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Found 131 results

  1. When it comes down to it, D Class do not have much diversity as the Officers. Tactical Response Officers have snipers, pyro units, medics, and even a commander. The D Class only have SCP-035. Not much distinction there for the biggest pool of players every round. But what if the D Class had another special spawn? Something that would spice things up for the D Class and entire round in general. I'm thinking that something is Class D #9341. D-9341 So D-9341 is the character you play as in the SCP Containment Breach game. His origins are mostly unknown. We know that his actual name is Benjamin Oliver Walker. He was formally a researcher, and he was demoted to D-Class after looking into something called The Spiral Gestalt. What makes Ben special from other D Class is his special mysterious powers. These powers seemed to appear from nowhere when the Breach occurred,but damn if they didn't help D-9341 escape. What are these mysterious powers? Well, it is simply the power to SAVE and LOAD of course! The ability to SAVE let's you set a respawn point. LOAD is what lets you respawn to that SAVE point when you die. Simple gamer stuff. But how could that be implemented? SCP-079 can set a teleportation point wherever on the map, so it should be feasible to use the same ability somewhat to set where you respawn. A timer can be implemented as well to keep D-9341 from using it wildly and unstrategically. These SAVEs should also be able to let you respawn to it multiple times without having to create a new SAVE every time. If D-9341 does not SAVE, then D-9341 should automatically respawn in the D Block. SCP-076-2 has multiple lives per round,so setting up the respawn shouldn't be much of an issue. The main concern is about how many lives D-9341 should have per round. 5 or more seem a bit much even if it is a D Class role. 4 or 3 make more sense in my opinion. (completely open for debate on this) Other than these abilities, D-9341 would just be an average D Class. He's not faster or more durable. His health is even the same. By far this is simply a unique shade of D Class, but it is one from a game that most likely inspired the Breach game-mode. Other Possible Implementations - When you SAVE, you also keep a record of what you had on you at the time. This means when you respawn, you get the weapons and items you had when you created the SAVE. - The LOAD could take a few more seconds than Abel's respawn. Mostly done to mimic the loading in the actual game taking a bit. More of a joke than anything. - No default skin for this special D Class. You can wear whatever skin you want from the Shop while you are this special D Class. - Have D-9341 spawn near SCP-173's chamber. If no SAVE point is set, you could also have him spawn there automatically by default. Just a reference to the games. Hopefully my color coding doesn't come off as annoying. Just wanted certain words to pop out more.
  2. SCP-3456 Model: Suggested by Supreme Leader 049 (thanks!) https://steamcommunity.com/sharedfiles/filedetails/?id=1758192668&searchtext=centaur SCP-3456 is a centaur-like creature with elongated arms and digits that end in sharp bone spurs. They manifest in locations of war, terrorism and natural disasters. They are highly aggressive to anyone in their manifestation area, as well as incredibly intelligent. SCP-3456 also lacks any hair, only having gray skin. Ingame Statistics: 3456 is a fast attacking (.25 second delay) SCP that does 25 damage per hit. Its speed matches 076's, being slightly faster than your average human. It's special is a AOE scream that instills fear into those that hear it. The range should be decently sizeable (110 decibels is no joke, yo.) The effect isn't enough to cause any physical harm, however the fear causes any human to hear it (Your choice here XY. It can either completely stop from being able to shoot, or make spread incredibly high on guns.) The special lasts 5 seconds and has a 20 second cooldown. It has 1000 base HP, scaling off of current players (as other scps do.) I also think that knockback resistance or even immunity would be a good implementation for this scp, but it might end up being too powerful for the SCP that this is meant to be. 3456 WILL NOT attribute any extra points to the end of the game to determine who wins the game if it escapes, as in the lore it stays around its area of manifestation. There are two ways I imagine that this can be implemented into the game. A is the simplest implementation, while B stems off of A. A; Since 3456 manifests in areas of war and terrorism, whenever any opposing-team human fight occurs (D vs MTF, MTF vs CI, etc) there is an incredibly small chance of the person killed (or a spectator, depending on how this will be implemented) being spawned in as 3456. This chance should scale off of the current players, but should cap out at 1%. Only one can spawn per round. B; The same implications of A, but instead of going about as it pleases doing SCP things, the 3456 must hunt down whoever killed them. After 3 minutes have passed and 3456 has not hunted its target, it despawns back to the void (spectators.) If it does avenge itself then it can damage targets as it pleases. It should be noted that this ONLY occurs for opposing teams. RDMing shouldn't work at all. This SCP would implement a strong motivator for aggressive plays (causing more death and more chances to become 3456) and would allow people who complain about not being SCP more of a chance to be..SCP. Revision decision (hehe it rhymes): Instead of being a clone of all the other speed boost SCPs it now has a unique playstyle that actually fits it better lorewise. The gameplay for this scp is now actually varied by the player's actions, and can now be used as a support tool or as a hit-and-run tactics.
