SCP: Secret Laboratory

SCP: Secret Laboratory

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Vold Jan 17, 2018 @ 5:02pm
Suggestions to balance the game out and fixing some problems (ATTENTION BIG SLEW OF TEXT AND NUMBERS) <- pls devs read ;-; it took me 24 hours to write this
Hi i love the game SCP SL but i got some problems with it.
Also im waiting a long time already for the suggestions to open up again so i make a big info dump here
These numbers here wont be accurate but they are meant to give you a picture of what im thinking about.
Lets start with the movement speed since we will need that here.

Lets say the people had following move speed in the game atm:

Standard speed is 100
Humans :50-100-150
Scp 173 : 175
Scp 106 :105
Scp 49/-2: 105
Scp 79 : why are you reading that

Q:Why doing a wierd move speedlist ?
A: cause it will be really important soon for mutiple reasons because i feel like the scps dont feel like anything when you are in CB (which is fine the game is in an alpha :) )

for the changes i had in mind

New change to jump for EVERYONE: --> removed
The reason for the Jump being removes is for the reason that jumping often gets used to exploit scps to make it rather impossible to catch their prey for most of the scp cast.
(this could go the other way around

SCP´s:

SCP-106 (the old man):

Movespeed: 85. Hp: 25000. Damage: one shot

Slow removed: No longer slowed when passing through closed doors or *walls*
New hit detection: sens everything in the other realm that comes in touch wiht scp 106 (can be done by giving him a "kill aura" or a "harmfull" hitbox

New ability: Traps are now introduced, making it able to place down a black pile of good making everyone fall into the pocket dimension that steps on it.

New ability: Portal B introduced which can be placed onto walls
New ability: Portal B Use will take 2 seconds to be fully through it

New mechanic: When using the teleportation and finishing the animation of you raising from the ground in the room that you are currently in, you move faster by 15 for 3 seconds after aniamtion is finished.

New mechanic: When using the teleportation B and finishing the animation of you emerging from the Wall in the room that you are currently in, you move faster by 5 for 3 seconds after aniamtion is finished.


Improvement: People will no longer leave a corpse in the pocket dimension. Also People well be set back into the middle when choosing the wrong hallway and lose 30 hp when choosing the wrong hallway (ignores armor)


New mechanic: gain 15 move speed after killing someone in your pocket dimension for 2 seconds



SCP 173 (the statue):

Movespeed: 200. Hp: 6000. Damage: one shot

New feature: blink bar is introduced and you will blink every 5 second closing your eyes for 1 second. Also you will blink even when scp 173 is not nearby thus making it not as obvious of him being near you. ( no, .... scp´s wont blink)

Better hit functionality: when aiming at an enemy and pressing left click, you will lock onto the enemy thus, when being able to move, youwilstraight up move towerds that person and kill the person as soon as you reached him.

New ability: Vents are now spread all across the facility which can be enterd by rightclicking under a vent. Vents will be highlighted and when entered, it will rais up a hud (like 079) to show where you can drop off to. (thanks to *-* Slayerbro530 *-*)

New mechanic: you will be no longer unnable to move when soeone looks at you from the darkness ( tldr: you actually have to see 173 to stun him)

Mechanic removed:no longer will be faster the less hp it has



SCP-049 (The doctor):

Movespeed: 90. Hp: 4000 Damage: one shot

New hit detection: When you hold the attack button you raise your arm and everything comming in touch with the arm/the hand hit box will die instantaeneously. (will have an animation where he raises the arm like in the game and after the animation the "death box" is created) and have a reduve speed of 5 while holding it

Raise Zombie change: Will only take 2 second. Also an aniamtion will be played and after the animation the player that died can be damaged and will play as SCP-049-2

New kill mechanic: gains 10 move speed when killing a target. Will be 15 when a target has been resurrected. (cant stack and the system will always choose the bigger bonus and replaces the weaker one)

Mechanic removed: won´t ressurrect faster the less health it has.



SCP-049-2 (the zombie):

Move speed: 40. Hp: 750. Dmg: 25 per hit. Rate of fire: one hit every second

Better clearitiy and new attack animation and hit functionality: now cleaves infront of you dealin damage to the nearvest enemy in a cone infront of you with a fitting attack animation.

New ability: Can feast on dead corpses that can´t be resurrected, fully healing yourself and making it unable to feast on it again. After feasting you are slowed by 10 for 5 seconds.

New passive: You gain 100% more movement speed and damage for each non scp that is near you (up to 3 for a maximum of 160 movement speed and 75 damage per hit)
(thanks to Melinoë)

New kill mechanic: Gain 10 movement speed when killing a target for 3.



