SCP: Secret Laboratory

SCP: Secret Laboratory

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Gamemodes? (Question and suggestions)
For now, there is only one gamemode in the game which is the one we play now, if we ever do get gamemodes I have some suggestions.

Deathmatch - pure death match with choiseable classes with different weapons. Has respawning and a point system. Person with the most points wins.

Facility - the gamemode we have now.

Campaign - A story like gamemode, may have co op and containment breach like gameplay

Also minigames such as

Escort the VIP - A group of armed ntf protecting a nerd, one or two scps have to kill the Nerf. If the nerd escapes, ntf win. If the nerd dies, scps win

Practice range - self explanatory, a minigame that tests and improves a players aim

Tutorial - also self explanatory

D vs SCP - only 1-3 of the same SCP vs a bunch of dbois, like the original gamemode

Will any of these ever be added? (If you have any suggestions don't be shy)
Last edited by Woodensponge; Dec 5, 2018 @ 9:44am
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Showing 1-9 of 9 comments
El Zorro Dec 5, 2018 @ 9:48am 
A deathmatch mode would be so much fun! The other gamemodes would require a lot of work though.
joaquin2006 Dec 5, 2018 @ 9:54am 
Originally posted by El Zorro I (My birthday!):
A deathmatch mode would be so much fun! The other gamemodes would require a lot of work though.
+1
Flipper Dec 5, 2018 @ 10:38am 
Here check this
https://discord.gg/QspMcs
Mesond Dec 6, 2018 @ 3:24am 
Objective: Get the generators online to get turrets up and running (only a few. And they should all be able to be gone around with a long way).

Offline gens result in red lights (we already have this with nuke countdown. Just remove the sound. Or we could have the base darker, giving flashlights meaning. Oi, stop cheating with your monitor brightness settings) as the main gens are off. Other problems include big gates remaining open (so people don't get stuck), turrets going offline (obviously) and an inability to use keycards (since keycard readers need power).

The generator location should be on the side somewhere so people have to stick together to guard it. scps and chaos would be trying to control it too. Resulting in fights in the location and inbetween. This would mean there's two key locations. The generator room and the nuke area. Resulting in people having to make teams if they want to be effective. Just like a real MTF/chaos squad. The best games I've hard are where peopel split up into two (or perhaps even three) teams each with their own objective (one team heads to warhead while another guards the control room). Organized teams kick ass and win. Lone wolves either need to be really good or die (guess what, they often die. And it punishes the whole team. Do try to stick together guys).

IMO threats should be able to be overcome with teamwork yet really slow you down if you're only on your own (being alone also means it's normally easier to hide. Balances out somewhat). Everyone that runs off ahead on their own like rambo dies 9/10 times. The diversity of key locations also encourages all players to camp choke points less without removing that tactic altogether.

The gen should also take a while to reach so class-Ds don't just escape at the start. But not needing a black keycard. It's important to have the location avaliable to all throughout most of the game. Perhaps you need to activate backup generators throughout the base before reaching the main gen. This circumvents using a commander keycard or hacking device (which chaos starts with).

The machine that upgrades keycards and the computer SCP would of course remain unaffected by power outage. Due to being SCPs. The computer itself should not be able to access the generators (would make it too easy for SCPs to access them). The abilities of the computer SCP would remain unchanged, giving SCPs an advantage with the power off and serving as incentive to get the gens on for human players (if the turrets aren't reason enough. Or perhaps just have the computer SCP be more powerful without turrets). Should there be turrets the computer SCP can control them, overiding the default targeting and giving manual control. But only with the base power off. Other things in the base needing power to protect the turrets from SCPs or something. It's to keep it balanced.

Warhead would remain unaffected. Due to being on its own power source. Safety measure to ensure it can be launched if the base gets overrun. This helps with keeping the two locations active throughout the whole match.

MTF have a fortified base (giving them a big advantage at the start) while the other teams try to take over that base (or destroy). Meanwhile class Ds try to hide (instead of just upgrading All. The. Time. Maybe help with getting a number of backup gens offline to escape. There's a thought) and nerds are just as in it as they are. Until you meet MTF or chaos.
HeavyWolfPL Dec 6, 2018 @ 6:36am 
Campaign, Single Player, Co Op - Never. This game is designed for Multiplayer.
Tutorial will be added back, we don't know when.
MiniGames can be created as events by Server Staff.

Everything you suggested (not Tutorial) can be made by Server Staff, it just needs some organisation.
Last edited by HeavyWolfPL; Dec 6, 2018 @ 6:37am
Campaign? It looks funny
A story mode about a class-d or a NTF Commander would be a nice addiction
Last edited by General Kenobi; Dec 6, 2018 @ 5:31pm
ManchmalPfosten Dec 8, 2018 @ 3:00am 
Heres one i thought of a while ago:

Recovery/Recontainment
This gamemode has multiple maps, each with different objectives. The objective is always to either recapture an SCP that has broken out or recover a newly found SCP. Have you ever read the tale "treats"? Now imagine if that was a gamemode, and 3 or 4 agents had to recontain 106 while the old man wreaks havoc on halloween in a small town, trying to kill as many people as possible. I would ♥♥♥♥♥♥♥ LOVE that!
Woodensponge Dec 8, 2018 @ 11:03am 
Originally posted by SCP:SL Staff HeavyWolfPL:
Campaign, Single Player, Co Op - Never. This game is designed for Multiplayer.
Tutorial will be added back, we don't know when.
MiniGames can be created as events by Server Staff.

Everything you suggested (not Tutorial) can be made by Server Staff, it just needs some organisation.

Sever events usally are scarce to find and are usally crude since there is no direct change to the games code in order to provide the necessary features for a custom gamemode. But if we add some gamemodes that servers can host (such as kurva), we can set up some matchmaking filters, and its done.
El Zorro Dec 8, 2018 @ 11:05am 
Originally posted by ManchmalPfosten:
Heres one i thought of a while ago:

Recovery/Recontainment
This gamemode has multiple maps, each with different objectives. The objective is always to either recapture an SCP that has broken out or recover a newly found SCP. Have you ever read the tale "treats"? Now imagine if that was a gamemode, and 3 or 4 agents had to recontain 106 while the old man wreaks havoc on halloween in a small town, trying to kill as many people as possible. I would ♥♥♥♥♥♥♥ LOVE that!

I love it!
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Date Posted: Dec 5, 2018 @ 9:43am
Posts: 9