SCP: Secret Laboratory

SCP: Secret Laboratory

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Breakspear Feb 26, 2019 @ 9:42pm
New Classes/Roles, Equipment, Etc.
NEW ROLES/CLASSES:
*Indicates a new item, ability, etc.

Janitor

Affiliation: SCP Foundation - Other
Objective: Escape the facility
Chance of Spawning: 5-10% (1-2 spawned in a 20 player server)
Equipment: Janitor Key-card, Radio, 1-2 Coins
Perks: N/A

A new role/class, the janitor would be a middle ground between the Scientists and D-Class. Their survival would not be paramount, and their escape would not necessarily contribute to an MTF victory. But would become MTF Cadets upon escaping.

Senior Researcher

Affiliation: SCP Foundation - Researcher
Objective: Escape the facility, take lead of the other Scientists
Chance of Spawning: 5% (would take the place of one Scientist)
Equipment: Major Scientist Key-card, Med-Kit,
Perks: N/A

A rank distinction among the scientists, there would only be one among the entire spawn of them.

Facility Guard Captain

Affiliation: SCP Foundation - Security
Objective: Escort Scientists out of the facility, disarm/kill D-Class, Re-Contain SCPS, Give orders to other Guardsmen
Chance of Spawning: 5% (would take the place of one Facility Guard)
Equipment: MP7, Guard Key-card, Disarmer, Radio, Med-Kit, Weapons Manager, Tactical Interface*
Perks: +25% Health, Body-armor*

Another rank distinction, this time for the Facility Guardsmen. With only one being spawned within a group of Guardsmen. They have a slight health upgrade, and have additional equipment in the way of the “Tactical Interface”.

Chaos Infiltrator

Affiliation: Chaos Insurgency
Objective: Escort D-Class out of the facility, neutralize Scientists, Guardsmen, and MTF.
Chance of Spawning: No Guarantee (random chance of being spawned)
Equipment: Chaos Insurgency Access Device, COM15 Pistol, Tactical Interface*
Perks: Body-armor*

A new variant of the Chaos Insurgency, with a random chance of spawning a single or a pair (depending on the amount of players on the server) in a random location within Heavy Containment. Their purpose to give the D-Class a leg up in escaping the facility.

Chaos Fire-Team Leader

Affiliation: Chaos Insurgency
Objective: Escort D-Class out of the facility, neutralize Scientists, Guardsmen, and MTF, Give orders to other Chaos
Chance of Spawning: Only one amongst a group spawn.
Equipment: Logicer LMG, Chaos Insurgency Access Device, Med-kit, Tactical Interface*
Perks: +50% Health, Body-armor*, Helmet*

A rank distinction among the Chaos Insurgency, identical to the regular members of a Chaos fire-teams, aside from a slight increase in health and the addition of the Tactical Interface to their inventory.

Chaos Specialist - Demolitions

Affiliation: Chaos Insurgency
Objective: Escort D-Class out of the facility, neutralize Scientists, Guardsmen, and MTF.
Chance of Spawning: 1-2 among a spawn group.
Equipment: Logicer LMG, Chaos Insurgency Access Device, Med-kit, x2 Frag Grenades, x2 Explosive Charges with Detonator*
Perks: +25% Health, Body-armor*

A specialist class for the Chaos Insurgency fire-team, with a focus on explosive warfare. Equipped with multiple grenades, explosive charges, and remote activated Detonator.

Mobile Task Force Specialist - Fire Eater

Affiliation: SCP Foundation - Mobile Task Force
Objective: Escort Scientists out of the facility, disarm/kill D-Class, Re-Contain SCPS
Chance of Spawning: One among a spawn group.
Equipment: Flamer*, COM15 Pistol, Lieutenant Key-Card, Disarmer, Radio, Weapons Manager, Med-Kit
Perks: Body-Armor*, Helmet*

A specialist class for the Mobile Task Force, replacing their main ballistic weapon with the “Flamer”. A fire based weapon with progressive and persistent damage.

Mobile Task Force Specialist - Technical Support

Affiliation: SCP Foundation - Mobile Task Force
Objective: Escort Scientists out of the facility, disarm/kill D-Class, Re-Contain SCPS
Chance of Spawning: 1-2 among spawn group (Will only spawn if SCP 079 is alive)
Equipment: P90 SMG, Lieutenant Key-Card, Disarmer, Radio, Weapons Manager, Med-Kit, Radio, EMP Grenade*, Hacking Interface*
Perks: Body-armor*

Another specialist class for the MTF, focusing on combating SCP-079. Using EMP grenades to disable electrical systems such as cameras, Tesla gates, etc. As well as the “Hacking Interface”. Specially made for disabling 079’s systems temporarily.

UPDATED ROLES/CLASSES:

Facility Guard:

Perks: Body-armor*
Equipment: No Changes

Scientist:

Perks: No Changes
Equipment: No Changes

D-Class:

Perks: No Changes
Equipment: 10% Chance of spawning with a Shank*

Chaos Insurgency:

Perks: Helmet*, Body-Armor*, +25% Health
Equipment: No Changes

Mobile Task Force - Cadet

Perks: Helmet*, Body-Armor*
Equipment: No Changes

Mobile Task Force - Lieutenant

Perks: Helmet*, Body-Armor*, +25% Health
Equipment: No Changes

Mobile Task Force - Commander

Perks: Helmet*, Body-Armor*, +50% Health
Equipment: Tactical Interface*

Mobile Task Force - Scientist

Perks: Helmet*, Body-Armor*, +25% Health
Equipment: x1 EMP Grenade


NEW EQUIPMENT:

Tactical Interface - Tablet

An equip-able interface, allows the user to access a tactical map of the facility. Includes data of the status of doors (the states being: Closed, Open, Void/Destroyed, Locked via Key-Card access, Locked remotely).