SCP 079 (The Computer):

Movespeed: you still read that ? Hp:100

New HUD and functionality: Simply put ... implentet a FNAF like hud to the game to make the guidance throught he facility way easyer making it possible to click the rooms to go to one of the cameras you chose, also making it able to change floor levels by simply pressing the up or down arrow keys.

Balancing: hacking now only takes 1 second for normal doors and elevators, 2 for all containment doors (red gates) and 3 for all great gates (entrance A/B, his contanment chamber doors and 914 as also the "flys" room or whatever it is called)

Balancing: Doors stay shut for only 10 seconds now (definetly shorter ... cant review it anymore since the scp is gone) can also be used now on EVERY door of the game

Balancing: Those stupid tesla gates wont kill you anymore if the lightnings are gone tho they will now be active for 5 seconds and after that, will be deactivated for 10 seconds.

New ability: Can shut down light making the room pitch black and unable to build up sight.

New ability: Can turn up up the Gas pipes making the pipes leak gas (the black gas) slowly
damaging the palyers by 5 points of health every second (can be counterd by a gasmask that can be implemented) The gas pipes will be active for 10 seconds.

New ability: Can make an elevator stuck for 20 seconds.

New Room: The Controle room is added keeping the door of the computer shut as long as it isnt deactivated and the first door to the computer requires an "ALL CONTAINMENT CHAMBERS" card to harden up the security to get to this otherwise helpless SCP

All these abilitys have a seperate coodlown of 30 seconds.



SCP-096 (The shy guy):

Movement speed: 50-100---500. Health: 10000. Regeneration rate:1% every second
Cleave Damage: 50 per hit Cleave fire rate:4 per second
Jump Damage: One-hit. Jump fire rate: 1 every 3 seconds

Changed rage activation: The "trigger hitbox" is now around 096 head and will be INSTANTAENOUSLY triggerd when directly viewing at it otherwise it will take longer to trigger the mode.

Changed rage functionality: When triggerd you will have to wait for 30 seconds until you can attack. When done so you will be hastened greatly the further away your target is, up to a maximum of 500 movement speed. When starting the chase you will get your "prey" highlighted as also you getting a trail that leads you to your target. This mode will NOT end until your "prey" has been killed and it is impossible to kill anyone else as long as they didnt damage or shot you.

Changed ability:EVERY DOOR IN THE GAME can now be broken down or "forcefully" opened.
When doing it at one of the greater gates (brown big gates) they will be RAPIDLY opened by 096 by force (all that is only possible ofc when you are enraged and the trail leads through that door) All of the doors will be broken down automaticly that you come in touch with.

New hit functionality: Cleaves infront of you dealing damage to every "prey" infront of you in a cone.

New ability: Leap forward at the targeted direction you aim at, being further the speed you have pushing your "prey to the ground and killing it with a flury of deep cuts and slices.

New ability:Feast upon your enemys that have been killed by your hand, leaving no trace of them, fully healing yourself and re-enabling you to go into rage



Scp 939:

movement:40-80-120. Health: 5000 Damage:One-hit

Hit detection: Hits the nearest enemy in a cone in front of you, instantly killing them.

New ability: Sprint for 5 second which has then to refresh for 5 seconds

New ability: you can crouch, muffeling all your sounds.

New ability: Can climb on walls by pressing rightclick

New ability: Can talk to humans that are near you by pressing the voice chat button

Note: sound HAS to be 100% identical with human footsteps when sprinting or walking



SCP 682 (hard to destroy reptile): [just a fun bonus if he´d be ever implemented]

New Nuke mechanic for scp´s: Killing a human gives you the ability to collect their flesh by pressing and holding e on them.
This flesh can be then transported to a broken down wall over its containment chamber, dropping it down to that place will fill up a counter.
After having filled a count meter, scp 682 will then destroy the whole facility after 120 second, making the facility shake while hearing its angerd screams.



All SCP´s:

Target wont be undamaged by your hit anymore when you get the hit mark shown
(rly annoying bug)





Humans:
Move speed: 45-90-135 Hp:100

New mechanic for NTF and CIF: your items will slow you down when reaching over 20 weight and also affects sprint speed (Example : item would weight 25 -> you would lose 5 move speed as for your sneak andsprint move speed)

New mechanic for d class and scientists: your items will slow you down when reaching over 5 weight and also affects sprint speed (Example : item would weight 20 -> you would lose 15 move speed as for your sneak andsprint move speed)

New mechanic: can now open and close doors while facing it directly with your back to counteract scp-173 buffs a bit

New mechanic -10 move speed when aiming or firing (both wont stack the slow)

New Ability: Press shift to sprint for up to 5 second which takes 5 seconds to refill completely (20% per second) This abilitys speed is being reduced by the weight penalty when being overweight.

