SCP: Secret Laboratory

SCP: Secret Laboratory

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MehDagon Apr 8, 2018 @ 9:26am
Trapping scps in card rooms.
Will this matter be resolved or is it intentional?
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Showing 16-29 of 29 comments
Mesond Apr 15, 2018 @ 1:45pm 
Locking SCPs in a room is fine.

However, the issue comes from when either an SCP is even a class D is trapped somewhere and is stuck there for the whole match.

Perhaps there can be a lengthly minigame with 079 once it's readded. But that would only work while the computer is still alive. Maybe a minigame to hack keypads for all teams? Something that would be not too difficult yet take about 2 mins to do would probably work (basically I'm thinking of rotating pipes in a network to have ponts A and B connected). That way anyone on a keypad has to watch their backs and start over if they get interrupted and anyone trapping someone in a room can have a head start in fleeing before the SCP opens the door.
Last edited by Mesond; Apr 15, 2018 @ 1:46pm
Wolf68 Apr 15, 2018 @ 5:16pm 
Originally posted by Venrez:
Originally posted by SCP:SL Romlyn:
It is intentional, however, there was a discussion a few days ago (which was locked due to a bit of a flame war) that covered a feature that would allow SCP to leave. Although this has not been taken to the higher ups.

I believe it was my mention of SCP's being able to respawn in their original containment room via holding R (or any other button) for 90 (or otherwise) seconds with no other input, no movement or anything, same as the Nuke Timer or longer to prevent it from being spammed or used on the attack / defence.

Please suggest it to the higher ups, as you put it.

An SCP able to remove himself from a locked room after a significant time penalty accelerates the game and the player himself is liable to immediately resume the hunt as opposed to sitting in a locked room with nothing to do forever whilst MTF and Chaos duke it out in sub-standard Counterstrike.

049-2 Zombies would be teleported to 049's containment room.

It also somewhat counteracts the ability of dead players to spectate where the SCP is and formulate a plan, which normally involves simply going straight for the Nuke button, given that Human MTF / Chaos respawn infinitely whilst SCP are on a strict timeline for victory (given gradual health damage over each engagement) without any of the assistance given by spectating between lives.

People are happy for a round to end and to respawn as whatever the next round.

People are liable to quit or have a negative impression of the game if they spend 30+ minutes locked in a room with nothing to do and no way to deal with it except wait for the inevitable, yet at the same time their continued existence allows waves of MTF and Chaos to continue fighting it out without their input.

- - -

As a semi-related note this is also why there needs to be an 'SCP Excuse' NPC SCP that simply instakills any player that is totally inactive with no button input for 10 minutes.

It doesnt even need a given description or excuse. AFK players need to be killed or removed after X amount of time.

Many rounds have stalled because a lone player stands with their face against the wall in some non-descript room and nobody can find him, amongst the continued Counterstrike of MTF versus Chaos.

This is a bad idea and completely ruins what 106 is about.
Wolf68 Apr 15, 2018 @ 5:19pm 
Originally posted by Meh'runes:
Originally posted by Noob Noob:
D boys and nerds start with nothing. So what if you get locked up. You are having alot of hp and an instant kill. They are 1 shot and need to find keycards to escape. Please understand that they need all the advantages they can get. Locking up an scp is 1 way for them to defend themselves.
D bois are supposed to be weaker than other classes. If you actually manage to win as one then it should feel rewarding. Given it's hard surviving as d boi as it is. But traping one scp without any means to escape feel's hella cheap.

SCP's fault for falling for an obvious trap. Heres a tip. NEVER enter an area where you can be locked in. Simple as that.
MehDagon Apr 15, 2018 @ 5:36pm 
Originally posted by Wolf68:
Originally posted by Meh'runes:
D bois are supposed to be weaker than other classes. If you actually manage to win as one then it should feel rewarding. Given it's hard surviving as d boi as it is. But traping one scp without any means to escape feel's hella cheap.

SCP's fault for falling for an obvious trap. Heres a tip. NEVER enter an area where you can be locked in. Simple as that.
i never do. Im just implying to change how key card rooms work. so you cant get in so easily, but you can escape if you do get locked up in one. Remember there is no role choosing as of right now. So im in no way biased towards singular class.
giraffe Apr 16, 2018 @ 4:42am 
914's door opens when nuke gets activated, which usually gets deactivated 75% of the time anyway lol
G R £ Y Apr 16, 2018 @ 6:12am 
i'm not sure if my idea is good for the game...
the door should reopen on its own 5-10 minutes after it's closed (assuming that 079 can control the door). this can prevent players camping inside or got trapped in the room forever.
SimplySmiley Apr 16, 2018 @ 7:01am 
Originally posted by Mason™ of Germany:
Originally posted by Oscillations:
Why do people cry about this?
SCPs must be contained/destroyed.