  3. SCP-3456

    SCP-3456 SCP-3456 is a centaur-like creature with elongated arms and digits that end in sharp bone spurs. They manifest in locations of war, terrorism and natural disasters. They are highly aggressive to anyone in their manifestation area, as well as incredibly intelligent. SCP-3456 also lacks any hair, only having gray skin. There are two ways I imagine that this can be implemented into the game. A is the simplest implementation, while B stems off of A. A; Since 3456 manifests in areas of war and terrorism, whenever any opposing-team human fight occurs (D vs MTF, MTF vs CI, etc) there is an incredibly small chance of the person killed (or a spectator, depending on how this will be implemented) being spawned in as 3456. This chance should scale off of the current players, but should cap out at 1%. Only one can spawn per round. 3456 is a fast attacking (.25 second delay) SCP that does 25 damage per hit. It is slightly slower than a human unless it uses its special, where it gains extra speed depending on if it has vision on a target. The special lasts 5 seconds and has a 20 second cooldown. It has 650 base HP, scaling off of current players (as other scps do.) I also think that knockback resistance or even immunity would be a good implementation for this scp, but it might end up being too powerful for the speedster SCP that this is meant to be. B; The same implications of A, but instead of going about as it pleases doing SCP things, the 3456 must hunt down whoever killed them. After 3 minutes have passed and 3456 has not hunted its target, it despawns back to the void (spectators.) If it does avenge itself then it can damage targets as it pleases. It should be noted that this ONLY occurs for opposing teams. RDMing shouldn't work at all. This SCP would implement a strong motivator for aggressive plays (causing more death and more chances to become 3456) and would allow people who complain about not being SCP more of a chance to be..SCP.
  4. I think its an awesome plugin for Supporters and VIPs, however: With 2 different levels of payment (VIP and Supporter, VIP being more expensive), I think VIPs should have more option for their !tag(s). I’m suggesting for Supporter !tags, we keep it how it is. But for VIP, Im suggesting that we unlock the !tags color options so we are free to use the custom colors in our tags. For example: I am a VIP. Right now my tag says “ ||i like booty|| “. I think we should be able to customize the color more to where I can make it like: ” || i like booty || “ We VIPs donate a little extra to the servers, I think this little extra addition wouldn’t hurt, and GFL might be able to bring in more VIPs than Supporters.
  5. If im going to have to play between site 19 and area 02 you may as well put the objects on the map so I dont kill myself out of boredom.
  6. Just a way to give points to other players without having to do flips, so you could help people reach milestones like 1mil points, give someone points to buy a t pass if they were rdmed on their t round and many other things.
  7. So currently a lot of things are broken in breach. Here's a list of them: 512 and the hat scp - 512 is extremely overpowered and hard to play against as a scp with short range. The cap is even more overpowered because of the new guns that kill people in seconds. In my opinion both should be removed. The medkit and 500 - Both have a exploit where if you use one of them then throw it down you get a infinite supply of them. 160 - Spectators can't spectate it, it gets stuck in the floor, and it's not fun to play as. I think this scp should be removed. 079 - When 079 spawns in 939, 939 gets stuck inside of the ceiling. 079 can also be escorted at the normal escort point. 020 - Sometimes random 020 players get stuck in the void.
  8. Well I did this for Steam Gamers and now I'll do it here as no one seems to want to pull the trigger here as well and get dirty in making some meta changes with weapon clip sizes and the prices tags they have in zombie escape. With the meta being dominated for years and years with Bizons and Negevs and taking anything other than that completely hurting your team, and this being a casual game-mode, in the end and it's probably healthier to give it some variety in viable weapon choices. My goal ultimately is to bring most weapons to the level of the Bizon and Negev with only the slightly of nerfs to those weapons (mostly being more reasonable price tags). Spreadsheet: https://docs.google.com/spreadsheets/d/1fiZn4JVmEWmk7YX7QRdsrTifbI23dBA0j5p5N0zrKA8/edit?usp=sharing With me you get a spreadsheet that goes into hardcore details of the weapons and I use some in depth thought process on the value of each weapon. The main numbers I use are Price Tag, clip size ,and $ per bullet. To get $ per bullets you get the Price Tag divided by its clip size to get $ per bullet. The reason you use this is to keep track of each weapons classes value since 90 % of players use something like this when considering rebuys. Bizons are the best value in $ per bullet in the server at 21.88, the next best smg in the server right now is mp5 at 34 $ per bullet. Clearly unbalanced so my goal is to get it more even and more reasonable in terms of value per weapon rebuy. Smgs Bizon is king of smg's in GFL. Smg's in general are the best class of weapons in ze since they do a bit of everything and thus my goal is to make each SMG have a bit of a purpose in small or technical rebuying sort of ways. Right off the bat Bizon remain the cheapest rebuy option at 25 $ with the next cheapest at 27.27 $, while remaining in the middle ground of raw smg stats but with the 2nd best reload speed. MP9's in theory might have the fastest BPM but they are horrible at rebuying (small clip and they have a longer drawing animation). P90's have 60 clip mags now and with the fastest bpm of smgs they are the best to rebuy smg, but also the most expensive ones. MP7's overall similar to MP5's in raw values except Mp7's have best spraying and running accuracy of all smgs. Thus a tad more expensive. Got more details in the spreadsheet on smgs as this is the most important part of the changes. Rifles If you noticed earlier I said weapon class, rifles and smg's should be more viewed separately in terms of $ per bullet . With smg's my goal is to make most around 27-29 $ per bullet while raising the standards of non Bizon smg's to similar levels of it. Rifles clip sizes should be around 35-45 bullets per clip and with that buff rifles are likely better mid and long range than smg's (surprise). With higher base damage and range modifiers they should be slightly more expensive than smg's. They should be amazing at mid and long range like this and that's were their meta needs to be. My thought process is the weaker rifles should be 45 bullets (Famas, Galil) since they have low range modifiers and base damage, normal rifles be at 40 and scoped rifles be at 35 ammo per clip since they are more niche and best at long range. Biggest thing honestly is you could make rifles even cheaper than what I got on this sever. Shotguns Shotguns are just bad and in general need buffs everywhere, don't think anyone can 1v1 me on that. Nova being the best shotgun most likely. Snipers Scars are 250 $ more than awp but 2x better in raw dps. Needs to be more expensive. G3 is literally a worthless auto sniper compared to the Scar since the only difference between the two is the G3 has 1.6 sec longer reload time. Reason why Steam Gamers removed it. Scouts base movement speed in CSGO is 230 U/Sec IDK why this server removed it from the zmarket. It should not have faster movement than the knife like in CSS. Machine Gun Negev is the god weapon of this server I swear to lord above all if anything needs to be changed from it it needs to be some knockback nerf. Since its the cream of the crop you need to be careful nerfing it so I don't want to touch this outside of admins considering nerfing the knockback on this beast. M249 is weird to balancing since maps like Wanders V5 have it designed to be the only machine gun so in that light my goal isn't to make it equal to the Negev just closer. 100-120 clip and from 45 $ per bullet to 33 makes it not a joke weapon, just not the Negev. Again would consider a knockback buff to polarize the Negev one. These are all my suggested changes not everything is set in stone and much of it was considered for GFL's market system of a stagnate 16k money which compared to SG's means guns needs to be cheaper than what SG has to make things more viable. Admins feel free to take what you want from this just giving this community a base point for how to view adjusting clip sizes on weapons.