New ability: Press C to crouch and making a ducking position as also to being totally silence


(NOTE: FROM HERE ON MOST THINGS ARE DATED)

NTF (nine tailed fox):

additional start item: NTF Helmet (new item)

addtional start item: Vest



All CI (chaos insurgency):

additional start item: Gas mask (new item)

addtional start item: Vest


All humans:

Vests and armor willbe automaticly equiped when it is in your inventory



Weapons:


H.I.D (super weapon):

Timer reduced: Duration it takes reduced from 10 second -> to 5 seconds.

Shoot duration changed: will now fire for 4 seconds

dmg changed: now does 12.5% dmg of scp´s hp every 0.50 seconds when its starts shooting

Can be restocked after havin collected H.I.D ammunition

New ammunition: H.I.D ammunition can be found for a total of 3 (those locked red ammunition rooms [2] and 1 in its chamber)

weight: 15



Handgun:

Damage: 10

Clip size: 10

Ammo: 30

Rate of fire: Manual

Dmg mechanic: halfed against scp´s

Weight: 5



Skorpion:

Damage: 4

Clip Size: 30

Ammo: 120

Dmg mechanic: halfed against scp´s

Weight: 5



M249 (light mg of the CI):

Damage: 8

Clip size: 120

Ammo: 360

Dmg mechanic: halfed against scp´s

Weight: 10



MTF Handgun (plasma pistol)

Damage: 5

Clip size: 10

Ammo: 50

Dmg mechanic: doubled against scp´s

Weight: 5



Epsilon-11 (plasma rifle)

Damage: 10

Clip Size: 60

Ammo: 240

dmg mechanic: double dmg against scp´s

weight 10



Pulse grenade (plasma grenade)

Dmg changed: now deals 250 damage ( omae wa mou ... shindeiru)

dmg mechanic: now damages scp´s and does double dmg to scp´s



Smoke Grenade:

New mechanic: enemys without a gasmask that are in the smoke will be slowed for 25%



Ammunition Colletion:

New functionality: there will be a diffrence now between "plasma weapon" ammo CI weapon ammo and the handgun and skorpion weapon . When collecting one of these you get a full clip size of it.

New drop function: Enemys will ALWAYS drop one ammunition of each weapon type.






Tools:



Radio:

Weight: 5



Chaos device:

Weight: 5



Vest (new item):

Mechanic: gives 75 armor (doesnt work against headshots)

Weight: 15



Gas mask (new item)

Mechanic reduces field of view slightly but gives 25 armor to headshots and gives immunity to gas attacks against scp 079 (no it wont be destroyed when it has its armor depleted)

weight: 5



NTF helmet:

Mechanic: Gives 25 armor to headshots



Armor:

mechanic you wont lose health until all armor is depleted on the face or corpus (yes you will lose health when your helmet is intact but the enemy shoots at your broken vest :p)



So thats all tell me if you want to add anything else these things are all the things people disliked about the game being in like the wonky melee hit detection and all scp´s being not so good besides 049.
I hope i could give some of you a good feelingof what i am looking for
Yes the damage of the weapons itself didnt change and the keycards have no weight which is why i didnt note them.
if you feel like anything is missing please tell me i hope i did some things right here.
I loked at most stuff from a develepors perspective since im also learning to become one.

If you got question and want to talk pls add me on discord and ask right away :D
ANSasori
#4039

Thanks for reading
Last edited by Vold; Aug 5, 2018 @ 2:23pm
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Showing 1-15 of 76 comments
Apex Jan 17, 2018 @ 5:33pm 
2much2read right now.

I wish I was joking but here's what. Copy the link of this thread and post it to my profile so I don't forget. I'll get to it first thing tomorrow. :)
Vold Jan 17, 2018 @ 5:35pm 
Originally posted by SCP:SL The Lion:
2much2read right now.

I wish I was joking but here's what. Copy the link of this thread and post it to my profile so I don't forget. I'll get to it first thing tomorrow. :)
aye sir
djsillypawz Jan 17, 2018 @ 5:44pm 
i think all that is a really excellent idea for the game. definity agreed
B1LP0.CM Jan 17, 2018 @ 7:24pm 
I have one criticism and one addition: Pocket Dimension is oversimplified. It should be much more like containment breach or even GMOD breach, because just randomly walking into a hallway, getting only 4 tries, is kinda stupid and doesn't even give the atmosphere pocket dimension should give. There should be the other rooms and the stone paths and the pillars, not just a bland hallway.

