SCP: Secret Laboratory

SCP: Secret Laboratory

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Update 2 of 14.0
And with it comes…the respawn overhaul!

I believe it’s largely the same as the teased one, with some adjustments. The big one being no Instability here. Here’s what the changelog says:

Influence

- Influence is what dictates the progress each team has made over the game.
- Influence is obtained only through completing objectives.

Influence grants one respawn (“Respawn Token”) when a team earns 30, 80, 150 and 200 Influence. Obtaining 10 Influence after a “primary” wave spawns will unlock a “mini wave”. We’ll get there in a moment.

Respawn Tokens

- Respawn Tokens (Or "Tokens") determine how many times a wave is able to spawn.
- Tokens are only unlocked by obtaining Influence.
- After a wave spawns, one of its tokens is consumed.
- Tokens are visible at all times through the user interface.
- There is a shared limited pool of 3 respawn tokens that may be obtained amongst all factions.
- *This means that SCPs only have to survive a total of 5 waves by default. As each primary wave spawns with one token.

Waves

- There is no longer one single timer for all waves. Instead, each wave has its own unique timer, and different properties.

Basically, both spawn waves operate on individual timers. The objectives not only grant Influence points, but also decreases the timer by a few seconds, speeding it up. When one of the timers reach zero, the timers reset, with the team that spawned having an added 10 seconds to every player that spawned (for example, let’s say NTF’s spawn timer is 5 minutes. It reaches zero and 15 players spawn. 15*10=150, so now the NTF respawn timer is 7 minutes and 30 seconds, whereas Chaos’ will stay the same until they respawn, which will cause the NTF’s to go back to default).

The timers can also on occasion “pause”. This will happen whenever any team is in the process of respawning or if said team is out of respawn tokens.

Mini-Waves

- A set of smaller reinforcement waves that come after primary waves, designed to compensate players who die early, or didn't have a chance to spawn.

They act about the same as the PEARS and teaser version, though here they aren’t limited to the first respawn wave. As already stated, a Mini-Wave requires 10 Influence, but this has to happen within a 2 minute timeframe after a primary wave spawns. This 10 influence requirement is lowered by 2 for every player that didn’t spawn, but due to the increased size of waves, this will very rarely occur in practice. When a mini-wave spawns, it delays the respawn timer of the team by a minute. It also says that members of this mini-wave that die decrease the “mini-wave timer” which I have no clue what it’s referring to.

Objectives list

SCP is killed: -20 seconds, +15 Influence
SCP loses 20% of their health (ie reaches 80%, 60%, etc): -4 seconds, +4 Influence

”Unique” SCP item (SCP items that don’t have multiple spawns, so stuff like 268, 1576, 1344, etc) is picked up for the first time: -5 seconds, +2 Influence.
Consumable SCP item (500, 207, 1853, etc) is picked up for the first time: -2 seconds, +1 Influence.

*SCP items that were made in 914 do not grant any bonus, regardless of their category.

A player escapes for the Chaos Insurgency (Class-D or cuffed Scientist): -20 seconds, +5 Influence.
Non cuffed Scientist escapes: -30 seconds, +5 Influence.
Cuffed Class-D escapes: -10 seconds, +5 Influence
Enemy militant is killed: -2 seconds, No Influence.
Generator is activated: -10 seconds (no timer bonus if no 079), +3 Influence.

Alpha Warhead and the Dead Man’s Switch

The “normal” Alpha Warhead sets both wave timers to 2 minutes and 45 seconds when fully detonated.

When both teams are out of respawn tokens, an invisible timer will begin to countdown from 4 minutes (240 seconds). The timer pauses if a team gains a respawn token. When the timer hits zero, the Dead Man’s Switch Protocol will initiate. A special alarm will play and the Alpha Warhead will begin detonating. Similar to the Autonuke plugin, this cannot be cancelled.

As of this update, Chaos are now 100% targets.

A better priority system for respawning was also added, which also works on points. You get 1 point of priority for every 15 seconds spent on spectators and 3 when the team that is respawning is the one you were before you died (ie Chaos respawn if you were a Class-D or CI and NTF respawn if you were a Scientist, Guard or NTF).

Other than that, some other, minor fixes were made.
Last edited by Otávio,o avestruz radical; Nov 16, 2024 @ 1:37am
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Showing 1-15 of 38 comments
No signs of that secret new playable yet. That I know of, at least.

It’s ok, we still have two weeks to go. + a bit more if they decide to do a public beta. One can only hope……
I'm banned from almost every beta server. Zero regrets
Originally posted by PVNISHED BVSINESS CAT:
I'm banned from almost every beta server. Zero regrets

tf did you do lmao
Originally posted by Otávio,o avestruz radical:

tf did you do lmao

Really people just don't like me lol
CD's_nuts Nov 13, 2024 @ 3:39pm 
Originally posted by Otávio,o avestruz radical:
As of this update, Chaos are now 100% targets.
Now you can't lose instantly as CI, so you get another chance to roll for an SCP. Thanks, Hubert. you are satan's greatest soldier.
Last edited by CD's_nuts; Nov 13, 2024 @ 3:39pm
HECU Soldier Nov 13, 2024 @ 3:46pm 
I actually really love this change. The gameflow feels so much different now. Rounds feel more fluid than ever. Great job, Northwood
Last edited by HECU Soldier; Nov 13, 2024 @ 3:55pm
Prez450 Nov 13, 2024 @ 5:08pm 
nw should add cag and devgru to scp sl
Sir bunny sheep Nov 13, 2024 @ 8:25pm 
i havent had the opportunity to play it yet, but im just baffled that this is the solution northwood came up with for respawns.