  9. Basically a radio that only ci and d class can pick up (ci could spawn with it) so that they can give call outs such as "let me escort you" "I'm placing a slam at gate b" and more that would often giveaway their cover or cause rdm.
  10. SCP-1370

    THREAT LEVEL: 1 SCP-1370: Brief Description: A tiny toy robot made out of scrap that considers itself a super evil villian and wants to destroy any and all sapient life but is hilariously bad at it to the point of intentionally avoiding lethal weaponry... and losing a fight with a potted plant. Stats: Health: 1000 Movement speed: Human walk speed(cannot sprint) Can pick up items: No Can use healing items: No Special: Has an infinite amount of tactical awareness, decoy, and smoke grenades. Can right click to essentially detonate a flashgrenade on himself, blinding him and everyone else around the same way a flash does. Has access to the radio and can use the intercom as well as use his mic. Text on Spawn: THOSE FOOLS HAVE LET YOU FREE TO REIGN HAVOK AND DESTRUCTION UPON THIS PUNY WORLD! DESTROY THEM ALL AND ESCAPE SO YOU CAN DESTROY MORE PEOPLE WITH YOUR ULTIMATE WEAPONS OF DOOMY DOOM!(thats 50% more doom than ordinary doom!) Ingame Description: Literally designed to be more of an annoyance than any actual threat, he still has the ability to slowly kill someone with chip damage of 5 damage per grenade hit(meaning that, unfortunately, the MTF and other players STILL have to be at least halfway aware of what hes doing at all times). Mostly just a distraction to keep attention away from more actual dangerous scps(like most other lvl 1 scps are). Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1158241463
  11. 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 020 or 020-1, but won't cure your infection if you already have it.
  12. This thread is related to another suggestion of mine: Threat Level(SCP spawn mechanic changes): These scps are intended to fill out mostly threat level 1 and threat lvl 2 scp pools(as well as just being ideas to toss out there.). All of these SCPs will be on the weaker side, being similar in power level to 178-1 when 3d goggles were added to counter it(Except hopefully a bit more dangerous and a lot more fun to play). Most of these tend to be weirder scps that dont really do much in the form of special powers. Models will be added later. SCP-030 the Homunculus: Brief Description: A artificial humanoid made mostly out of clay, it has a high level of intelligence and is allowed material for its own personal experimentation. While it lacks a true regenerative ability, it is able to remold its own damaged parts back to functionality, allowing it to recover from minor injuries quickly. Research materials were limited after an incident where it managed to nearly create a new artificial form of light and energy, which would allow itself to continue to remain active even with no available light source at all. Stats: Health: 150 Movement speed: Human walking speed with no ability to sprint Can pick up items: Semi. Cannot pick up healing items, can pickup and use pistols and keycards. Special interaction with night vision goggles, s-nav ultimates, radios, and tactical awareness grenades. Can use healing items: No. Special: Starts with a home-built taser with only one shot. Tasing someone ragdolls them, effectively stunning them for a 2-4 second duration.(Basically the same behavor as the Class-E Taser, just with a different model. Still looking for one, it should look like a weird homemade device made out of bizarre materials). Is able to obtain additional ammo for his taser by consuming electronic items(Night Vision Goggles, S-nav Ultimates, Radios, Tactical Awareness Grenades). Passively heals up to 25 health after taking no damage for 4 seconds. (Example: He gets shot but ducks out of sight. After 4 seconds he heals 25 health.) Text on Spawn: You are SCP-030. The foundation are interrupting your experiments. Using a electronic device you created you can survive even without light for short periods of time and knock out humans. Escape the facility alive. Gameplay Description: Essentially a relatively slow humanoid enemy able to use pistols as well as its own special taser. Its passive health regen after taking damage allows it to keep sustaining itself by a small amount if it handles its cards right(its fixing its own deformations but it can only do so much). Main power is its access to keycards as well as its own unique taser. Like all level 1s, intentionally designed to be way less of a threat than more powerful scps(for example the threat level 5 378 or threat level 4 096) but far from being completely harmless. MIGHT be justified as a level 2, however. SCP-031 What is Love Brief Description: A giant fleshy slug monster that is able to make people view it as a previously loved or liked person. This effect only works on people who view it directly, and everyone views SCP-031 differently. It constantly leaves a trail of oil behind where it moves. Stats: Health: 500 Movement speed: human walking speed with ability to sprint. Can pick up items: No Can use healing items: No Special: Activatable ability to leave a trail of oil following behind it. Anyone who steps on the trail of oil is slowed by 30% and behaves like ice physics(sliding instead of stopping instantly when no longer moving). Anyone who looks at SCP-031 sees a random model of their own team(D-class and Chaos Insurgency see it using a random D-class model, researchers, guards, and MTF view it as using a random researcher model. Other SCPS view it as its actual model.) Able to use voice chat to speak with other players similar to 939. Can be escorted by Guards, MTF, and Chaos Insurgency. Unlike 939, anyone can walk through him(to avoid having its disguise blown too easily). Text on Spawn: You are SCP-031. You are defenseless and must rely on your natural disguise skills in order to escape. You can excrete oil in order to slow down pursuers or aid allies. Escape the facility alive either on your own or by being escorted. Gameplay Description: Outside of its oil ability(mostly intended to be a way to help it escape if its identity has been found out), scp-031 has no offensive ability on its own. It relies on convincing people that it is their ally and tagging along with them as protection as well as possible help from other scps. Health is shown as constantly being at 100% when hovered over in order to avoid the same issue that 378 disguises have. Has the same ability 939 used to have to be escorted. Outside of its inability to attack people directly, its cover can also be blown by people realizing hes appearing as a different model to everyone(a guard seeing him as a normal scientist while another sees him using the pope model). More to come when im back on my normal PC.
