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Cpt.Haxray

Haxray's Big Suggestion Thread(Keeping things organized)

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Posted  Edited by Cpt.Haxray

Since XY rarely moves threads to implemented/denied, i figured i would go back to having one thread with mutiple suggestions on it again. Specifically in order to keep everything organized(and since i got a few older suggestions that didnt get much attention). Not gonna include ones i regret posting for obvious reasons(No scp-3312-1 on here). 

 

In  order to help keep this organized, everything is going to be split into its own sections and color coded. One section for playable hostile scps, one for items, one for SCPs that aren't hostile(with colors collaborating with the team they are sided with. Green for CI, Orange for D-class, Blue for foundation), and a final section for non-scp related suggestions(Also color coded). Bigger gameplay tweaks will still get their own thread.

 

Suggestions are in chronological order of me posting them(so oldest ones are first). For the most part. If a suggestion on here gets added or 100% denied, it will be removed from the thread.

 

Edit: Im only gonna include actual 'playable' scps on this from now on.

 

Playable SCP Suggestions: 

 

SCP-2999-B

Brief Description:

2999 is a combination of 2 entities, A and B. A is a reincarnated foundation researcher in the body of a rotting cat with its skeleton on the outside, and B is a malicious spirit turned computer AI. B's 'MAIN' file is currently trapped on a laptop but it is able to copy and control any kind of electronic hardware it is moved to, and possibly still controls several drones outside of containment.

 

Stats:

Health: 200-250

Speed: Normal human speed(with ability to sprint)

Spawn: Reinforcement spawn(Similar to Serpent Hand)

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=512977777 (A floating drone would be better, but I would rather it not end up in a similar situation to 681 in terms of hitboxes).

 

Gameplay Description:

SCP-2999-B is armed with a powerful energy rifle and a special 'hack' tool. The hack tool acts like a level 5 keycard when it comes to opening doors, but also has a one use left-click effect that changes a door's keycard requirement to level 5. When it spawns, a laptop item would also spawn somewhere(probally using either d-class spawn points or random misc item spawn points) that is also called SCP-2999-B. If SCP-2999-B successfully retrieves this laptop he is allowed to escape like an ordinary SCP. Attempting to escape without it applies the deserter penalty that MTF and TFO have.

 

SCP-2999-B would add some variety to reinforcement spawns(Currently theres one CI spawn and one SH spawn, the rest being different flavors of MTF(excluding omega-9 whos rather unique in their own way). Having a more direct goal than the SH and being a bigger individual threat, as well as the unique ability to increase the security level of doors, being able to block off routes unless people are able to obtain an 05(possible on all maps currently in some way or another)

 

Suggested weapon link: https://steamcommunity.com/sharedfiles/filedetails/?id=638917975 (Its cool and Sci-Fi enough to fit the very sci-fi nature of 2999-B)

Model for EMP Hack Tool: https://steamcommunity.com/sharedfiles/filedetails/?id=151771469

Model for Laptop: https://steamcommunity.com/sharedfiles/filedetails/?id=1542441214

 

SCP-093-1:

 

Brief Description: SCP-093-1 is one of the "Unclean". Giant torso entities living in an alternative universe accessed through 093. They instantly devour whatever they touch, converting them to 093-2 instances which are completely invisible but slowly drive people near them insane through prolonged exposure. 

 

Stats:

Health: HIgh(think 610 levels of health)

Speed: Slow(as slow as 610)

Model: Fast Zombie Torso model from zombie survival(as it has the required animations). Could maybe be textured completely white.

Spawn: Exclusive to Site61 or Site-02, replacing 610 on those maps.

 

Gameplay Description:

SCP-093-1 is, essentially, another flavor of infecting scp. While it is super slow(But bulky), it summons some rather special minions. Instead of simply being a timed clone of itself(610-b) or a meat shield army of zombies(049-2), it instead spawns scp-093-2s. SCP-093-2s are completely invisible and invunerable to damage, and have a weak AOE of 1 damage while near them. They move at slightly slower than normal human speed(not MUCH slower, but slow enough that people can outrun them). SCP-094-2s all die if the original SCP-093-1 is killed. You can see 093-1s with night vision goggles, however.

 

Gameplay wise, SCP-093-1s are a slowly stacking threat. A single one or even 2 or 3 aren't much of a threat, but they become much more dangerous in higher groups, ableit in a different way compared to 049-2 or 610-bs. While those minions tend to serve more as cannonfodder/meatshields charging directly at enemies, 093-1's are more on the support/area denial side, excelling at pushing people away from specific areas (like on the surface near the elevator) or simply slowly wearing down people over time. 

 

Model for SCP-093-2s: https://steamcommunity.com/sharedfiles/filedetails/?id=387694489 (It doesnt have any animations but should work fine and is close to the 'blurred grey outlines' seen of the 2 instances on camera feeds). 

 

SCP-1504:

 

Brief Description: SCP-1504 is a nearly indestructable man who can only be knocked out instead of killed. Additionally, any actions he takes will be perceived as normal and unremarkable, no matter how severe they are.

 

Stats:

Health: 400-700(should be low due to the nature of his ability. Could possibly be the same as 939)

Speed: Normal human speed

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1694831210

Spawn: Containment cell on Site-02 or 61. Should replace 939 on those maps.

 

Brief Gameplay Description:

1504 would appear to be on the same team as whoever is looking at it. (D-class looks at him it shows up as friendly and he shows up as d-class on the scoreboard for those people. Same goes for MTF, Researcher, and Chaos Insurgency). He is able to pick up and wear vests, but is unable to use other items(this is so he can properly disguise himself away from his normal model). 

 

He has a close ranged attack that does 20 damage but can be spammed rapidly(similar to old 1471 or 372). This attack doesn't flash the victim's screen red as well as having no sound or knockback. 

 

Gameplay wise SCP-1504 is incredibly similar to 939, serving as an undercover 'infiltration' unit of sorts. However, his disguise isn't lost when attacking, unlike 939, and is effectively disguised as all roles, instead of just a researcher. The downsides is a weaker attack compared to 939 as well as being able to give away his own disguise by having mutiple people of different roles near him.(For example, a researcher sees him as a researcher, MTF sees him as MTF. They realize the roles dont match up and blow his disguise). While this does result in the issue of him being a lot weaker at lower player counts(as vigilant MTF players can compare who is in spawn to who is labeled as a MTF on the scoreboard), it shouldn't be too much of an issue/weakness in terms of balance. 

 

Since 1504 is so similar to 939, I suggest having him spawn instead of 939 on either site61 or 02, in order to add a bit of unique flavor to those maps, similar to how scp-1048-B is exclusive to maps that aren't site-19(or how 106 didnt spawn on site-12).

 

SCP-016:

Brief Description: SCP-016 is a virus that causes its host to become more violent in an attempt to spread the infection(despite its incredibly low infection chance). It is also capable of mutating its host if the host gets into danger in order to help keep the host alive. 

 

Stats:

Health: Low-Medium(around the 500-1000 range)

Speed: Normal Human speed

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1650179345 (Post transformation)

Spawn: Site02 or Site61 Containment cell, replacement for 939.

 

Gameplay Description: SCP-016 starts out with a d-class model instead of his 'true' model, and appears to be a d-class to everyone else on the scoreboard(other than for scps). He also only appears to have 100 hp while not transformed, and can use items and weapons normally. After taking 100 damage('killing' him, similar to scp-378) he changes model to his 'true' model. He is no longer able to pick up items but he still keeps the items he previously had(any vest or armor he had on would be dropped/removed from existence), and gains an special melee weapon that allows him to charge forward knocking people he hits out of the way(think like the charger from l4d2 but without the pinning someone against a wall). He can also use it normally to deal 40 damage a hit. 