What exactly is the purpose of this overhaul? No seriously how am I supposed to give good feedback if I don't even understand northwood's vision for this is. I mean i don't see how this overhaul is going to make rounds more of a competitive back and forth, rather than 1 team dominating. Also from what it seems the massive respawn waves that shred scps still exist for some reason.

The largest issue I have had for scpsl has always been how reinforcements were handled, with tickets and then the later token system being really bad for gameplay. At least when the spawns were random it allowed for rounds that contained a lot of back and forth and was interesting, but when they added tickets and then tokens, it just allowed for 1 team to completely cascade. For example, if a team was well, they would then be uncontested, if a team was doing poorly, they would never spawn.

I unironically think it would be better if they dropped this objective nonsense. I think reinforcements would be better if we scratched everything, made it so it was based off 2 seperate random timers, when 1 of the timers hits 0 only that one spawns a limited amount of people, then that timer resets while the other timer continues. Respawns would be capped at like 4 for each and then dead mans switch. Idk this has its own issues but i think i am on to something here
A random bee Nov 13, 2024 @ 11:04pm 
Originally posted by PVNISHED BVSINESS CAT:
Originally posted by Otávio,o avestruz radical:

tf did you do lmao

Really people just don't like me lol
turns out being a normal human being is the minority in sl
Sex destroyer Nov 13, 2024 @ 11:17pm 
096 still exists
NW has fallen
Burger Nov 13, 2024 @ 11:49pm 
Originally posted by Sex destroyer:
096 still exists
NW has fallen
There are 10 mtf who have just encountered a raging 096. What is the most likely outcome of what the team will do:
1. shoot him and probably take out 80% of his health or just straight kill him
2. they run away from the 8m/s white man who eats doors for breakfast and get wiped without even breaking his shield
3. Secret FF server enabled answer: kill the whole team with badly thrown grenade
Last edited by Burger; Nov 13, 2024 @ 11:50pm
Sex destroyer Nov 14, 2024 @ 12:32am 
Originally posted by Burger:
Originally posted by Sex destroyer:
096 still exists
NW has fallen
There are 10 mtf who have just encountered a raging 096. What is the most likely outcome of what the team will do:
1. shoot him and probably take out 80% of his health or just straight kill him
2. they run away from the 8m/s white man who eats doors for breakfast and get wiped without even breaking his shield
3. Secret FF server enabled answer: kill the whole team with badly thrown grenade
run away
Burger Nov 14, 2024 @ 2:51am 
Originally posted by Sex destroyer:
Originally posted by Burger:
There are 10 mtf who have just encountered a raging 096. What is the most likely outcome of what the team will do:
1. shoot him and probably take out 80% of his health or just straight kill him
2. they run away from the 8m/s white man who eats doors for breakfast and get wiped without even breaking his shield
3. Secret FF server enabled answer: kill the whole team with badly thrown grenade
run away
EXTREMELY LOUD CORRECT BUZZER
Auto cone Nov 14, 2024 @ 3:26am 
Originally posted by Otávio,o avestruz radical:
No signs of that secret new playable yet. That I know of, at least.

It’s ok, we still have two weeks to go. + a bit more if they decide to do a public beta. One can only hope……
There probably isn't gonna be a new playable SCP, and your just going to have to except that. But if they were to add a new playable SCP to 14.0, then it sure as hell ain't gonna be any of your ideas that gets added if that's what your hoping for.

I don't think northwood should add any new playable SCP's for the time being and should try and optimize the code of the game so more people can actually play it.

But i do think that SCP-3114 should get made into a permanant SCP with it's own chamber in HCZ. It's a good SCP in my opinion and it should be added back.
Last edited by Auto cone; Nov 14, 2024 @ 3:27am
Originally posted by Auto cone:
Originally posted by Otávio,o avestruz radical:
No signs of that secret new playable yet. That I know of, at least.

It’s ok, we still have two weeks to go. + a bit more if they decide to do a public beta. One can only hope……
There probably isn't gonna be a new playable SCP, and your just going to have to except that. But if they were to add a new playable SCP to 14.0, then it sure as hell ain't gonna be any of your ideas that gets added if that's what your hoping for.

I don't think northwood should add any new playable SCP's for the time being and should try and optimize the code of the game so more people can actually play it.

But i do think that SCP-3114 should get made into a permanant SCP with it's own chamber in HCZ. It's a good SCP in my opinion and it should be added back.

doubter smh
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Date Posted: Nov 13, 2024 @ 3:08pm
Posts: 38