Trapping them inside a room isn't really containing them properly. 106 is the only SCP I know of that can actually be contained, meaning you are not required to hunt it down and kill it. As for the other SCP's, the only good way to really clear out the underground is via the warhead, but since SCP's can just disable the warhead themself, that might be harder than it sounds.
Emmmm... SCP-173 could be recontained if MTF could drag it back into it's "cage". By using... Cage... Or even D-Boi...
SCP-049? Emmm... That SCP probably not... Unless there will be some sort of suit for that... Or even "lucky" D-Boi
SCP-079. Wait. It's not even in game. Welp. Whatever.
SCP-096 - it would be hard... But possible! With "volunteer" from D-Biz it would be easy to drag him to his containment room.
So there are possible ways to contain these SCPs but now in game it's not possible... Maybe in future? Hmmmmmmm... (*THINKING INTENSE*)
Xenos Apr 17, 2018 @ 6:19pm 
My real problem with it is everyone saying it's intentional. It's not, for two pretty clear reasons:

1) You can lock an SCP in what is essentially a storage closet. This is pretty far from proper "containment" and anyone who claims it is needs to read the ACTUAL SCP wiki for a refresher on what is meant by containment.

2) The game mechanics were basically ported from the ORIGINAL game, SCP: Containment Breach. This includes the SCP mechanics, keycards and doors, the nukes, etc. However, that was a single player game balanced solely for single players. As with most single player mechanics, they instantly fall apart in multiplayer. Plus, in the original game, a decent amount of SCPs could actually open keycard doors. 173 in particular is capable of opening anything short of a blast door AND can travel through vents anyways. Where's THAT ability?

There were a decent amount of good solutions going around on the original forum for this idea before all the people who actually develop the game probably got scared off by the sheer scale of trolls and flamers. I still think there can be a good solution if people would just admit there is a problem whether they like it or not, and "git gud" isn't a valid solution.
Last edited by Xenos; Apr 17, 2018 @ 6:19pm
josh Apr 21, 2018 @ 4:14am 
I feel it's more or less balanced as it is, locking an scp in a room is one of the only ways to stop it as a scientist or d class, having it respawn would be game breaking and over powered. The only way i think they could improve this "issue" is re-adding 079 into the game but keeping him similar to how he was (hard to navigate the facility so he doesnt immeditely free them) this would make it a temporary trap that would last long enough for the people to escape.

Another issue with letting the scp respawn is it (scp) would have no reason to spare the person who trapped it in the room as it could just kill them and teleport away. But as it is there are already multiple ways to leave as an scp. The first time the nuke timer starts all doors open, the person in the room with you (if they didnt sneak out) will free you when the inevitabley have to leave, 079 when he's re-added, and the MTF which will open the door to kill you.

One idea that i had was the LCZ control room from the original game, it would be an area with a couple secruity cameras and 2 swithces to turn off the lock down on LCZ and HCZ the heavy button was broken in the game so it only worked for LCZ, maybe it would be a room that would require an 05 card or Facility Manager Card that would permently or maybe temporarily unlock all locked doors in LCZ (armory, scp012, scp914 ect) and the checkpoint
MehDagon Apr 21, 2018 @ 1:51pm 
Originally posted by big gaye:
I feel it's more or less balanced as it is, locking an scp in a room is one of the only ways to stop it as a scientist or d class, having it respawn would be game breaking and over powered. The only way i think they could improve this "issue" is re-adding 079 into the game but keeping him similar to how he was (hard to navigate the facility so he doesnt immeditely free them) this would make it a temporary trap that would last long enough for the people to escape.

Another issue with letting the scp respawn is it (scp) would have no reason to spare the person who trapped it in the room as it could just kill them and teleport away. But as it is there are already multiple ways to leave as an scp. The first time the nuke timer starts all doors open, the person in the room with you (if they didnt sneak out) will free you when the inevitabley have to leave, 079 when he's re-added, and the MTF which will open the door to kill you.

One idea that i had was the LCZ control room from the original game, it would be an area with a couple secruity cameras and 2 swithces to turn off the lock down on LCZ and HCZ the heavy button was broken in the game so it only worked for LCZ, maybe it would be a room that would require an 05 card or Facility Manager Card that would permently or maybe temporarily unlock all locked doors in LCZ (armory, scp012, scp914 ect) and the checkpoint
Why bother. 079 is the lamest scp to play(As he was). And making d class camp in one place because risk of geting trapped in card room is even worse.
Azync Aug 3, 2020 @ 3:00pm 
bit of a late response but when ever i do that, it seems to end the game for me and let the scps win.
HECU Soldier Aug 3, 2020 @ 3:46pm 
Originally posted by #NoLivesMatter:
bit of a late response but when ever i do that, it seems to end the game for me and let the scps win.
https://www.youtube.com/watch?v=rmQFcVR6vEs
MattWard Aug 3, 2020 @ 4:00pm 
Originally posted by #NoLivesMatter:
bit of a late response but when ever i do that, it seems to end the game for me and let the scps win.
Making another thread is hard.
Multiverse Uncle Aug 3, 2020 @ 5:07pm 
Locking this thread.
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Date Posted: Apr 8, 2018 @ 9:26am
Posts: 29