doing the hacking depending on the system or generators, but they get easier the higher level 079 is
Blast doors / emergency doors / just large doors in general / not-tiny-baby-doors
079 has fine tuned ability regarding electronics, 079 can practically do what he wants to a system he's connected to because it's just THAT potent at modifying devices, being able to activate lockdowns without a password, breaking something by overloading it even if they have safeguards, opening doors regardless of clearance, but you know how blast doors are a bit more.. lethal? more prone to killing an unfortunate soul who thinks they can squeeze into the gap? well, I think 079 should be able to overclock the motors on large doors and make them SLAM shut instead of locking them down if the door is open (we we can keep the 3 key system of E, R, G we have going on) and, well, it'd defenetly make people second guess walking underneath an emergency biohazard door in fear of it suddenly crushing their skull if they know 079 is out, or trying to enter 079's chamber not knowing if 079 is just going to slam it's blast door on the first guy who tries to walk through the door. it'll probably be the most lethal thing in 079's kit, which is something 079 deperately needs because it is NOT killing anyone with those wimpy grenades and barely any turrets are even on site in desireable spots for 079.
Containment Chambers
while on the topic of the hacking minigames, the same rules to the generators and systems would also apply here, let 079 hack out scps like it did before, maybe at level 3 or maybe 4 depending on how generous you feel, but only at full power for the level it's at, and any time the hack is a success, 079 loses all of it's energy, like how it is now, and has to get back up to full to do that again, plus with this system in place it would be nice to know how much time is left between breaches because there's no indicator saying how long it will be between when you can and breach something, i don't even know how long it is because i've never been breached long enough to get 2 scps out (or 1, realistically) but i assume it's either 15 or 20 minutes between them.
Dispencers 2: electric boogaloo
079 can already interact with this, what is bro on about? well, give 079 the ability to break dispencers like short circuiting them instead of hoping and praying dispencing enough random items will do the trick. I don't know why this wasn't already an option considering how much of a threat they can pose to 079's well-being. ESPECIALLY the one in it's room, stopping someone from getting a hacking device if they don't have one already is invaluable to it's survival.
also, i don't really want this second thing, but letting 079 dispencer a specific item but have it cost more energy bepending on how high a keycard you need to get it normally, in addition to the 3 energy it takes to ranomly get an item would be cool. there's probably some sort of "OP" case here which is why personally it's not what i want from dispencers, but it is defenetly something i thought of anyways.
Telephones
079 should be able to break phones by short circuiting them for exp like breaking cameras doesi guess, not the main focus, more importantly, i think 079 should be able to "pick up" phones or call other phones. this would be funny, first of all, but also, 079 can control every aspect of a device if it runs on eletricity and and can be connected to, so it just makes sence. but the real cream of the crop here would be an audio memetic hazard, just like the visual one for computers, where it would make the person either a: make the poor guy drop dead if they listen to it for too long, b: stun them on the phone so they can't move while the sound is being played, or c: sleeper agent the poor guy and make them go nuts.
Camera control centers
you know, those places where all the feeds end up. if 079 can break cameras, why not be able to just straight up break the other end of that equasion? it's a lot more obvious than just a few cameras, and it should probably cost a lot of energy, but still. or even better, USE the feeds to transport itself to any of the positions of those cameras, like in the scp games!
ETC.
other electonic devices in general like printers or display signs or refrigerators should just be able to be broken or used by 079, but none of those things are exactly high on my list of interactability. It would be really funny if 079 could make a refridgerator run and then call about it.
Comms*
there's a little asterisk there because I dont think this is nearly as important as other things i've said, it's more like something i tacked onto the end. 079 shouldn't be able to see ALL the comms, but i do think 079 should be able to at least listen in on foundation conversations due to, well, being in full control of the facility. doesn't even necessarily need to be able to speak in the comms. Think about it, 079 has full control of the site, can use any camera check any log, hack any computer, how would he NOT hear everything going on on-site? i just thought this would be neat.