 

SCP-016 would be another 'disguise' scp, but uniquely unlike the others would permanently lose his disguise after taking a specific amount of damage and can't choose when it wants to lose it, leading to a nasty surprise to the poor guard or trigger happy researcher thinking he was just shooting a normal d-class who promptly transforms into a giant monster. Like my other suggestion for a disguise SCP, it should be exclusive to either site02 or 61, replacing 939's spawn on the chosen map.

 

SCP-4725:

Brief Description:

A robotic exoskeleton from the "end of Death" timeline/canon hub piloted/controlled by a Chaos insurgency member. Incredibly durable, and has the ability to absorb the brains of other people into itself, as well as 'swap' between said brains. 

 

Stats:

Health: Low (should not be too high but should prob be slightly more durable than a normal person. Maybe 125?)

Speed: Normal human speed

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=449559300

Spawn: Unused Containment cell on 02 or 61, could replace 378 spawn on chosen map.

 

Gameplay Description:

SCP-4725 is able to use items and weapons the same as a normal person, however it spawns unarmed except for its own special melee weapon. It does 70 damage, and upon killing someone with it, adds a brain to his brain counter. Whenever he would die, he instead uses up one of his brain counters to restore to full health. It is unable to use healing items, however. 

 

A rather simple scp serving as a sorta mix between a 'stacking' power scp like 334 and a 'gun using' scp like 378. Would allow a more consistant way of SCPs accessing keycards to open checkpoints and doors compared to 378 but lacking the disguising and ambush power. Could serve as a replacement spawn for 378 on maps other than for site-19 to add more variety in available scps.  

 

SCP-4104:

Brief Description:

An strange anomaly disguised as a foundation researcher, he goes around and literally erases specific people from existence, causing them to only exist in certain people's memories.  

 

Stats:

Health: 100

Speed: Normal Human Speed

Model: Normal researcher model

Spawn: Any available spot on any map(preferably maybe site61 or 02 specific).

 

Gameplay Description:

SCP-4104 spawns and is given a random researcher or other foundation-sided personnel as a target. He gains no points(or whatever decides which team wins at the end of the round) from kills made except for his target, and only if he uses his special 'eraser' weapon. His special eraser weapon is a close range instant kill that can only be used on his current target, and also removes their name from the scoreboard. When his target dies, be it from his eraser or another source, he obtains a new target. He can see his currently selected target through walls with an outline in order to make tracking them easier. If there is no foundation personnel left alive he remains without a target until more spawn. Outside of his eraser, he can use items and weapons normally.(He doesnt gain points for killing his target with weapons other than for his eraser). 

 

Serving as a 'interesting' sort of infiltration scp, he essentially plays kinda like a hitman(or literally, hit man the game) attempting to isolate his specific target and assassinate them without blowing his cover. While he could just escape if he truly wanted to, it would be much more interesting and fun(as well as rewarding for the chances of the SCP team winning overall) if he stuck around and kept going after targets, but with the risk of him getting caught being higher and higher with every kill he makes(and the closer it gets to reinforcements spawning in which usually would instantly blow his cover if they're not friendly), leading to a risk vs reward playstyle as well. 

 

Him removing his victims name from the scoreboard(obviously temp til they respawn or the round ends) allows for an interesting mindgame, as someone paying attention to tab would notice the person suddenly vanishing while last seeing him(simulating the fact only some people could remember the person erased), while someone not paying attention could chalk it up to people leaving or not even noticing it at all if there was enough people alive. 

 

SCP-1258-1:

Brief Description:

SCP-1258 is a special kind of martial art that, if preformed infront of an animal, causes them to try to study and learn it themselves, slowly changing them to a more humanoid appearance if needed, before becoming hostile to people and attacking them. 

 

Stats:

HP: 150-200(It should be on the low side due to its mechanics)

Speed: Normal Human speed(with access to sprint)

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1480280832

Spawn: Site 02 or Site61, unused containment cell

 

Gameplay Description:

SCP-1258-1 would be using its martial arts to go around beating people up. His default fist attack does the same damage as a shark on SPC breach, however he has several active abilities he can use to enpower his fists, as well as passively dealing more damage and attacking faster from repeatedly hitting enemies(as well as healing from damage done). He can fire off a special punch that, while not benefitting from any buffs his passive fists boost does, applies a slowing effect to the person he hits and making them take more damage from him for a short period of time. He can also leap into the air, causing him to deal damage in a radius around him when he lands(not much however), as well as a straight up damage boost and healing boost to his normal attacks, but disabling the effects of his passive for the duration.

 

Finally, after dealing enough damage/taking enough damage, he can activate a special strike where he stands(or hovers) in place for a moment gaining some health back before slamming into the ground where his crosshairs are(or i guess where-ever he ends up hitting) dealing a massive amount of AOE damage in the area(more damage than his leap, obviously).

 

SCP-1258-1 leans more onto the fun side of things than bringing anything special to the table(indeed he is probally weaker than a lot of other scps if put in a 1:1 comparison), but what he brings should be fun, encouraging a sort of crazy combo gameplay as he goes around chaining punches and leaps to get from target to target and trying not to lose his attack buffs and constantly healing off damage recieved, but floundering and dying quickly if he fails to keep up his combos. 

 

Swep I based the abilities on: https://steamcommunity.com/sharedfiles/filedetails/?id=935300356 (Should be a useful reference).

 

SCP-527:

Brief Description:

Mr.Fish is one of the many little meisters from wondertainment. Despite this, the only special feature about him is having a fish for a head and not liking the foundation very much. He was presumably made in order to troll the foundation.

 

Stats:

HP: 100

Speed: Normal human speed

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1124162421

Spawn: site02 or 61, replacing 378

 

Gameplay Description:

Mr.Fish's only real ability is being able to use items and weapons. That being said, he also offers a consistent way for the SCP team to access keycards and healing items. He is able to heal himself, as well as other scps with medkits. (Note: This should not be too overpowered considering how easy it is to kill mr.fish). He doesnt start with any items on spawn, however.

 

Serving as a support SCP and the first(and hopefully only) SCP team 'healer', Mr.fish serves as both a funny joke scp and a genuine threat in his own way to other players. 

 

SCP-019:

Brief Description:

SCP-019 is an incredibly difficult to destroy pot that constantly spawns monsters from within itself. These monsters are small and fast, but fragile. They don't last long when not near scp-019.

 

Gameplay Description:

-SCP-019(The Pot itself) would spawn in a cell somewhere on the map. I suggest using one of the 3 rooms past 049's containment in order to prevent it from getting killed easily.

-SCP-019 itself isn't playable. it instead allows the playable SCP(SCP-019-2) to keep respawning until killed. It should have around 2k HP.

-SCP-019(the pot) can be escorted by serpent hands once they reach it, allowing the player to successfully escape(like how 079 worked). As a result, serpent hand is guarateed to spawn when SCP-019 has spawned.

-SCP-019-2(The actual player) has infinite respawns so long as scp-019 is alive. Escaping as SCP-019-2 doesnt grant any points.(Unless you dont want SH to escort the pot, in which case SCP-019-2 can escape normally(Same thing that happens when able escapes where they dont respawn).

-SCP-019-2 has incredibly low hp(having only 50 hp) but moves incredibly quickly(SCP-173 speed). 

-SCP-019-2 would be using a modified version of the fast headcrab swep from Zombie Survival gamemode(same way scp-049's use a modifed zombie swep).

 

Model for SCP-019:

https://steamcommunity.com/sharedfiles/filedetails/?id=491054640&searchtext=Pot

(Pot from this pack. Bonus points for the fact it breaks/scatters already).

 

Model and Weapon for SCP-019-2:

https://steamcommunity.com/sharedfiles/filedetails/?id=105462463&searchtext=Zombie+Survival

(The fast zombie weapon from this gamemode also comes with a fast headcrab model with animations and hitboxes. I imagine it should be usable).