  13. Currently breach is very unbalanced, which everyone talks about but never suggest ways to fix it. So here is some ways I think breach could be balanced along with other things. Weapons First off, all of the guns except the pistols should have the same damage reduction as they do with scps. To make gun fights possible and melee weapons have some worth. Second, the Negev should only do 3-7 damage because it is way to overpowered at its current state. Lastly, 668 should be buffed to make it more useful. Like how pizzy suggested here: Special rounds Remove 106's funhouse. Scps Make 2845's AoE timer be 5-10 Don't allow 378 to use his base attack in a body. (His health may need to be increased along with him being able to use his mic) Make 1799's gun do 30 damage. Give 457 a special attack like the one haxray and I have mentioned in previous suggestions. Give 049 a longer reach. Only make 372's coat flicker when he is stationary (His best skill is stealth, which gets ruined with the flickering. Lower 323's reach. Let players know if they killed 079. and that's about everything I got. If you know anything else that should be fixed or disagree with anything I said let me know down below.
  14. This round is just like a normal round except three class Es spawn. The class Es are equipped with special gear and have 200 hp. The equipment they have consist of: The raygun (the damage will have to be dimmed down for balance.) A orb launcher And the taser they already have. Each classy can only have one of these along with a keycard and pistol. The reason I think this would be a fun round is because class Es added a new strategy for every class in the game. If you have any ideas or anything to add to this special round put them down below because I couldn't think of anything else to make this round more special lul.
  15. This is a suggestion that several people bounced around, but FAIK no one has ever actually posted it or shared the idea with Xy. The idea is rather simple on paper, at least, but im worried it might be convoluted on the coding angle. Instead of having a simple "random scps spawn, up to X amount of scps allowed depending on player size', there would be a max 'THREAT LEVEL' cap. Each scp has their own threat level, ranging from 1 to 5. The max threat level goes up depending on player cap, starting at 5 and going up to 10 depending on the current player count. Every round the spawns attempt to match the current allowed Threat Level cap, which results in larger amount of scps if the scps themselves are weaker, and less for stronger scps. In addition, in order to keep the element of surprise, scps would not be displayed on the scoreboard at all until encountered. This should make it so players can't instantly tell what scps are inplay simply by counting the amount of scps currently spawned. After spotting a SCP, it is forever on the scoreboard for you. This also makes communication as to what scp is in play even more important. This system is a way to get around certain SCPS inevitably being stronger than others, and a way to balance out some of the top tier SCPS by making them spawn with greatly reduced amount of teammates. This system also makes it easier to make unique scps who rely on spawning in as a giant swarm(the Pink Flamingos, for example). It also opens up more possibilities for SCPS or scps with weird/unique mechanics to play with the threat level(A scp that has a 0 threat level rating but is incredibly weak/acts weirdly, for example), as well as ways for foundation sided scps to also interact with threat levels. There IS some downsides to this system, however. Ignoring the possible coding disaster it could cause for XY to try to implement, you also need to decide what SCP deserves to be what threat level, which could be time consuming. I have a rough list in mind, but i can't post it currently due to limited time(Thanks, evening shift). There is also the chance of it commonly picking threat level 5 scps way too often leading to a lot of rounds featuring only one SCP(threat level 5 scps should be rare spawns/picks for this exact reason to counter-act this happening, but it could still be an issue), or rounds that pick only level 1 SCPs. Description of each threat level briefly: Level 1: The weakest scps, consisting of mostly humanoid-scps who behave almost exactly the same as a normal person or weak anomalies. Level 2: Scps who tend to be on the weaker side but can be dangerous/annoying in specific situations. Level 3: An 'average' scp. Not the strongest scps but better than lvl 1 and lvl2s. Level 4: Above average SCPs, these are dangerous but still not the absolute best scps. Level 5: The best scps in the game, the strongest and scariest out there. *glares at 378*
  16. Loosely based off zombie survival because I haven't played it in over a year. Everyone on this round will be a researcher (1/4 of them will spawn with a random type of pistol) except some base zombies according to the number of players. 0-10 players= 1 base zombie 10-20 players= 2 base zombies and so on and so forth. Items spawn as usuall (including scp objects) and all of the doors except gates ,which will require a level 2, will not need a keycard. The round time will be the same as normal rounds and no one can escape. The three base zombies will have the same zombie swep as 0492 but have 600 hp and infinite lives. Once a player dies by any means they will respawn as a zombie with 200 hp and have seven lives. Each time a respawned zombie (so not the base zombies) dies, three have a chance at becoming a special zombie. The special zombies are 2521, 939, and 682 all of which will have 1,200 hp and cannot respawn after dying. All of the different zombies will spawn in 008's containment chamber. The researcher's goal is to live till the round ends and the zombies goal is to kill all of the researchers.