Has something similar been suggested before? If so, why is your suggestion different?:
I've seen general talk about 079 in the suggestions about rebalances and stuff like that, but not about what 079 can actually do with the electronics on-site.
Possible Positives of the suggestion (At least 2):
+Giving 079 the ability to defend itself without having to rely on other SCPs
+Making 079 more of a threat and site personnel needing to respect the on-site electronics as they could be possibly used against them
+Techies get more things to fix
+Picking up / making calls as 079 would be funny, and also add a way for 079 to covertly talk to somebody maybe for rp reasons, who knows?
Possible Negatives of the suggestion:
-obviously making 079 harder to deal with will, well, make 079 harder to deal with.
-dev time, yippie!
-Techies get more things to fix
--079 gets more insults from e-11 when they're recontaining it :'(
Based on the Positives & Negatives, why should this suggestion be accepted:
Obligitory "buff 079" arguements that have been said before, but also give more variety to 079's gameplay other than just "break break break, level up, spook someone with a grenade because they're never lethal, break break, maybe get to level 5 breach 1 scp if you're lucky, get RC'd, repeat.
079 is such a cool character who's entire thing is being able to mess with anything electronic and it just breaks my 32 KB heart to see him only be able to interact with only 5 types of electronics (Camera, dispencer, door, computer, and rarely turrets)
I've got a list of things that i think it's weird 079 can't do because 079 is so in-tune with electronics and has such a fine level of manipulation with them, but can't do some simple things that would greatly improve his survival odds. this is in order of what i think is most to least important for 079.
Tesla Gates seriously how was this not something that came free with your xbox
the ability to turn them off for a moment and the ability to zap them are obvious and pretty self explanitory.
but ALSO being able to OVERLOAD tesla gates. to keep them active with a solid stream of zappage for a few seconds, like a psudo-lockdown for regular doors, but doing this obviously isn't healthy for the gate, so it'll break when it's done, sort-of combining the "lockdown" and "short circuit" of regular doors here.
Itself
what if, hear me out, 079 could display a cognitohazard on it's own screen. crazy, completely unheard of, I know. plus i think this is something 079 should be able to do regardless of it it's breached or not because 079 would absolutely want some of the people who just walk into it's cell to be on the ground frothing from the mouth.
Generators / Systems
just let 079 do the hacking minigames for these since they're so influencial to the site as a whole, but have it either use up energy to attempt the hackings or have energy stop building or even drain for doing the hacking depending on the system or generators, but they get easier the higher level 079 is
Blast doors / emergency doors / just large doors in general / not-tiny-baby-doors
079 has fine tuned ability regarding electronics, 079 can practically do what he wants to a system he's connected to because it's just THAT potent at modifying devices, being able to activate lockdowns without a password, breaking something by overloading it even if they have safeguards, opening doors regardless of clearance, but you know how blast doors are a bit more.. lethal? more prone to killing an unfortunate soul who thinks they can squeeze into the gap? well, I think 079 should be able to overclock the motors on large doors and make them SLAM shut instead of locking them down if the door is open (we we can keep the 3 key system of E, R, G we have going on) and, well, it'd defenetly make people second guess walking underneath an emergency biohazard door in fear of it suddenly crushing their skull if they know 079 is out, or trying to enter 079's chamber not knowing if 079 is just going to slam it's blast door on the first guy who tries to walk through the door. it'll probably be the most lethal thing in 079's kit, which is something 079 deperately needs because it is NOT killing anyone with those wimpy grenades and barely any turrets are even on site in desireable spots for 079.