 

SCP-1507:

Brief Description:

SCP-1507 is a collection of sapient and highly intelligent plastic pink lawn flamingos. They tend to attack in large groups and can call out to bring more to their side.

 

Stats:

Health: 150-200(not sure where about it should be)

Speed: Human sprinting speed(they should be fast)

Left Click: Same damage output as 795's default attack and same speed, but applies a small slow(2%? 5%?) that stacks(so like old 2521's primary)

Right Click: Spawn in a group of additional scp-1507-1s(5-7) at a 'reinforcement' spawn point. (Similar to how 079's SH spawn acted in regards to cooldown(starts on cooldown, basically can only be used once per match). Cooldown shared between all SCP-1507-1s.

Passive: Other SCP-1507-1s are highlighted and can be seen through walls. Have jump height equal to low gravity special round's jump height.

 

Brief Gameplay Description:

Unlike most other SCPs, 1507 doesn't spawn in as a single person, but instead, a group of 5 to 7(not sure how large the swarm should be, tbh) SCP-1507-1 instances. They all spawn together in the same cell. While individually weak, they are encouraged to work together in a swarm as well as ambush unexpecting players(their high jump height allows them to get up to unexpected places to swoop down on people). As this SCP would end up incredibly weak as the round goes on due to members of the 'flock' dying, they can spawn in an additional group later in the round.(also something they can do in the lore, so yay).

 

Model: Pink Flamingo from 1950 model pack: https://steamcommunity.com/sharedfiles/filedetails/?id=663083175&searchtext=1950s+pack+II

 

Spawn Point: Unused contaiment cell on site02 or site61. Unclear of where spawn should be for other maps.

 

SCP-239:

Brief Description:

SCP-239 is a reality bender with nearly infinite amount of power, kept under control by being made to believe it can only use its power in the form of 'spells'. Permamently kept in a coma after an incident.

 

Stats:

Health: 200-300(Should be low-ish health for a scp)

Speed: 'Standard' SCP speed(Same speed as 049)

Attacks: Explained in gameplay description. 

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1654787671 (I mean 239 thinks shes a wizard, and the age mostly matches... wouldn't mind a better model tbh).

Spawn: One of the existing and empty containment cells on site02 and site61. Uncertain where she could spawn on the other maps(especially site-19).

 

Gameplay Description:

239 has access to several different 'spells'. She can select them by pressing the key binded to them(This is shown via a custom hud).

 

Magic Bolt: Her basic attack, essentially. Does 25 damage a hit and is ranged. Fired with the left mouse button. No 'cooldown'(minus for delays between attacks).

Lightning Bolt: Deals 50 damage and applies a slow, if the attack hits. Regardless if it hits or misses, goes on cooldown after being fired. 10 second cooldown

Magic Blast: Hits a target causing an delayed AOE explosion that deals 50 damage. Regardless if hit or miss, goes on cooldown. 17 second cooldown.

Blood Curse: Fires a 'curse' affecting a single player. Repeated attacks on the same person heals the SCP and slows the target. 10 second cooldown baseline in the swep, might need to be changed to 20 seconds or even 30 seconds. 

Calamity: Has to be charged first by taking and dealing damage. Upon reaching fully charge, does AOE damage around the SCP and heals. Calamity is able to charge itself off its own damage.

 

239 is essentially a squishy scp with a lot of potential ranged power and healing ability if she gets the chance. She would likely lose any direct fight with groups but easily handles a 1v1 situation. Her low HP(might even need to be lower than the 200-300 range, not 100% sure) ensures that she will die quickly if she is played poorly. Calamity is a incredibly powerful crowd wiping ability once she has it available and even being able to possibly fill itself a second time if a large enough group is hit, but also gives away her position and requires her to get close to groups, which should generally give away that she has the ability ready.

 

I believe the variety in her spells/abilities  would give her an unique playstyle compared to the other ranged scps currently in the game(2845 and 378 after it has taken a host, to a lesser extent 076-2 counts as well due to being able to throw his sword) as she is more damage focused but has severely less HP than the others, and is better against single targets than groups.

 

Link to Swep: https://steamcommunity.com/sharedfiles/filedetails/?id=940672885

 

SCP-896-A:

Brief Description:

SCP-896 is a MMO(Likely world of warcraft) that causes increases to your character stats to affect you in real life if you use your name as the avatar. Investing in too much of a single stat over the other causes your physical skills to deteriorate over time. 

 

SCP-896-A is one of several d-class used in an experiment regarding SCP-896 who invested all of his points into endurance, and tried to escape alongside two others.

 

Stats:

Health: High for a SCP(Think around the same health as 2845 or even 610)

Speed: Slow(Perhaps only slightly faster than 682's base speed, or perhaps exactly the same)

Spawn: Unused containment cells on 1730 and 02. Not sure on other sites

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=105153463

 

Brief Gameplay description: 

SCP-896-A is armed with a shield as his basic weapon. It does 50 damage a hit and has high knockback, but swings incredibly slowly and has a short range. This is made up for by two other abilities he has access to, a charge ability and a taunt ability. 

 

His charge allows him to move with a sudden burst of speed towards a specific target. Upon imact with the target, does percentage based damage(so more damage to a scp-035 or a tau-5 than to a normal person, and ignores damage reduction from armor). This ability should have a 20 second cooldown and be tied to the R button(same as other scp special abilities). Should end after a set amount of time if he is unable to reach his target.

 

His second special ability is Taunt. He activates it with his right mouse click and upon being used, forces everyone in range to face him and walk in his direction. He also gains a 30% damage resistance(may need to be higher, idk) during the duration of the taunt(as taunted players can still shoot at him, as can un-taunted players). Taunt on players ends after 5 seconds.

 

SCP-896-A, much like during the escape event in the original article, is intended to mostly serve as a movable 'wall' or barricade for players. While he is still capable of killing people on his own(by a combination of his charge + a swing or taunt + swing), his main usefulness comes from blocking off potential routes of escape or tanking(literally) damage for other scps. While there already exists several scps with a large health pool, they tend to not be very effective when it comes to serving as a tank or meatshield for other scps due to how they are intended to be played or(ironically) large hitboxes. In essence he is a support scp similar to 681. Where as 681 focuses on area denial while being really squishy on its own(provided you can actually hit its admittedly weird hitbox), 896-A provides more active protection as well as being tankier.

 

Suggested Swep/model for shield: https://steamcommunity.com/sharedfiles/filedetails/?id=380702193 Best looking shield I could find on the workshop, and comes with attack animations for the swing(as well as already having the damage and knockback built into the weapon).

 

Taunt Swep: https://steamcommunity.com/sharedfiles/filedetails/?id=1628472725

Charge Swep: https://steamcommunity.com/sharedfiles/filedetails/?id=1613402560

While I dont expect you to literally use these sweps, im linking them as they could serve as a useful reference. In particular the charge swep is super close to how 896-A's charge should work minus for having knockback. 

 

SCP-511:

Brief Description:

 

SCP-511 is an horrifying abomination in the vague shape of a black cat that appears in dark crowded areas surrounded by SCP-511-1's("ordinary' cats that are completely feral). SCP-511-1s 'create' scp-511s by collecting biomass.

 

Stats:

 

SCP-511-1:

Health: Same as 795

Damage: 10 with same attack speed as 795

Speed: Same as 795

Spawn: Dark crate filled basement area near 682's cell on area-02(Or random unused containment cell). Unsure for other maps.

Model: Current model that 795 uses. 

 

SCP-511:

Health: Medium-ish(Same as 049 or around that level)

Damage: 50 a hit, similar attack speed to 939

Speed: Slow

Spawn: See Gameplay Description

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1408511659 (I searched, and searched, and searched, and the closest thing to a deformed black cat i could find was this. I'm sorry.)