  17. Based off of a certain SCP article(and i mean loosely). Same as a normal round except only 2 scps spawn normally, regardless of player cap. However, every 3 minutes anyone who is not in a locked room changes to the SCP team.
  18. Ok buddy. Ok r word. You are SCP-817 You are a human male, with anomalous shapeshifting abilities Every minute you turn into a different SCP, with a small period of normalcy inbetween. Kill everyone and escape the facility. Gameplay Mechanics: Controls: In its "normal" form, this class has no weapons or abilities. Stats: Base Health: 1500 Speed: Human Running Speed (in its "normal" form) Achievements + Points: Like most other SCPs, SCP-817 earns points by killing people. No achievements are related to this SCP. Description: So if you haven't noticed already, SCP-817 is literally devoid of any attacks, and is relatively simple when not shapeshifted. When grace period ends, SCP-817 has 15 seconds before it begins to "shapeshift". SHAPESHIFT: SCP-817 transforms into a random SCP from the entire gamemode. This does not include SCP-610 for a potential snowball effect, nor does it include SCP-049-2 for being too weak. After 45 seconds of being shapeshifted, it transforms into its "normal" form for 15 seconds, before shapeshifting again. The process repeats for the entire round. The fact that is shapeshifts back to its human form allows other players an opportunity to attack SCP-817 while it is temporarily weakened. Purpose: Wanted to try a concept I had for some time, an SCP that can transform into other SCPs. Not sure if this is even possible or relatively easy to code, but suggesting this was worth a shot. (insert shrug here) Resources: When it is in its "normal" form, it pools from the default male citizen models included in Gmod.
  19. Well this really ended up as something lol. I wanted to suggest SCP-025-FR but I couldn't find a model lol. I wanted to suggest SCP-1984 but I couldn't think of something good yet lol. I wanted to suggest that one triangle dood from SCP-1936 but I couldn't think of anything good either lol. I wanted to suggest SCP-4833 but that didn't go well either lol. I wanted to suggest SCP-1913-3 and SCP-1913-1 for like, EVER, now, but there's no model yet for SCP-1913-1 lol. Oh and that one creature from SCP-1983 lol. el oh el So now I want to suggest something that improves the game as a whole. If there's one thing that seperates us from SCP:SL, is that their SCPs have more depth. What I mean is that they pay attention to small details, like each SCP has their own footstep, a few have unique damage sounds. It makes it seem like each SCP is "alive" in their own respect. I've made a suggestion like this, but I was to capitalize on all the new content we have added for these last few months. So here's a list of minor changes to SCPs, most of them are purely aesthetic. You obviously don't have to add all of them, you can select certain ones if you'd like. The top ones are to add depth, while the bottom ones effect gameplay. Hopefully this ends up getting somewhere. You are SCP-939 -Has bite sounds. (borrowed from SCP:SL) -When not disguised, "purrs" while extremely close. -Players that are close to it are highlighted. You are SCP-106 -Has "corrosive" footsteps. (borrowed from SCP:CB Pocket Dimension footsteps) -Breathes while close. -Has a new "corrode" passive ability. SCP-106 has access to LVL 1, LVL 2, and LVL 3 doors. Makes some generic "corrosive" sound from SCP:CB while doing so. You are SCP-096 (use this as reference) -While docile, plays crying and idle sounds. -While angered, plays "triggered" sound effect. -Might play a shorter version of the "scream" sound effect when angered. -Screams wild chasing players. -Uses the "act zombie" animation while enraged. You are SCP-372 -When passively undisguising, "chirps" once. (borrowed from its sounds from SCP:CB) You are SCP-607 -Press R to meow! You are SCP-049-2 -Occasionally emits "idle" noises. (borrowed from HL2 standard headcrab zombies) You are SCP-682 -Has "stompy" footsteps. (borrowed from HL2 strider) -THE GODDAMN ROAR when it charges. -SCP-682 no longer slows down completely when it is done charging, and "deaccelerates", allowing it to go a bit further. -SCP-682 has access to LVL-1, LVL-2, and LVL-3 doors, and makes the sound that SCP-173 makes while forcing a door open in SCP:CB. You are SCP-334 -Sizzles while close. -Plays burn sound effects while attacking. You are SCP-1048-B -Uses SCP-1048's model instead of using an edited version of SCP-1048-A. You are SCP-689 -Plays sound when telporting. (literally the first sound in this video) You are SCP-681 -PLAYS THIS WHEN DEAD -Has a melee now, where it can rapidly deal 5 damage to players. -Health buff. You are SCP-207 -Can be dropped, because for some reason it can't. That's about it. Go home now.
