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Maximino007

Special Round: Serpent's Hand Raid

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Posted  Edited by Maximino007

Oh no. The Serpent's Hand are raiding the Facility. Make sure the Serpent's Hand doesn't breach any SCPs.

 

  Ingame Mechanics

Half of the players spawn as TRO Guards and the other half spawns as Serpent's Hand.

There will be special TRO Guards such as the TRO Pyro and there will be a commander.

All of the playable SCP's rooms take a level 5 Keycard to open.

If a Serpent's Hand get's inside of one of the SCP rooms, they have successfully breached an SCP.

The Serpent's Hand can breach multiple SCPs.

Random Spectators are chosen to spawn as the breached SCP.

Example: Serpent's Hand enters SCP-173's room. A random spectator is chosen to spawn as SCP-173.

All of the SCPs will spawn in their normal spawns.

All of the breached SCP's health is lower. (900 Health for every breached SCP except for 682, 106 and 610.) (1300 for SCP-682 and SCP-106 and SCP-610)

The time is the same as a normal round.

 

     Serpent's Hand Member

                           Stats:

Health: 100 (Edited)(Thank you @Doomnack)

Movement Speed: Normal Human Speed. (Can walk and Run)

Team: SCP Objects

Spawn: Random NTF Spawns

 

                    Spawning Items:

Gun: A Random SMG

Melee weapon: Stunstick

Radio: No. (People in the SCP team have their own non-existent radio that works like a normal radio but for the SCP Team only.)

Keycard: O5

Healing Item: Random Serpent's Hand Members will have a First Aid Kit.

 

If any items aren't included that means they don't have it.

____________________________________________________________________________________________________________________

 

                    TRO Guard

                   Stats:

Health: 100

Movement Speed: Human Speed. (Can walk and Run.)

Team: MTF Guards

Spawn: TRO Guards Spawn

 

                   Spawning Items:

Gun: A Random Rifle (Edited)(Was previously SMG)(Thank you again @Doomnack)

Melee Weapon: Stunstick

Radio: Yes.

Keycard: 4

Healing item: No.

 

If any other items aren't included that means they don't have it.

____________________________________________________________________________________________________________________

 

               Goals:

MTF Guards: Defend as many SCP spawns as possible and kill all of the Serpent's Hand.

 

Serpent's Hand: Breach as many SCPs as possible and kill all of the MTF Guards

 

SCPs: Kill any MTF Guards in sight and escape.

 

 

Edited by Maximino007

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Thought this was gonna' be the ASSAULT round but all CI are replaced with SH, but this is really interesting. It should be fun to play a role in an actual containment breach. TRO should spawn with rifles specifically on this round however, due to the potential strength of SCPs all over the place and serpent's hand.

 

oh and btw, serpents don't have vests but they have massive damage resilence, which is why it takes almost a year to kill them with an smg

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1 hour ago, Doomnack said:

TRO should spawn with rifles

 

1 hour ago, Doomnack said:

oh and btw, serpents don't have vests but they have massive damage resilence, which is why it takes almost a year to kill them with an smg

 

Thanks, I'll make sure to edit this.

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I love the idea though there are two issues. All the SCP's spawns are located past the MTF, and I find it highly unlikely that MTF will be willing to lose any ground. The other issue is that MTF has two perfect choke points to funnel the SH. (GateA and B) My proposed fix for this would be to make 2/3 of the server MTF and 1/3 SH, and move the spawn for MTF to the D class spawns (Pretty simple since CI already use it for TDM)

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