 

Gameplay Description:

SCP-511-1 originally spawns, instead of scp-511. It is a rather weak SCP taken solely by itself, considering it only does 10 damage a hit(even if rapidly) and has low hp. However, if it gets 5 kills(Might be too much) it is able to spawn a SCP-511 with right click. SCP-511, obviously, would be taken from spectators. Only a single SCP-511 can be alive at a time. 

 

SCP-511 is slow but has a decent chunk of HP and can hit decently hard(not as hard as a 049-2 zombie but still rather hard). However, it also has its own special gimmick. It can commit sucide in an explosion anytime it wants, instantly killing it but dealing 100 damage in a wide radius around it. (For a mental picture, if it was in the middle of the 4 hallway crossroads in site-19, its explosion would reach to each doorway).

 

SCP-511-1, in terms of gameplay style, is closer to 334 than 049, seeing as its a rather weak scp that relies on getting kills in order to get stronger(or in its case, spawn a stronger meaner cat). Due to being a sorta 'summoner' of sorts, its main priority would be to try to hunt down weakened players or set up ambushes for unarmed players so it can get scp-511 up as fast as possible. While scp-511 is still not a 'INCREDIBLY' strong threat by itself if handled correctly, scp-511-1 IS able to spawn mutiples(just not more than one scp-511 at a time) if given the chance. The sucide explosion on scp-511 would serve as an effective way to clear out campers from certain popular areas(like the 4 hallway point in entrance or people near gate-b) even if not as effective as some other scps. SCP-511 would also serve as another way to allow specators to rejoin a match in progress and continue playing, an idea a lot of people would be happy with. 

 

SCP-3480-2:

Brief Description:

SCP-3480 is mount olympius, which  due to a broken reality anchor is connected to an alternative dimension's version of scp-2000 that is faulty and constantly creates reality benders, labeled as SCP-3480-2. They tend to be delusional and believe themselves to be gods like the greek gods of legend. 

 

Stats:

Health: Low-Medium(low being 795's current hp)

Speed: "Average' SCP speed(049 speed, or 939 speed for a comparison)

Spawn: Unused containment cell on area02 and site61. Uncertain for other maps.

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=935473450 Any of the 4 models from this you want.(Hospital clothes/growns to fit that they likely just been cloned and popped out the portal)

 

Gameplay Description:

SCP-3480-2 normal attack is a standard fist/punch, almost exactly like the shark punchers from SPC Breach round. It is not particularly strong on its own, but its made for by his other abilities. SCP-3480-2 is able to create a shield around itself completely blocking bullets. This lasts as long as 3480-2 doesn't move and goes on a 5 second cooldown as soon as he does. However, people can walk through the shield and just hurt him that way. He is also able to freeze time in space in a specific place hes looking at. All players(including teammates) hit by it are frozen in place and are unable to do anything, but also cannot take damage until the ability ends.It should last around 3-5 seconds due to the potential power of this ability, with a cooldown of 10-20 seconds. 

 

Finally, if 3480-2 manages to get 10 kills(the amount is high for a reason, trust me), he can fire out a time distortion the next time he uses his attack(or via an ability bind, whatever is easier) that kills anyone hit by it instantly(and  has a cool ass visual effect if xy decides to use some of the code from the add-on I linked).

 

SCP-3480-2 is yet another support scp, except serving as a more direct support and a psudo-healer of sorts with his other 2 abilities. His shield is incredibly useful but is not intended to be as good as another scp i suggested(*COugh* the literal tank *cough*) at tanking damage. His time freeze ability has tonnes of utility, being useful for both helping teammates get kills/advance as well as protecting teammates stuck in a bad situation. However, due to his low HP and low offensive power, he is very much reliant on other scps to help him accomplish what he wants to do.

 

Time Distortion is unlikely to happen more than once in the average breach game due to how weak SCP-3480-2's default attack is, but if he DOES manage to obtain it, it is an amazing lightshow of both power and eyecandy. It is so powerful to make up for how long it would take to obtain.

 

SWEp For reference: https://steamcommunity.com/sharedfiles/filedetails/?id=811647374 

Note for Xy about Swep: Obviously you would need to modify this swep fi you choose to use it, but considering how the SWEP wasn't designed for a specific server in mind, it should be fine to use it/modify it. Im suggesting this in particular due to the wonderful visuals given via the time blast/time distortion and the other abilities. Granted im unsure how the shield would interact with the current weapon base we use.

 

SCP-020:

SCP-020 is a mold that is invisible to the naked human eye. It can spread rapidly between human hosts and modifies the person's behavior to be more social after prolonged infection. 020 hosts have been known to turn violent at near critical stages of infection, however.

 

Stats:

Health: 100

Speed: Normal Human speed

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1295498985

Spawn: TFO spawn

 

Gameplay Description:

SCP-020 spawns along with the rest of the guards and looking identical to a normal guard. He is also not aware he is scp-020(SCPs on the scoreboard WILL see him however, and he is still considered as being on the scp team, he is just unaware of it, and so is other players who aren't on the scp team). He can use items and weapons as normal for obvious reasons.

 

Whenever scp-020 gets near someone, they get infected by the mold. They aren't told they are infected and their role doesnt change. However, anyone else they get near also gets infected by the mold. Someone infected by scp-020 who tries to escape will count as a SCP escaping instead for terms of who ends up winning a round, instead of their normal role.(EX: infected d-class escapes, counts as a scp escaping). 

 

After 5 minutes have passed, the original 020 host 'turns' and becomes aware he is scp-020. Everyone else is also aware he is scp-020. He is still able to use items and weapons after this state, but his model changes to the one linked.

 

You can tell if someone is infected by 020(including the original host before he changes) through either a s-nav ult(people infected would show up as scp-020-1s instead of their 'actual' role) or NVG(which would cause them to be displayed in grey when looked at). You can cure a scp-020 infection by using scp-500, or by lighting the infected person on fire in some way. The original host cannot be cured, however.

 

Gameplay wise, scp-020 serves to cause a form of paranoia. No one would even be sure if there was a scp-020 in the round, or a 939, or some other disguised SCP even if the reduced amount of scps on the scoreboards alerted them. afterwards, people would be paranoid of each other not even sure who is infected, or even who is the original scp-020. Considering 020 wouldn't know his own role unless he discovers it in some way before he 'turns' 5 minutes in or after he turns, it would result in a rather unique mindgames quite different from a normal disguised scp or ci spy. 

 

Edit: wearing a hazmat suit would also render you immune to being infected by being near a 029 or 020-1, but won't cure your infection if you already have it.

 

 

SCP-2043:

Brief Description: Resembling the 'aged up' photograph of a missing child, 2043 duplicates whenever someone makes eye contact with her then breaks it. 2043 and its duplicates feel the pain all of the others receive. Corpses were retrieved of a similar case regarding a missing male child. 

 

Stats:

Health: 200-500. (Note: not sure where it would be, would require playtesting)

Speed: Normal human speed

Spawn: Unused cell on site02 or 61. Could be a map exclusive SCP.

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1697857071 Or, if you want to go full meme: https://steamcommunity.com/sharedfiles/filedetails/?id=1697736161

 

Gameplay:

SCP-2043 can use items like a normal person, this includes healing items. However, 2043's main special effect is that whenever someone sees 2043, another 2043 spawns as soon as it steps out of sight(kinda like how 689 can teleport to people only when its not looked at, but it has to be looked at by someone first to be able to teleport to someone). The second 2043 would spawn near where the original scp-2043 is currently standing. The copy has the same HP as the 2043 currently has, as well as exact copies of all of their equipment(EXCEPT for healing items) They also have the duplicate effect. 

 

Whenever a 2043 takes damage, ALL other 2043s also take damage. The same applies for healing: if one heals, all of them heal.