As for 173, I think him using the ♥♥♥♥♥♥♥♥ unity cursor is extremely hard, especially with how small it is and how little of a window you usually get. You should have a choose a target system where it'll attempt to try and carry out your action when they blink, making it a lot more user friendly to use.
Vold Jan 17, 2018 @ 7:42pm 
Originally posted by *-* Slayerbro530 *-*:
I have one criticism and one addition: Pocket Dimension is oversimplified. It should be much more like containment breach or even GMOD breach, because just randomly walking into a hallway, getting only 4 tries, is kinda stupid and doesn't even give the atmosphere pocket dimension should give. There should be the other rooms and the stone paths and the pillars, not just a bland hallway.

As for 173, I think him using the ♥♥♥♥♥♥♥♥ unity cursor is extremely hard, especially with how small it is and how little of a window you usually get. You should have a choose a target system where it'll attempt to try and carry out your action when they blink, making it a lot more user friendly to use.
i didnt add the rroms for one reason
It is a map and can take sometimes long depending how he wants to do it.
I would definetly go your approach but yeah :s maps are sometimes hard even when poket demension is somewhat minimalistic.

Zombie and the statue hit detection works pretty much like you said its a cone attack and will hit the nearest enemy in that cone ;)
Vold Jan 17, 2018 @ 7:47pm 
Originally posted by SCP:SL The Lion:
2much2read right now.

I wish I was joking but here's what. Copy the link of this thread and post it to my profile so I don't forget. I'll get to it first thing tomorrow. :)
i updated it sonow should be everything fine
Apex Jan 18, 2018 @ 2:13pm 
I like your suggestions, and as much as I approve of them I cannot promise anything for now.

I want to ask you the following. Please raise this thread to my attention on the 28th of February, or make a neat, compiled list of this and send it in an e-mail to SCPLabLion@gmail.com and I'll make sure I bring it up to Hubert once I have a while to discuss this with him.
Vold Jan 18, 2018 @ 2:41pm 
Originally posted by SCP:SL The Lion:
I like your suggestions, and as much as I approve of them I cannot promise anything for now.

I want to ask you the following. Please raise this thread to my attention on the 28th of February, or make a neat, compiled list of this and send it in an e-mail to SCPLabLion@gmail.com and I'll make sure I bring it up to Hubert once I have a while to discuss this with him.
how iwerd .. thats my birthday xD
but yeah i will do
MinyMeep1 Mar 12, 2018 @ 6:34pm 
We Thank you for your Feedback, The Developers from what I was told will definitely take a look at your Suggestions.
Vold Mar 13, 2018 @ 6:14am 
Originally posted by MinyMeep1:
We Thank you for your Feedback, The Developers from what I was told will definitely take a look at your Suggestions.
as said i will rewrite some stuff since i have seen that there are some mistakes made by my side

I will rewrite some stuff after i got time.
Immaluckez Mar 13, 2018 @ 6:35am 
great suggestion
Vold Mar 13, 2018 @ 7:07am 
Originally posted by Yamete:
great suggestion
YAMETEEEEE c:
ChurchGorilla Mar 13, 2018 @ 12:25pm 
Why are you increasing their health pools even further ? For example the doctor already has enough hp considering that he always has an army of zombies with him and it's already annoying to take down a zombie rush.
Also setting SCPs movement speed even lower than a humans normal movement speed is just plain stupid since the whole point of it was to decide whether you should get some more distance or shoot at them right away.
Last edited by ChurchGorilla; Mar 13, 2018 @ 12:25pm
Vold Mar 13, 2018 @ 1:08pm 
Originally posted by GMGMaker:
Why are you increasing their health pools even further ? For example the doctor already has enough hp considering that he always has an army of zombies with him and it's already annoying to take down a zombie rush.
Also setting SCPs movement speed even lower than a humans normal movement speed is just plain stupid since the whole point of it was to decide whether you should get some more distance or shoot at them right away.
If you want a short answer i can give it to you.
Health pool increase is cause oof the movement speed changes and that, when both teams are equally good, you will always have the short end of the stick as a scp unless you are a god at aiming and the servers are perfect since the movement in thisgame is RLY fast for a horror game and shooter with its mechanics.

Movement speed is for ingame purposes and i made my math and believe it or not it isnt as bad as it might seems tho i will as said increase it by A BIT.

IF you want a rly indepth look at the why and who you can talk to me at discord: ANSasori
#4039

I pass my main free time with game balance and game feel on how to improve it.
For you it might seem like a bad idea at first but trust me when i say that there are very good reasons for.
Last edited by Vold; Mar 13, 2018 @ 1:11pm
New Meta Knight Mar 13, 2018 @ 1:40pm 
Every single person who suggests that people should be allowed to blink manually has a fundamental issue with understanding how game design works.
Takes 2 people to stun 173 for eternity if that was a feature, no matter what else you change, it would be the absolute worst character to play as.
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Date Posted: Jan 17, 2018 @ 5:02pm
Posts: 76