SCP: Secret Laboratory

SCP: Secret Laboratory

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shiby Apr 18, 2018 @ 6:37am
Object/Non playable SCPs
how about some non playable scps , or objects or something that can only harm you if you do with them what you shouldnt , for example SCP 012 , for what the chamber is alredady ingame , just that scp 012 simply isnt in the box.If players walk nearby , they have 5 seconds to go away for example , if they dont they will go there , and die after 30-60 seconds painfully.And with a lot of blood , since blood will come with the next update.

Then maybe SCP 008 , if players go too far near it , they will die and after 3-5 Mins of being spectator become SCP 049-2 like , but called SCP 008-2 instead of 049-2

Or SCP 1025 , if players pick it up and use/read it , they will die after 10-15 minutes.With every time reading it , the time that takes to die for the one who readed it gets shorter maybe.

Ooooor SCP 1074 , players can go there and die after 30 seconds of being in the room where it would be located.

Or SCP 420-J , the best SCP.Instantly makes u go to 100 HP again.

These were just a few examples of SCPs and how they could work in game , but I mainly wanted to ask if something like this will ever happen ? Non playable SCPs ?
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Showing 1-15 of 19 comments
I would like to see some of these.

You can have a useful item spawn in SCP 012’s room and have it be a gamble like you can try to get it before someone locks you inside.

SCP 008 sounds really neat because I love being part of the SCP team and listening to the banter, but at the same time I think it could be abused easily.

SCP 1025 sounds like something people would just ignore.

SCP 1074 would just be frustrating.

SCP 420-J healing you completely wouldnt make sense, what if they added SCP 500, but made it incredibly rare?

Regardless, they still need to re-add SCP 079 and with talk of SCP 939 being added and how it would work, not to mention balancing and bug squashing, they should refine what’s already in the game before adding more.

I still like some of these ideas, and I’d love to see them later in development.
Last edited by Bob da Gigglemaestro; Apr 18, 2018 @ 6:54am
skoru[GER] Apr 18, 2018 @ 7:30am 
Honestly, I think the goal should be to have all SCP´s from Containment Breach.(For now...)
shiby Apr 18, 2018 @ 10:47am 
Originally posted by skoru:
Honestly, I think the goal should be to have all SCP´s from Containment Breach.(For now...)

Exactly.
shiby Apr 18, 2018 @ 10:52am 
Originally posted by Bob the Gigglemaestro:
I would like to see some of these.

You can have a useful item spawn in SCP 012’s room and have it be a gamble like you can try to get it before someone locks you inside.

SCP 008 sounds really neat because I love being part of the SCP team and listening to the banter, but at the same time I think it could be abused easily.

SCP 1025 sounds like something people would just ignore.

SCP 1074 would just be frustrating.

SCP 420-J healing you completely wouldnt make sense, what if they added SCP 500, but made it incredibly rare?

Regardless, they still need to re-add SCP 079 and with talk of SCP 939 being added and how it would work, not to mention balancing and bug squashing, they should refine what’s already in the game before adding more.

I still like some of these ideas, and I’d love to see them later in development.

So , now to you , I agree but , for example if in the room or containment chamber of SCP 1074 is a Level 3 or a Containment Engineer card , but its not easy to find and always spawns somewhere else , and you have a limited time until you will get unconscious in the room and die.

To SCP 012 , thats a really good idea , they should do it exactly like that.

Like I said , these SCPs could be just there , to enhance the game a bit
Or to increase fun.Imagine a NTF goes in , picks up 1025 , finds a D boi trieng to escape , and force him to read it until he dies xD

The 420-J should be kind of an easter egg in my opinion , that is always in a different position , but really nice.Maybe the SCP 420-J music from original Containment Breach ? An Easter Egg like I said.

And all these non playable or "Object" SCPs , are of course just to spice up the game , not to make it really much harder , and should not be really strong or overpowered.

But for fun.

And to your SCP 500 , I would like that too , but with a really rare chance like u mentioned.
shiby Apr 18, 2018 @ 10:54am 
Originally posted by Bob the Gigglemaestro:
I would like to see some of these.

You can have a useful item spawn in SCP 012’s room and have it be a gamble like you can try to get it before someone locks you inside.

SCP 008 sounds really neat because I love being part of the SCP team and listening to the banter, but at the same time I think it could be abused easily.

SCP 1025 sounds like something people would just ignore.

SCP 1074 would just be frustrating.

SCP 420-J healing you completely wouldnt make sense, what if they added SCP 500, but made it incredibly rare?

Regardless, they still need to re-add SCP 079 and with talk of SCP 939 being added and how it would work, not to mention balancing and bug squashing, they should refine what’s already in the game before adding more.

I still like some of these ideas, and I’d love to see them later in development.

I forgot to say , to your SCP 008 , yes , but I got a good idea fixing that

One of this :

Either entering SCP 008 Chamber requires 2 people , one going in and one pressing the buttons in the safe room next to it

Or a Containment Engineer or higher keycard.or Even an 05 ?

All this however is up to the devs ofc if they would decide to do anything like/of this whole stuff and ideas.