 

2043 would, essentially, be a unique 'human' scp. The duplicates aren't under their control of when to spawn for a reason. They are both an advantage and a disadvantage. The more 2043 duplicates there is, the faster they'll die(as mutiples can be shot at once), but the higher their firepower. 

 

SCP-569:

Brief Description: A group of animated disembodied marble heads that, when angered, transform into floating marble skulls and vomit muti-colored marble onto people or nearby walls.

 

Stats:

Health: 800-1000(Idk good health values anymore)

Speed: 049 speed

Spawn: Unused containment cells on 02 and 61. Not sure for other maps. 

Model: Default hl2 skull model(do the same trick you did for 681).

 

Gameplay description:

569 has two main abilities. With its left click it vomits rainbow colored marble all over enemies. This does less damage at range than up close. This turns the person's model rainbow colored slowly after repeated exposure to the attack. It also applies a permament and stacking 1% slow per tick of damage. This slow can only be removed by using a scp-500(which would also remove the rainbow effect) or by intentionally taking mutiple candies from the candy bowl. 

 

Visually/mechanically, this attack could either act similar to the vomit swep(linking it so you get an idea of what that looks like/acts like) or like a 'beam' attack of some sort. 

 

His second ability, on a minute cooldown, allows him to plac... i mean, vomit, a rainbow colored wall infront of him. No one can pass through these walls and they last til they are destroyed. They have 'effectively' 300 or so hp. 

 

Vomit Swep: https://steamcommunity.com/sharedfiles/filedetails/?id=450215397

 

Allied SCPs:

 

SCP-3033-2

Brief Description:

SCP-3033 is a weapon used by the chaos insurgency consisting of remote controlled drones(SCP-3033-1s) and a pilot/controller (SCP-3033-2). Mind controlled drones are almost invulnerable to damage but drop dead if the controller is eliminated. Most notable event regarding SCP-3033 involved an assassination attempt on the defected creator of 3033.

 

Stats:
Health: 100

Speed: normal human speed

Model: Researcher model

Team: CI (Disguised)

 

Gameplay:

SCP-3033-2 is given a random researcher as his target at the start of the round. Unlike Dr.Maynard, he is unable to use items other than for his starting 3033-1 weapon. The 3033-1 weapon has no visible world model and acts like a level 3 keycard. When used on an enemy(researcher or MTF) it turns them into a SCP-3033-1 instance.  SCP-3033-1 instances have 100 hp and normal human speed, but are CI sided, cannot use items or weapons except for their fists(Same as shark fists on shark puncher round), and have a massive damage resistance to gunfire(think like 80 or even 90%, but this wouldn't apply to melee weapons). SCP-3033-1's all instantly die if SCP-3033-2 is killed. 

 

SCP-3033-2(and the CI team/D-class team as a whole) gain a massive point boost when his target is successfully killed. 

 

SCP-212-1

 

Brief Description:

One of the various results of using SCP-212 on foundation personnel was a guard who was modified to be, essentially, a cyborg attack dog with long claws.

 

Stats:

Health: 300-400(Unsure of what range should be, TBH, due to power of new guns)

Speed: Same walking speed as 372

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=970841075

Spawn: Potential 'special' TFO spawn(One max)

 

Gameplay Description:

SCP-212-1 would be similar to a foundation-sided 372 in abilities. While it cannot cling to walls, it has a leap that is essentially the same as 372. Its attack is also similar to 372, except doing 50 a hit(in order for it to be more effective against scps).

 

212-1 would be a rather fun and unique addition to TFO spawns, as they currently exist of different weapons, armor, and keycards. He could also be used as a MTF spawn instead, alongside something like Alpha-9 or Omega-7(If both exist at the same time, that is).

 

SCP-069:

 

Brief Description: SCP-069 is an anomaly that takes the form of an individual who died near it. It believes itself to be said person, and mostly acts the same as said person, except with an increased drive/desire to accomplish its goals/ 'set things right'. 

 

Stats:

Health: 100

Speed: Normal human speed

Model: Uses existing D-class/Researcher/Guard model(explained below)

Spawn: Normal D-class/Researcher/Guard spawn

 

Gameplay Description:

SCP-069 has a chance to spawn whenever a human player dies to another player. It is a low chance, and doesn't apply to SCP sided players(so no Serpent Hand respawning). Said dead player respawns as scp-069. The person who killed them originally is now marked as their target, and they are neutral to all other players(Including scps), meaning they can work together with whoever they want or kill whoever they want. They gain no points for any kills outside of killing their target. After killing their target they gain their original role's team a massive boost in points(or however the gamemode decides which team wins now) and return to being a spectator(aka they die). The same thing happens if their target dies through some other means. They can use items and weapons the same as any other normal person.

 

069 would be a fun albeit rare 'random event' to happen during a round. A lot of players wish they could team with whoever they wished(which is why teaming is a commonly enforced rule), and 069 would give them the chance to do so. He would also open up exciting gameplay as they could either tunnel vision onto their target or cause as much damage and chaos as possible along the way, and basically just stir up a round. 

 

SCP-3143:

 

Brief Description:

SCP-3143 is an unique anomaly that believes itself to live in a Noir film, and is able to alter events around itself in order to behave like a Noir film. People under the influence of SCP-3143 dont recall what happened after the event. Notably, 3143 shows limited to no hostility towards foundation staff provided they aren't hostile to him already, and tend to instead focus on scps causing a containment breach. 

 

Stats:

Health: 100

Speed: Normal human speed

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=474029314

Spawn: Reinforcement Spawn

 

Gameplay Description:

SCP-3143 spawns alone as potential reinforcements. He is armed with a powerful revolver(or hand-cannon, if you prefer the term). He is unable to pick up or use items, but is able to open any door regardless of keycard level needed. He is hostile towards TFO(and by extent, most NTF spawns outside of omega-9) and SCPs, but friendly to researchers and d-class.

 

SCP-3143 would be a rather unique spawn in the vein of omega-9, where they have unusual allies and enemies. In 3143's case, he shoots guards and scps, but not researchers or d-class. His revolver would be uniquely powerful(dealing damage equal to a deagle but with higher fire-rate and less recoil) and accurate, making up for the fact he spawns alone. He would serve to shake up the gameplay in a interesting direction once he shows up. 

 

As a special note due to the unique nature of SCP-3143, if he gets added in, he should get a special unique announcement voiced by himself in the first person. 

 

Suggested swep for revolver: https://steamcommunity.com/sharedfiles/filedetails/?id=1689763235

 

SCP-3660-1:

 

Brief Description: SCp-3360 is a zipper that attaches itself to an individual, and after a brief period of 5-10 minutes, 'zips' down, turning the person's normal appearance into a 'costume' and turning them into a random animal. Dr.Scarlife was an unfortunate victim of the SCP during an power outage and was turned into a cobra, but still works for the foundation despite this condition. 

 

Stats:

HP: 100

Speed: Faster than normal human sprinting speed but slower than 682 or 096's sprint. 

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1142075062 (Sadly has no animations but shouldn't be super noticable considering its a snake and small)

Spawn: Normal researcher spawn

 

Gameplay Description:

SCP-3660-1(Or Dr.Scarlife, as she would be refered to on the scoreboard) is a special researcher spawn in the vein of scp-999. She moves much faster than a normal player, but this comes at the cost of not being able to use items or weapons as normal. She is able to bite people, dealing 20 damage but applying a poison effect that acts much the same as bleed, but cannot be stopped by medkits and always stops at either 20 hp or 1 hp(the poison itself cannot kill someone) or after 30 seconds. This poison effect can be applied to scps. Optionally, could make her unable to use voice chat and have to use text solely to communicate. 