Containment Chambers
while on the topic of the hacking minigames, the same rules to the generators and systems would also apply here, let 079 hack out scps like it did before, maybe at level 3 or maybe 4 depending on how generous you feel, but only at full power for the level it's at, and any time the hack is a success, 079 loses all of it's energy, like how it is now, and has to get back up to full to do that again, plus with this system in place it would be nice to know how much time is left between breaches because there's no indicator saying how long it will be between when you can and breach something, i don't even know how long it is because i've never been breached long enough to get 2 scps out (or 1, realistically) but i assume it's either 15 or 20 minutes between them.
Dispencers 2: electric boogaloo
079 can already interact with this, what is bro on about? well, give 079 the ability to break dispencers like short circuiting them instead of hoping and praying dispencing enough random items will do the trick. I don't know why this wasn't already an option considering how much of a threat they can pose to 079's well-being. ESPECIALLY the one in it's room, stopping someone from getting a hacking device if they don't have one already is invaluable to it's survival.
also, i don't really want this second thing, but letting 079 dispencer a specific item but have it cost more energy bepending on how high a keycard you need to get it normally, in addition to the 3 energy it takes to ranomly get an item would be cool. there's probably some sort of "OP" case here which is why personally it's not what i want from dispencers, but it is defenetly something i thought of anyways.
Telephones
079 should be able to break phones by short circuiting them for exp like breaking cameras doesi guess, not the main focus, more importantly, i think 079 should be able to "pick up" phones or call other phones. this would be funny, first of all, but also, 079 can control every aspect of a device if it runs on eletricity and and can be connected to, so it just makes sence. but the real cream of the crop here would be an audio memetic hazard, just like the visual one for computers, where it would make the person either a: make the poor guy drop dead if they listen to it for too long, b: stun them on the phone so they can't move while the sound is being played, or c: sleeper agent the poor guy and make them go nuts.
Camera control centers
you know, those places where all the feeds end up. if 079 can break cameras, why not be able to just straight up break the other end of that equasion? it's a lot more obvious than just a few cameras, and it should probably cost a lot of energy, but still. or even better, USE the feeds to transport itself to any of the positions of those cameras, like in the scp games!
ETC.
other electonic devices in general like printers or display signs or refrigerators should just be able to be broken or used by 079, but none of those things are exactly high on my list of interactability. It would be really funny if 079 could make a refridgerator run and then call about it.
Comms*
there's a little asterisk there because I dont think this is nearly as important as other things i've said, it's more like something i tacked onto the end. 079 shouldn't be able to see ALL the comms, but i do think 079 should be able to at least listen in on foundation conversations due to, well, being in full control of the facility. doesn't even necessarily need to be able to speak in the comms. Think about it, 079 has full control of the site, can use any camera check any log, hack any computer, how would he NOT hear everything going on on-site? i just thought this would be neat.
Has something similar been suggested before? If so, why is your suggestion different?:
I've seen general talk about 079 in the suggestions about rebalances and stuff like that, but not about what 079 can actually do with the electronics on-site.
Possible Positives of the suggestion (At least 2):
+Giving 079 the ability to defend itself without having to rely on other SCPs
+Making 079 more of a threat and site personnel needing to respect the on-site electronics as they could be possibly used against them
+Techies get more things to fix
+Picking up / making calls as 079 would be funny, and also add a way for 079 to covertly talk to somebody maybe for rp reasons, who knows?
Possible Negatives of the suggestion:
-obviously making 079 harder to deal with will, well, make 079 harder to deal with.
-dev time, yippie!
-Techies get more things to fix
--079 gets more insults from e-11 when they're recontaining it :'(
Based on the Positives & Negatives, why should this suggestion be accepted:
Obligitory "buff 079" arguements that have been said before, but also give more variety to 079's gameplay other than just "break break break, level up, spook someone with a grenade because they're never lethal, break break, maybe get to level 5 breach 1 scp if you're lucky, get RC'd, repeat.
079 is such a cool character who's entire thing is being able to mess with anything electronic and it just breaks my 32 KB heart to see him only be able to interact with only 5 types of electronics (Camera, dispencer, door, computer, and rarely turrets)
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