Would spice up the game , make it more funnier and slightly more dangerous and more like Containment Breach.
As for SCP 1074, I got it mixed up with SCP 970, the looping corridor. My reason for SCP 970 being frustrating was that it would be difficult to walk into without have to make more and more of the same rooms. As for the actual SCP 1074, I’m not entirely sure how that would work.

I feel like they should also possibly add some sounds of SCP 682, just to give the place a little ambience.

Now for SCP 372, since their cell is in Light Containment, it would probably have to be client sided. It’d be great to hear someone get spooked and say how the saw something out of the corner of their eye.
Romlyn Apr 18, 2018 @ 3:40pm 
Plans for things like this to be added Eventually™
Oh, neato. That's good to hear.
Mesond Apr 18, 2018 @ 9:17pm 
Hmm. The gas mask giving an ability for a debuff could be interesting. Though these items should be protected behind doors of various types I think. For example, a red keycard for one, a major yellow for another. etc.

This would not only gives class Ds more of an advantage early game, it could also help the MTF and Chaos fighting SCPs as well as each other. Since more SCPs are going to be added into the game (who of course won't use the items) it should help with keeping the game balanced out and be more then a simple run and gun shooter (of which it already is. But can always improve).

Right now if items are just added into the game without multiple locks. One black keycard, of which, let's face it, is EASY to obtain (1:1 hacking device as Chaos then fine commander keycard, or otherwise just fine commander keycard as MTF. And even the red/pink keycards will get to the control room with two upgrades. Not even counting finding one in cabinets. Nuff said) kind of makes it a little easy to get everything. Due to this I think that 1: The black keycard should be harder to get (much harder later on once more keycards are needed for different doors for items and side objectives and the like). And 2: There should probably be some doors that need a quick timer for two card swipes at once (the control room for the warhead is a perfect example where this can apply). This way more powerful items are harder to obtain if they're added too. Perhaps there can be a secondary control room inside the base. 30 seconds to hit both switches or something? Just spit balling ideas at this point.

It might also help if SCPs could destroy keycards somehow. But the issue here is with keycards running out. Maybe they can teleport them to light containment somehow? Perhaps 106 could pocket dimension them to the bottom floor of his containment area, or perhaps that other big room in heavy containment. This way ambushes could be set up while players have to get them if none are lying around. Counter ambushes could also be set up. In other words it might increase tactics, which in turn can increase the "fuc factor". Items could of course help counter being in a killzone. Or even help with setting one up with MTF+Chaos fighting each other.

I'm mainly trying to think of abilities that don't directly affect another player.
Last edited by Mesond; Apr 18, 2018 @ 9:31pm
shiby Apr 19, 2018 @ 5:49am 
EVERYONE LISTEN ULTRA IMPORTANT

I forgot the most important SCP Object that could be just standing around somewhere , like all others Ive listed , just to spice up the thing a lil bit

SCP-330.
If players take more than 2 , their hands fall off , and they cant open any doors anymore or pick anything up and loose 50-75HP and the HP goes down very slowly until they died.
Blaz Apr 19, 2018 @ 8:35am 
There are already two SCPs in the game that are non playable and non threatening. One would be the paper cup. The second being the quarter. There will also be a can of pills SCP to be added later (confirmed).
shiby Apr 19, 2018 @ 9:12am 
Originally posted by Blaz:
There are already two SCPs in the game that are non playable and non threatening. One would be the paper cup. The second being the quarter. There will also be a can of pills SCP to be added later (confirmed).

None threatening , thats a problem.
They should be threatening , but not too hard , for example SCP 012.The doors close 10-15 seconds after openibng , but inside its chamber is a useful item , maybe move the 03 keycard from the table to inside the chamber
Frimble Apr 19, 2018 @ 9:23am 
A couple of these sound alright, but most dont. 420-j is one in particular that...no. I don't get why so many people advocate it. It's literally just a joke scp and the most you'd be able to do with it is go "DUDE WEED LMAO" over the mic. Things like 012 or 008 could work as risky hazards for higher level keycards or weapons inside the chamber, but things like 420-j and that candy bowl don't have much of a point to them.
Granted, it's not a super serious game in the first place, but it at least tries to give a use for everything ouside of a single funny joke that stops being funny after the first time.
shiby Apr 19, 2018 @ 12:15pm 
Originally posted by Mariohuge:
A couple of these sound alright, but most dont. 420-j is one in particular that...no. I don't get why so many people advocate it. It's literally just a joke scp and the most you'd be able to do with it is go "DUDE WEED LMAO" over the mic. Things like 012 or 008 could work as risky hazards for higher level keycards or weapons inside the chamber, but things like 420-j and that candy bowl don't have much of a point to them.
Granted, it's not a super serious game in the first place, but it at least tries to give a use for everything ouside of a single funny joke that stops being funny after the first time.

yea but scp 330 is great
nulloperations Apr 19, 2018 @ 6:08pm 
SCP-330 would be fantastic for light containment. Allowing some minor health restoration for D-Class and Scientists while giving it a natural limit of just 2 uses (or loss of hands... and you know you'll see people intentionally walking around sans-hands) makes for a good lore friendly balance.
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Date Posted: Apr 18, 2018 @ 6:37am
Posts: 19