  20. SCP-3166's Article: http://www.scp-wiki.net/scp-3166 Thank you Pizzy for letting me know that there actually is a Garfield SCP Holy shit Description: SCP-3166 is a 2.1-meter-tall humanoid entity, presumed pataphysical in nature, known to manifest during periods when the Garfield media franchise is performing poorly in terms of public reception. The exterior layer of SCP-3166's body resembles a crudely-made costume of the character Garfield, which field inspection has shown to be composed of legitimate cat fur. However, analysis of SCP-3166's composition in the field has shown that its interior mass is composed entirely out of pasta: specifically, lasagna. Upon reaching its target, SCP-3166 will attempt to inflict bodily harm upon them through a mixture of blunt force using nearby objects and force-feeding of lasagna, obtained through self-disembowelment. During this process, SCP-3166 will vocalize by meowing, purring and screeching in the manner of an extremely agitated cat. Lasagna outside SCP-3166's mass has proven to be an effective form of bait for the entity, as upon seeing it SCP-3166 will abandon its original goal and instead attempt to incorporate the pasta into itself. New Item: Lasagna Lasagna Property: Healing (Mainly) Spawn: Medkit Locations If someone uses Lasagna, they will be healed by 70. SCP-3166 You are SCP-3166. You look exactly like Garfield but, your organs are made up of lasagna. You can use this lasagna to heal allies but, it will harm you. Stats Team: SCP Objects Health: 1400 Attack Damage: --- Attack Speed: --- Movement Speed: Human Speed Spawn: N/A Mechanics LMB: Attack with Object RMB: Feed Lasagna Special: Object Damage Weakness: Lasagna Information LMB: Attack with Object Range: Close SCP-3166 has different attack damage and attack speed depending on the current object SCP-3166 has possession of. RMB: Feed Lasagna Range: Close Cooldown: 260 Lasagna can do two different things depending on it is used on. If it's used on anyone in the SCP Objects team, that person will be healed by 300 but, SCP-3166 would lose 200 health. If it used on anyone outside the SCP Objects team, that person will heal by 20 but they will have the bleeding effect similar to SCP-106's bleeding effect. Special: Object Damage With this special, SCP-3166 is able to hold only 1 item but, SCP-3166 will use it to attack people instead. SCP-500, Medkits, Eyedrops, S-Navs, NVG, and Radios cannot be picked up by SCP-3166. By dropping the current object SCP-3166 has, SCP-3166 is able to pick up another item. If SCP-3166 has no items, it cannot attack them. All guns will not shoot bullets if SCP-3166 is in possession, of any of them. Instead, SCP-3166 will hit people with it in close range. -Keycards: 5 Damage / Attack Speed: Rapid Extra: Can open keycard doors depending on the level. -SMGs: 30 Damage / Attack Speed: Half a Second -Rifles: 45 Damage / Attack Speed: 1 Second -Crowbar: The Same as a normal Crowbar. -Stunstick: The same as a normal stunstick Pistols: 15 Damage / Attack Speed: Rapid Weakness: Lasagna If there is lasagna on the floor and SCP-3166 is near it, SCP-3166 will be forced to face the lasagna. If SCP-3166 touches it, SCP-3166 will be healed by 100 and it will be stunned for 1 second. Playermodel: https://steamcommunity.com/sharedfiles/filedetails/?id=455327588&searchtext=Garfield Total uses of the word 3166: 30 (Including Title and the 3166 used right now.)
  21. Im aware that the chances of Xy actually adding anything from this thread is basically moot. IT would require a dramatic amount of changes to the scps currently on the server and would effectively be the biggest update ever. Im posting it regardless as its been something that has been bothering my thoughts for a while(especially after the current changes to guns and stuff). Quite simply, Breach's SCPs, for how much some people say they're better than Secret lab and how others say they're worse, have a rather severe baseline problem with them: The starting ones started out incredibly strong, and were followed by more incredibly strong SCP additions. (Well, not all of them...). It leads to a situation where the vast majority of additional scps we could add or suggest are all obviously weaker than a lot of other scps in a major way, would be too similar, or would inevitably be a power creep of an existing scp. The reason for this is actually quite simple. There is simply way too many scps that gained the ability to instantly kill people with no real drawbacks to make up for it. While this was certainly a lot more acceptable with the old guns(As scps could get gunned down pretty quickly as well), this also made it way harder to suggest scps that didnt have some kind of instant kill. These scps would usually end up as 'WEAKER VERSIONS OF X' or require insanely high health pools/some other gimmick in order to make up for it(Usually speed). This problem is a much bigger issue with the new guns, where their combination of increased spread, movement speed reduction while having them equipped, and reduced damage to SCPS compared to the previous guns(overall their DPS Is lower outside of a few extreme outliers(the LMgs come to mind)), causes SCPs currently to be incredibly difficult to kill. The point of this overhaul thread is two fold. Firstly, and the one that really nagged me, is adjusting the 'instant kill scps' in some way. Secondly, and while I know people hate throwing this word around when the main inspiration to this game also took liberties with 'lore'(SCP:CB), its to make them closer to the 'ACTUAL' scp whenever possible. This IS a big thread, and if you're already bored with this foreword, I can understand that. Just wanted to clarify what the point of this thread was, and why I made it. TL:DR: Overhaul thread to adjust instant kill scps/other scps in general to fit the new guns better and make it easier to suggest/add more scps. SCP-173: -Blind functionality altered: SCP-173 can mark a location and can teleport to that spot at a later point, blinding everyone on the map(including other scps) when he does so. Blind duration is 2 seconds. SCP-173 is unable to move for one second after teleporting(but is still able to move for a second before the blind is over). -SCP-173 is able to move at slightly slower than human speed if he is currently taking damage, regardless if hes being looked at.