 

Gameplay wise, she would simply serve as a fun 'addition' to the researcher team to add a bit of flavor. While she is not nearly as powerful as 999(who is incredibly overpowered if the TFO and 999 know what they are doing), she has her own unique power in terms of being incredibly slippery to catch as well as possible hit and run attacks on aggressors. 

 

SCP-963:

 

Brief Description:

SCP-963 also known as Dr.Bright, was a researcher caught in an accident involving a convoy escorting an artifact liquidated from a ritual. He died during this accident, but became tied to SCP-963, and anyone who touches it or wears it becomes a copy of Dr.Bright. 

 

Stats:

Health: 100

Speed: Normal human speed

Model: Default researcher model

Spawn: TFO Spawn

 

Gameplay Description:

Dr.Bright would spawn as a potential TFO spawn at the start of the round(One max). He is armed with a random pistol(except for a desert eagle) as well as carrying SCP-963. SCP-963 is a single use item that, when used on a d-class, changes their role and model to be that of a researcher. 

 

Dr.Bright is a commonly suggested addition to the server, but its difficult to do much with him or the SCP-963 item outside of turning d-class into researchers/copies of himself. However, i believe making him a possible TFO spawn would be more fitting to the character("LOLFOUNDATION" or more serious bright regardless, he is able to handle himself and I could easily see him joining up with facility guards in order to get other more vulnerable staff members out first and attempt to stop breaching scps) while also solving the potential issues having him spawning as a normal researcher brings to balance, and is more interesting than just the item spawning by itself somewhere. 

 

SCP-4210:

Brief Description: 

SCP-4210, also known as 'Your friendly neighbourhood keter", is a teenager with the ability to generate a portal to a pocket dimension containing a single item of whatever he wishes, as well as make 'exact opposite' copies of anything. These copies will instantly die alongside with the original creature if they touch. SCP-4210 was used for maintenance and a single field mission before being recontained to his cell due to his potentially dangerous nature. Despite this, he regularly breaks out of containment to aid the foundation whenever possible.

 

Stats:

Health: 100

Speed: normal human speed

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=973495935

Spawn: Reinforcement spawn

 

Gameplay Description:

SCP-4210 can use items and weapons like a normal person, and spawns with a random gun(can be a pistol, smg, or rifle) and a crowbar. He is treated as part of the TFO/NTF. His main special ability, however, is that he can choose to spawn a 100 hp foundation sided copy of any normally hostile scp. He can do this a single time per round. The SCP copy has all of the abilities the scp normally has except for its reduced Hp.(For xy's sake, he shouldn't be able to spawn 076-2 or 1471, or any scp with a 'targetting' system).

 

He would be a rather unique MTF spawn, considering he essentially spawns with himself and one other player as a weak foundation-sided SCP of his choosing. However, this uniqueness would help to make interesting gameplay whenever he spawns. 

 

SCP-507:

Brief Description:

Scp-507 is an ordinary looking man who randomly(after a period of 2 weeks have passed) gets transported into an alternative reality, before returning in another random period of time. He is on incredibly good terms with the foundation(To the point they let him freely walk around the facility, be equipped with a knife and a fire-arm loaded with rubber bullets, and even have internet access). He returns in a position in 'normal' reality matching to where he was in the alternative one.

 

Stats:

Exactly the same as a normal researcher(Maybe starts with some kind of knife weapon?)

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1420574712 (Closest thing I could find to a mostly ordinary looking dude)

 

Gameplay Description:

Scp-507 is essentially the same thing as a normal researcher(same spawns, and has a lvl 2 keycard(and maybe a knife)). However, once per round at random, he will 'dimension jump'. This results in him becoming invisible to all other players and all other players becoming invisible to him(Very similar to scp-1471, minus being able to see other scps/the infected person). He also cannot hurt any other players or be hurt during this state. He cannot read messages sent from other people and they can't read his messages. He can still interact with the world as normal(Open doors, pick up items, etc) as well as escape. 

 

After a period of a minute to 2 minutes, he returns back to normal. 

 

SCP-507 wouldn't add much to the gameplay by himself, but people want to see more 'special' researchers and d-class. While scp-507 wont dramatically change gameplay, his random uncontrollable 'shift' effect could lead to fun moments for both the scp-507 player and other people. 

 

SCP-055:

Brief Description:

SCP-055, also known as nobody, is an individual with an anti-meme that causes anyone to witness it to forget what it looks like or that it even exists. This renders the foundation unable to describe or even figure out what scp-055 is. However, SCP-055 is in reality the mysterious "Nobody", an individual occasionally lending aid to the foundation despite no one being able to recall that it exists. SCP-055 is not officially a foundation asset, and is technically breaching containment everytime it leaves its cell, but does so purely to aid the foundation.

 

Stats:

Health: 100

Speed: Normal human speed

Model:  https://steamcommunity.com/sharedfiles/filedetails/?id=413362216 Take the one without the mask

Spawn: Special(see below)

 

SCP-055 would have a chance to randomly spawn every minute after 10:00(Aka, it can spawn at 10:00 with a small chance. if it doesnt, its next chance to spawn is at 9:00, and so on). There is no announcement when scp-055 spawns, and scp-055 doesnt show up on the scoreboard. Additionally, when looked at, no name or role will show up. This does not take up a normal NTF or MTF spawn.

 

SCP-055 is allied to the foundation, and spawns with 100 HP, a crowbar, eyedrops and NVG. He can pick up and use items like a normal person. 

 

SCP-055 is, again, mostly a for fun 'wildcard' spawn. People like seeing popular SCPs in the game, and 055 is one of the most popular ones but with seemingly no way to impliment it normally. That is, unless you base it on the stories/tales where scp-055 and Nobody are one and the same. He is unlikely to wildly unbalance or break the game and would seem like a fun addition and another way to have specators rejoin a match. 

 

Edited by Cpt.Haxray

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Okay here is my opinion on every single SCP on this list so far.

I might update this in the future, or I might make another post. I don't know.

 

Playable SCP Suggestions: 

 

SCP-2999-B

The one-time use to make a lvl 5 keycard door might be too hard to code as I believe that keycard doors are more of a map/gamemode thing and can't be changed on the fly like that. It would also need to spawn at the 8 minute reinforcement time as the 3 minute reinforcement time won't be enough for him to get in and get out with the laptop (unless you enjoy causing chaos, which is fair). The laptop should also get a highlight of some sort, I was thinking like the Ghost DM highlight where from far away it makes a red blip in the distance.

Overall, good.

SCP-093-1:

I like the model idea and the idea for the SCP itself. It would give more use to NVG as well. 

SCP-1504:

I want to make sure that I understand this idea: an SCP that disguises itself by wearing vests. Okay...  I like that idea.

My problem with this SCP is not the disguise but rather the attack. It will confuse newer players, and sounds like it could insta-kill anyone who gets to close if it is rapid enough.

Overall, I like the disguise idea but the attack needs some tweaks.

SCP-016:

I like the idea of a charging SCP. I don't like how he keeps his items on disguise loss. Imagine that model going around and shooting people. Imagine that model opening Gate B with a level 4. What is also stopping him from shooting would be teammates as the D Class? He is on the SCP Team right?

The one-time disguise thing seems a little tame but it might be novel.

Also, wouldn't the one-time disguise ENCOURAGE trigger-happy researchers to shoot him before he gains too many items?

Other disguise worries: Decimal health when shot, no flashlight, player collision

Overall, -1.

SCP-4725:

I have mixed feelings on this one. Imo SCPs should feel more anomalous rather than be "a human with more health + can use items". However, I can see this one working. It all depends on the cooldown of the SWEP. I envision this SCP working with a slow cooldown on his melee. So he would purposely injure someone and then chase after them to get their brain. A rapid melee attack like that could cause steamrolling too easily.

Overall, needs some changes.