(Same speed as SCP-049). Reasoning: SCP-173's blind as it currently stands is a disaster of an ability. Its intent was to balance out scp-173's inability to move while being looked at in a setting where he can be gunned down by bullets instead of being ran from by a single scared d-class, as well as referencing a potential scare/appearance in SCP:CB where the lights turn out and he appears infront of you. However, it instead leads to a lot of cheap feeling deaths(Open a door, scp-173 is there and instant kills you with the blind without you being able to do anything) and endless bugs(Blind deciding to not blind someone infront of you but instead the 4 people far behind him) and the bizare situation of the lights apparently only being shut off for people near him and people down the hallway see just fine, as well as other SCPs. This change makes it closer to the 'scare' its referencing from SCP:CB, while also reducing the bugginess of the ability(you wont have inconsistent range if its consistently blinding everyone at the same time). It also reduces how cheap the ability can feel to be killed by it instantly when rounding a corner, as SCP-173 can no longer use it instantly on demand to kill someone. It requires a lot more forethought by SCP-173 to use, but is also a lot more reliable and fun in return. He is stunned for a second after teleporting to avoid it possibly leading to more bullshit instant deaths, but still allowing him a chance to capitalize on it. This would lead to the problem of SCP-173 being unable to protect himself from MTF gunning him down from down a hallway, leading to possible situations of inescapable death. This is also an issue with the current scp-173 design, and is just as frustrating as the existing blind. As a solution to this, and in this case referencing a tale related to SCP-173, he is able to move(Albeit way slower than when hes not looked at) while getting shot at. He can't move at full speed for obvious reasons, but simply being able to move at all, even if slowly, would greatly improve his chances in such a situation.(Especially since he would get brief periods of his normal speed when the people shooting at him blink). SCP-049: -Moves at normal human speed. -Able to pick up and use items and weapons the same way a normal person can. -SCP-049-2's can no longer be cured by SCP-500. -Massively reduced health(100-200 range at most, and 200 might be pushing it). Reasoning: SCP-049 is one of the biggest reasons its difficult to design new scps. He set the standard base speed for scps to move at, and the 'standard' average health pool. He not only instantly kills people with his left click, but also spawns minions from it that can ALSO instant kill. Despite this, he is also INCREDIBLY feast or famine. You either get a bunch of SCP-049-2 infections early on, or you're a massive sitting duck to a compentent MTF/TFO team, even with the new guns. It also comes off as incredibly bizarre that one of the scps that is the most human like(outside of his ability to instantly kill people by touching them with his hands, and able to 'revive' people killed in such a manner) has such a massive health pool and is unable to use weapons to defend himself or use a keycard to open a door. SCP-049 isn't an idiot, after all. Reducing his HP to be incredibly low while letting him use items and weapons, as well as moving faster, fixes most of these issues. He now has an actual drawback to his instant kill that greatly limits its use, while giving him other things he can do and just generally being closer to how scp-049 actually behaves. While he is still able to instant kill and IS faster than he previously was, his low health pool means he is incredibly vulnerable to anyone who is armed with some sort of fire-arm. Additionally, making SCP-049-2's immune to being cured by scp-500 not only makes more logical sense(How does a pill that can cure any disease magically bring back someone whos already been killed and reanimated as a semi-rotting corpse? That is a bit more than just 'curing a disease)'. Note that he still can't heal other scps with healing items unless those scps in question can already use items. SCP-457: -Now heals HP while burning people. -Can press E on items to destroy them and increase his max hp by 150 per item. -Right click costs half of his max HP and spawns a clone equal to the HP cost(Example: Scp-457 has 2k max hp. Right click reduces his max hp to 1k, but spawns a copy of himself with 1k hp). -Is healed instead of taking damage from flamethrowers and molvos(or is just immune to damage from them). -No longer able to sprint. -Starting HP reduced from whatever it currently is(I think its 1.8k or so) to 700. Reasoning: SCP-457 was one of the worst scps in the entie gamemode when it was originally released. He did incredibly low damage, was super slow, and was generally just a joke SCP only good for being a bullet sponge(And scp-106 did that job better by stacking his HP pool by sending people to the pocket dimension). While he was eventually buffed with a sprint in order to make him less useless, this led to people calling him over-powered and annoying, thanks in part due to his fire/flames blocking vision, the increased range on his flame radius, and his sprint allowing him to keep up with people super easily. Plus, the sprint never really made much sense on SCP-457 in the first place, considering there is already a flaming skeleton who is known for sprinting at people and trying to burn them to death(SCP-080), and SCP-457's main gimmick was growing in size and intelligence the larger the flame grows, actively seeking fuel to grow big, and splitting into more copies of itself when it became big enough. While this remake leaves out the fact that the SCP-457 copies fought among themselves trying to devour one another(with no reason even given as to why), it does allow SCP-457 to be much more interesting while getting rid of the sprint that most people found annoying, and instead focusing on being a 'tank' of sorts. Healing from dealing damage with his fire and destroying items to gain max health both gives him a rather unique strength(being able to deny keycards, weapons and healing items from human players) as well as giving him his own unique way of gaining strength as the round goes on different from SCP-334. Human players/foundation players would be encouraged to try to keep items out of SCP-457's reach and to attempt to shut him down before he grows rapidly out of control with multiple copies of himself. His starting HP is reduced to both encourage him to focus on devouring items to grow stronger instead of going for players/escaping right away, and to avoid him being able to spawn hordes of clones super easily. SCP-966: -Players near scp-966 slowly suffer speed reductions over time(like 0.5% slower but stacking). Speed reduction can be completely removed by using a scp-500 or SCP-207. -SCP-966's rightclick no longer deals random amount of damage at range, and instead renders him completely invisible even to NVG for a short period of time. He can still be damaged during this time as well as his breathing can still be heard. Reasoning: SCP-966 is currently incredibly weak and nearly useless if people with fire-arms get their hands on NVG. As making NVG rarer simply results in scp-966 either being too strong or people getting incredibly pissed off, that is not the solution to this problem. Giving him an (admittedly completely non-lore friendly) ability to completely turn invisible even to NVG makes up for this problem somewhat. Additionally, giving him a passive speed penalty when