SCP-4104:

Even if the scoreboard thing can be coded, what is stopping him from just erasing everyone he sees? Sure, he gets no points, but who really cares about points? He might just want to kill people. Is he counted on the SCP Team? Can he just pick up a gun and start murdering guards?

While I like the idea of a hitman SCP, I don't think this type of shooty playerbase would play along with it too well. (I'm looking at you, Nastyballer)

Overall, this play style can't be enforced.

SCP-1258-1:

I'd like to preface my bias here by saying that I don't like basing SCPs off of fully made SWEPs, we should have SWEPs made for the SCPs. But anyway, this guy needs more health as I just see him encountering two guards and getting shot down. The leap won't help as it seems to be more upwards than forwards. The current gun damage is too strong for such a glass cannon (except hes not a cannon, he is just glass).

This SCP isn't really my playstyle, so I wouldn't find it fun.

Overall, a -1 from me.

SCP-527:

What if there was a human on the SCP Team?

He'd get shot.

I still don't enjoy "a human with more health + can use items".

I like the idea of an SCP healer, but I wouldn't enjoy it in this form.

Overall, -1.

Allied SCPs:

 

SCP-3033-2

Yes, okay, I like this. Seems it would be a fair edition to the CI team, a weird infection of sorts.

I'm worried about the rate of infection. Where would he spawn? What is stopping him from just infecting everybody at the start?

I suppose one change could be that he can only infect his target. So he goes around infecting targets to build his army.

Overall, I like the idea but it needs some clarification and changes.

SCP-212-1

This would have the same weaknesses as 999: insta-kill SCPs, infection.

The leap doesn't really help mobility as doors can still be shut on its face.

Doesn't seem that fun to me.

Overall, a -1.

SCP-069:

I would enjoy this idea if it had some changes. I don't think it is really fair that they are neutral to everyone. (See the Nastyballer Clause)

What if: they are invisible and immortal to everyone else except their target (like 1471). This would be an interesting change as the person killed can go hunt down their killer and get revenge. It would be like a personal quest.

I think it would also dissuade neutrals from killing neutrals.

Overall, could work with some changes imo.

SCP-3143:

Sounds good. Might need some more health to balance out due to the new weapons.

The only problem I see is that by it not being a normal MTF spawn, some spectators don't get to play the game more.

Overall, +1.

SCP-3660-1:

Yeah, I enjoy more variable researcher roles

Overall, +1.

SCP-963:

Sure, why not, we have the other Dr.'s anyway.

Overall, +1.

SCP-4210:

While a cool idea, I don't see it as being fair. First, spawned SCPs would need more than 100 health to ever survive even 1 D Class. Second, spawned SCPs could have the possibility to instant kill other SCP's.

We could make it so spawned SCPs can only attack humans, but that kind of beats the point doesn't it?

Overall, eh. Needs a rework

 

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6 hours ago, Pizzy said:

 

Not actually quoting your post because that would be hell for any poor bastard trying to read these.

Thanks for commenting, but for the majority of your -1s ill like to issue a reply.

 

2999-B: While you may be correct about the 05 card thing(infact i think its unlikely xy would include that part), i think it would be possible simply because there already is some minor overrides already done ingame regarding the locks(as some maps forcibly cause doors that require keycards to be openable by scps, and those doors tend to show the lvl requirement in chat instead of text on the screen, meaning it could also be possible to edit a door's level in a similar manner).

 

1504: The attack has to be rapid because otherwise the lack of any damage indicators or knockback or sound wouldn't matter. Its a lot harder to notice your health rapidly draining with no indicators than large chunks disappearing on a small delay. I also dont believe the rapid attack would be overpowered considering how after his disguise has been blown to players hes not much more effective than 939.

 

016: Researchers wouldn't be aware which d-class is the 016(Or even if there is a 016 at all). Yes, 016 would be able to start mowing down d-class with guns if he obtained one, but it would also very clearly blow his identity to everyone involved and ruin any kind of surprise potential from people expecting him to just be an ordinary d-class. 939 can also start mowing through researchers with its bite attack. The reason he continues to use guns post-transformation is otherwise there would be no way to actually make him strong enough to compete with other scps in terms of not being complete garbage. 

 

4725 and 527: Important to note is that they also gain access to SCP's passive damage resistance. Previous scp-035 was on the SCP team, and everyone liked him being on it(the only issue was convoluted rulings regarding d-class that only applied to him and no other scps). Not every scp has to be 'SUPER anomalous to be a threat, and infact a lot of scps only have some kind of minor anomalous ability. (076-2 is essentially a more durable man with the ability to generate black swords and comes back after dying, for example, and 049 is a dude with plague doctor clothing doubling as skin that can kill people with his hands.)

 

4104: Yes, there is nothing truly preventing someone from just using the eraser on everyone(ignoring the fact i already said it would only work on the current target), but i highly doubt it would cause mass chaos throughout the MTF or researchers to be attacked by a 100 Hp 'scp' who has a close range instant kill attack... considering he only has 100 hp. Give him a gun and hes a scp with 100 hp and a gun, woop de do. Plus, if a 4104 just ran around 'erasing' everyone, he would be effectively screwing the SCP team out of a win.

 

scp-1258-1: Im aware hes on the weak side but im afraid to buff his HP much further. He was one of the suggestions i was most on the fence about. I also didnt expect xy to use a 'pre-coded swep' for it, i linked the swep as i was basing the abilities he had off of it, not for xy to use said swep. I still think he would be fun to play even if inevitably he would be not as strong as other scps due to his lack of an instant kill that a lot of them have. 

 

SCP-3033-2: His infection wouldn't work until round began, and considering the only people he could infect are researchers(who on most maps have a super easy time getting out of spawn) and TFO/MTF squads, he wouldn't be able to build up much of an army. having the infection only work on the target would make absolutely no sense in terms of flavor/theming. Additionally, his low HP and lack of a ranged attack also means that if he was going gun ho in spawn somehow mass-transforming mutiple researchers too stupid to simply run away from him after he does it for the first time, he would be blowing his cover(Even if no researchers get to tell MTF who the researcher it was that was turning people, the TFO/MTF Would see the 3033-1s spawning and be aware theres one. If theres only 3 researchers left, for example, his cover is completely blown and hes effectively a sitting duck.

 

SCP-212-1:

The comparison seems a bit unfair, considering that 999 is incredibly overpowered as he exists currently, even with all of the possible instant kills he can suffer from. He is also not a researcher but a MTF, which is a rather big difference. While instant kill scps would very easily kill him, he can also put up a lot more of a fight than a normal MTF versus scps that lack instant kill attacks, balancing it out. 

 

SCP-069:

I mentioned in the exact post that the possiblity of them causing mass chaos with their neutrality to everyone is intended. If they want to do that, so be it. Remember they are still effectively a normal person with 100 hp(They dont even get the SCP team damage resistance) and would be unlikely to last long if he started opening fire on everyone and everything trying to kill everyone. At the same time, the possiblity to do that adds to the gameplay mix-up 069 spawning provides.

 

Your suggestion to change it also makes absolutely no sense and is incredibly boring. As you yourself said, its essentially a scp-1471 who has a gun and only has one person infected and lacks the teleport. It also makes no sense in regards as to what the SCP is or does in the first place, and has nothing in common with the original 069 article. Lore might not be a 'massive focus to remain super accurate to', but theres a difference between stuff that bends or midly break lore and stuff that is effectively completely unrelated to the source material.

 

SCP-3660-1:

While you didnt downvote this, this one in particular confuses me. So 212-1 is too weak due to its vunerablity to instant kill scps and "sharing the same weaknesses as scp-999", but this scp, who is a researcher and as such, more in common with 999 than 212, is perfectly fine despite suffering from those weaknesses and an incredibly low HP pool with the current gun values. Why is this one fine but not 212-1?

 

SCP-4210:

I may have lowballed the Hp by a lot, yes. 300 range might be a lot more reasonable radius. In addition, while you could spawn a SCP with an instant kill attack to go kill other SCPs, those scps tend to be incredibly limited in some way(SCP-682 is incredibly slow and has a large hitbox, which would also open up said summon to its own instant kill abilities death, and 049 would probally not be a valid option to spawn due to how its kills work, but even if it was it could just as easily be instant killed or taken out at range by a lot of various scps).

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Posted  Edited by wolfblade109 - Edit Reason: Adding for 020

Reading this is hell I'd suggest a separate post for the diffrent category of the suggestion.

 

I'm going to make each category a separate post so I can repost them if you do make separate posts. 

 

2999-b is fine, I'm always up for more respawning types. The ability is useful but could be a way to trap its fellow scp in rather than helping them, and its a bitch to get a level 5 door open as we have no respawn class that starts with a level 5. +1

 

093-1 I've always liked this scp lore wise but it's pretty huge. I'd suggest the 093-2 do a bit more since 093 is so slow. +1

 

1504 probably the most intresting one I see in this list for hostile scp. I'd suggest a respawn system similar to scp 076, but with a 1-2 min delay  +1

 

016 is good with the rage mode, maybe make the charge only stop when hitting a wall and have a 1 second stunned phase to balance it.  +1

 

4725 seems enjoyable, perhaps give it a bit more hp. +1

 

527 is a good meme scp. It can serve the opposite role as scp 035 trying to get scp out. +1

 

1507 maybe make it a respawn or special round as it's a lot of scp to spawn at once and would take too many scp slots. Other than that it seems fine. +1

 

020 fun to have an scp against mtf that spawns with them, but to prevent all the mtf being instantly infected I'd suggest a 15-30 second second infections +1

 

Any not listed I'm either neutral on or already commented on the original post

Edited by wolfblade109
Adding for 020

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I'm posting all these friendlies in blue just fyi.

 

3033-2 great to have a non scp sided infector for variety. Also adds ci and who doesnt love ci. +1

 

212-1 wont be too effective against scp but is still none the less intresting. I'd suggest a larger range for basic attack so it can do somthing against touch range scp. +1

 

3143 fun, maybe give it 2 random d class as detectives armed with Tommy guns to assist it. +1

 

3660-1 good to add variations to reasurchers. Should be able to use VC cuz players will bitch if they cant. +1

 

4210 probably the most intresting of the list, it's a bit risky though cuz it will breed many afkscp situations.  +1

 

055 I was thinking of a way to suggest this myself. Although intresting we have too many people that just randomly shoot when seeing a diffrent model than the basic (happens to me all the time) +1

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Sorry if reading this is hell. I tried to organize it to be easy to read(as everytime a new scp starts it gets its name in bold italic and red, or another color if allied to another team).

 

I do need to ask you however. You were against 507 for being too weak of a researcher spawn previously, yet you approve of 3660-1. Whats the difference, in your mind?

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Posted  Edited by Supreme leader 049
16 hours ago, Cpt.Haxray said:

Added scp-055, 507, 3480-2, 511, 896-A,239, and 1507.

You beat me. I was literally just about to post a suggestion on 507. Permission to suggest him with my own idea?

Edited by Supreme leader 049

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Posted  Edited by Cpt.Haxray

Update: I cannot make individual posts for each SCP as that would require me to make a brand new thread just to do that. If anyone has any suggestions to make the post easier to read despite that, go right ahead. 

 

Removed 1258-1 for being too weak(even if it would be fun. No way to make it work however).

Debating on removing 016 or changing it further.

Working on new addition(will get its own seperate post for readability while also being posted in the thread above).

Edited by Cpt.Haxray

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Just now, Supreme leader 049 said:

You beat me. I was literally just about to post a suggestion on 507. Permission to suggest him with my own idea?

 

Sure, even though i made the 507 suggestion way before this thread.

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Posted  Edited by Cpt.Haxray

SCP-020:

SCP-020 is a mold that is invisible to the naked human eye. It can spread rapidly between human hosts and modifies the person's behavior to be more social after prolonged infection. 020 hosts have been known to turn violent at near critical stages of infection, however.

 

Stats:

Health: 100

Speed: Normal Human speed

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1295498985

Spawn: TFO spawn

 

Gameplay Description:

SCP-020 spawns along with the rest of the guards and looking identical to a normal guard. He is also not aware he is scp-020(SCPs on the scoreboard WILL see him however, and he is still considered as being on the scp team, he is just unaware of it, and so is other players who aren't on the scp team). He can use items and weapons as normal for obvious reasons.

 

Whenever scp-020 gets near someone, they get infected by the mold. They aren't told they are infected and their role doesnt change. However, anyone else they get near also gets infected by the mold. Someone infected by scp-020 who tries to escape will count as a SCP escaping instead for terms of who ends up winning a round, instead of their normal role.(EX: infected d-class escapes, counts as a scp escaping). 

 

After 5 minutes have passed, the original 020 host 'turns' and becomes aware he is scp-020. Everyone else is also aware he is scp-020. He is still able to use items and weapons after this state, but his model changes to the one linked.

 

You can tell if someone is infected by 020(including the original host before he changes) through either a s-nav ult(people infected would show up as scp-020-1s instead of their 'actual' role) or NVG(which would cause them to be displayed in grey when looked at). You can cure a scp-020 infection by using scp-500, or by lighting the infected person on fire in some way. The original host cannot be cured, however.

 

Gameplay wise, scp-020 serves to cause a form of paranoia. No one would even be sure if there was a scp-020 in the round, or a 939, or some other disguised SCP even if the reduced amount of scps on the scoreboards alerted them. afterwards, people would be paranoid of each other not even sure who is infected, or even who is the original scp-020. Considering 020 wouldn't know his own role unless he discovers it in some way before he 'turns' 5 minutes in or after he turns, it would result in a rather unique mindgames quite different from a normal disguised scp or ci spy. 

 

Edit: wearing a hazmat suit would also render you immune to being infected by being near a 029 or 020-1, but won't cure your infection if you already have it.

Edited by Cpt.Haxray

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Just now, Cpt.Haxray said:

SCP-020:

 

image.png.a1fd7261dd5e91907b7a19b8282af346.png

 

Well boys, here's your +1. No further context needed as I already discussed what's good about 020 to you.

 

 

 

 

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SCP-2043:

Brief Description: Resembling the 'aged up' photograph of a missing child, 2043 duplicates whenever someone makes eye contact with her then breaks it. 2043 and its duplicates feel the pain all of the others receive. Corpses were retrieved of a similar case regarding a missing male child. 

 

Stats:

Health: 200-500. (Note: not sure where it would be, would require playtesting)

Speed: Normal human speed

Spawn: Unused cell on site02 or 61. Could be a map exclusive SCP.

Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1697857071 Or, if you want to go full meme: https://steamcommunity.com/sharedfiles/filedetails/?id=1697736161

 

Gameplay:

SCP-2043 can use items like a normal person, this includes healing items. However, 2043's main special effect is that whenever someone sees 2043, another 2043 spawns as soon as it steps out of sight(kinda like how 689 can teleport to people only when its not looked at, but it has to be looked at by someone first to be able to teleport to someone). The second 2043 would spawn near where the original scp-2043 is currently standing. The copy has the same HP as the 2043 currently has, as well as exact copies of all of their equipment(EXCEPT for healing items) They also have the duplicate effect. 

 

Whenever a 2043 takes damage, ALL other 2043s also take damage. The same applies for healing: if one heals, all of them heal.

 

2043 would, essentially, be a unique 'human' scp. The duplicates aren't under their control of when to spawn for a reason. They are both an advantage and a disadvantage. The more 2043 duplicates there is, the faster they'll die(as mutiples can be shot at once), but the higher their firepower. 

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