near him helps keep scp-500 useful, and relates to SCP-966's main ability(making victims unable to sleep and slowly get exhausted over time making them easy prey). It also gets rid of annoying RNG damage rolls on his current right mouse ability. SCP-682: -Now respawns back in his cell 4 minutes after being killed and can respawn an unlimited amount of times so long as the round is still going on. -Right click causes him to only take 1 damage from all damage sources for a period of time. -Killing someone heals him for 200 hp and gives him human sprint speed for 2 seconds. -No longer has sprint. Reasoning: SCP-682 is another example of a SCP who had a baseline ability to instant kill people. While he has a much larger downside than SCP-049 did(as he is by far the slowest scp in the game while not using the sprint), he still easily stood above other scps in terms of potential power level due to his instant kill ability. Additionally, he didnt feel much like SCP-682, and didnt even involve 682's signature ability: The fact hes 'HARD TO KILL' and is able to adapt to various attempts to hurt him. While he now has a much harder time actually killing people compared to the current scp-682, he instead has the power of being a constant threat. While he still gets a speed boost, he needs to get a kill first. To make up for this, he is now MUCH more tanky(being able to basically render any attempts to injure him moot for a period of time), and can even come back from the dead mutiple times in a round. This is both much closer to capturing the feel of scp-682, and also makes him stand out more when compared to scp-096. SCP-939: -Attack now instant kills from behind. -Has the ability to sprint for short periods of time. -Is able to pickup and talk over a radio. -No longer disguised as a researcher. -Non-behind attacks only deal 25 instead of 50 Reasoning: SCP-939 also barely feels like the actual SCP-939. While its in a fine spot gameplay wise, it is incredibly bizarre to look at. Not only is he magically disguising as people(An ability scp-939 completely lacks as all it is capable of doing is mimic voices), but he lacks any of the fear or power that SCP-939 is said to have.(SCP-939's main way of killing prey is via a single bite to the back of the neck instantly killing the victim). While I am hesitant to make more scps who are capable to instant kill, the limitation of needing to do it from behind and the removal of scp-939's disguise should help to balance this factor out. AS scp-682 no longer has the sprint(in regards to this overhaul, that is), it is now put onto scp-939 where it makes much more sense(the scp-939 instances sprint after the player after they are alerted in SCP:CB). This allows him to catch up to fleeing players and possibly capitalize on his instant kill attack from behind outside of purely ambush situations. As the current scp-939 model is way smaller than the old one, it is much easier and practical for scp-939 to try to hide and ambush people, or 'lure' people into traps with his voice mimicry. However, another major problem scp-939 had previously before being given the disguise was how useless the mimic would be, as it would only work in short range and would usually be incredibly obvious as a result of this. 'HEY, IM A RESEARCHER, CAN YOU COME HELP ME OVER HERE? NO I WON'T COME OUT AND MEET YOU, YOU COME IN AND MEET ME!". Allowing SCP-939 to use a radio allows his mimic ability to be a lot more useful by itself, and isn't necessarily 'lore breaking'(939s are implied to be a lot more intelligent than they look, and it doesnt require much effort to use a radio, even if you don't have 'hands' persay). This also solves the problem of guards randomly shooting scientists to ensure they aren't scp-939. This annoyed people and was hard to deal with as staff.
  22. More SCP-173s Again Like In Weeping Angels Eh? There Are 4 SCP-173s, 5 Max depending on server length. Everyone Is A MTF and A Researcher Besides The 173s. A Quarter Of The Server Is Researchers The Rest Are The MTF And The SCP-173s Everytime A SCP-173 Gets A Kill, The Person They Killed BECOMES a 173. The Original SCP-173s Get Full Health, While The People Who Get Killed And Get Turned Into SCP-173s Get Half Health As A Normal SCP-173 The Researchers Are Meant To Escape, While The MTF Kill The 173s And Help The Researchers. SCPs Win If All Humans Die, Or They Escape Foundation Wins If Researchers Escape Or 173s Get Killed (its me indo)
  23. This is not for my own liking (because i am fine with the normal respawn system) but for the new and old players that complain or just stop playing breach because of the respawn system. Here's how i would make it work: 0-10 players= 3 ntf or 1 ntf unit 10-20 players= 6 ntf or 2 ntf units 20-30 players= 9 ntf or 3 ntf units 30-40 players= 12 ntf or 4 ntf units 40-60 players=15 ntf or 5 ntf units 60-70 players= 18 ntf or 6 ntf units 70-80 players= 21 ntf or 7 ntf units Pros: The people that camp would be severly punished by the bombardment of mtf, ci, or sh. It would, as i mentioned earlier, make more players come. It could also make the round last longer. Cons: Groups like Nu-7 or Tau might be even more op if 21 spawn at max players. Fix: Maybe the same number of ntf could spawn from 30-80 players at metioned below but just different groups spawn at either gate a or gate b, but this might be hard to code.
  24. I personally believe that SCP-106 is balanced enough already. However, it would be interesting to grant him a special that would allow him to teleport to a player. The special would be an altered version of SCP-1471's teleportation, meaning that it would not happen instantly. Instead, the special would make you rise from the nearby ground or wall next to the player (if possible) and would allow you to attack after at least 10 seconds or so. The cooldown would be as long as SCP-610's, which would be around 100 seconds at most, to prevent any abuse. Put any thoughts about it below, and thanks for listening. -Cobalt
  25. Based off of a decently funny and popular J article. Round setup: -D-class are replaced by researchers.(AKA, they start with level 2 keycards and look like researchers, but are considered d-class role) -Guards/MTF are replaced with random hostile SCPs instead(Minus for scp-939) -Researcher team spawns as random friendly scps(so scp-999, 035, 073, 2639s, any possible additional friendly scps added down the line) as well as 939. -MTF spawns are exclusively Serpent Hand and Chaos Insurgency spawns. -Instead of normal SCP spawns, Random MTF units are chosen.(Aka, so a eplison-9 with a flamethrower, dr.clef, a normal NTF, a tau-5, or a hammer down). Round Description: Essentially a normal round gameplay wise, just with really messed up and weird spawns. the SCPs are the guards and researchers, the D-class are researchers, reinforcements are exclusively CI or Serpent Hands, and the 'SCPS' are random MTF special units.
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