Hacking Interface - Tablet

An equip-able interface, allows the user to temporarily deactivate certain security systems (cameras, Tesla gates, remotely locked doors). These usually take a few seconds to perform. Can also be used to unlock key-card locked doors, although this can take a decent amount of time. Depending on the type of door.

Explosive Charges - Explosive

Place-able explosive which can be detonated using the remote detonator. Which damage equivalent to 3/5ths of the frag grenade, and 3/4ths of the radius. They can also be shot with bullets, or triggered by other explosives.

Remote Detonator - Explosive Trigger

Equip-able item, that triggers explosive charges you have placed in the local area. (With an option to chose to trigger them all at once, or one at a time)

Shank - Melee Weapon

Sharped object with a short range, can be used to do 15% damage when close to an enemy.

Flamer - Ranged Weapon

A fire based weapon system that deals progressive and persistent damage. It shoots in short bursts of napalm that sticks to targets. Progressively dealing damage for a short amount of time. Others who come into contact with hit targets will also take persistent damage for a short amount of time.

PERKS:

Body-armor:

Damage inflicted in the torso region is reduced by 20%.

Helmet:

Damage inflicted to the head is reduced by 20%.




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Showing 1-12 of 12 comments
Tweaks Feb 27, 2019 @ 12:19am 
Chaos spy? Like someone who randomly spawns as an facility guard or NERD that has the job of getting d class out of there will have something wierd with their models so Dubois won’t shoot and in the start of the round in like 5 min none of the ntf team can hurt him “when ff is off” will spawn with the same as that class he spawns as but with an pistol if scientist an chaos insurgent card if security please add this in
Pingoforce Feb 27, 2019 @ 11:27am 
These seem pretty good to me, but maybe have the Facility Guard Captain spawn with a Project 90 instead of the MP7 to kinda show that he is slighty better than the normal Guards. Just my 2 cents, but overall +1.
CyanDoomdragon Feb 27, 2019 @ 11:31am 
Just to let you know, both the Janitor class and any kind of map item for the humans are blacklisted.
76561198860112328 Feb 27, 2019 @ 1:39pm 
There are already enough classes
un.Casual Feb 27, 2019 @ 1:48pm 
Originally posted by CyanDoomdragon:
Just to let you know, both the Janitor class and any kind of map item for the humans are blacklisted.
Janitor became unblacklisted as far as I'm aware
76561198860112328 Feb 27, 2019 @ 2:32pm 
Originally posted by un.Casual:
Originally posted by CyanDoomdragon:
Just to let you know, both the Janitor class and any kind of map item for the humans are blacklisted.
Janitor became unblacklisted as far as I'm aware

Blacklisted:
- SCP-999
- SCP-076
- SCP-035
- SCP-682
- All joke SCPs
- Basically all things and SCPs related to 076
- S-navs
- all SCP-001s because they are too absurd to fit within this game
Last edited by General Kenobi; Feb 27, 2019 @ 2:33pm
Breakspear Feb 27, 2019 @ 2:36pm 
Originally posted by DaTweaks:
Chaos spy? Like someone who randomly spawns as an facility guard or NERD that has the job of getting d class out of there will have something wierd with their models so Dubois won’t shoot and in the start of the round in like 5 min none of the ntf team can hurt him “when ff is off” will spawn with the same as that class he spawns as but with an pistol if scientist an chaos insurgent card if security please add this in

Not exactly what I was thinking. I was thinking of more a rogue element who could be considered the ones to have started the containment breach. I was considering if they should have a disguise but I felt like it would add too much confusion. I was thinking that they would serve a similar function as the Facility Guards (to be the first wave of that specific faction who help out the class they're supposed to save). Although I think they should be a random element, so that they could add increase dynamic from match to match.
Breakspear Feb 27, 2019 @ 2:40pm 
Originally posted by Jack Storm:
There are already enough classes

I don't feel like that's the case, considering the developers have been talking about adding additional classes already. And most of these are rank distinctions. To add more variation among the other factions and sub factions, akin to the Mobile Task Force.

It would make sense for their to be a Senior Researcher who oversees projects and such, and a Captain of the Guard. Chaos Insurgency are AWOL MTF guys, so I would assume they would have a rank structure of some kind within their ranks.

The new sub classes would also serve to make the opposing factions unique.
76561198860112328 Feb 27, 2019 @ 2:55pm 
Originally posted by Word Bearer:
Originally posted by Jack Storm:
There are already enough classes

I don't feel like that's the case, considering the developers have been talking about adding additional classes already. And most of these are rank distinctions. To add more variation among the other factions and sub factions, akin to the Mobile Task Force.

It would make sense for their to be a Senior Researcher who oversees projects and such, and a Captain of the Guard. Chaos Insurgency are AWOL MTF guys, so I would assume they would have a rank structure of some kind within their ranks.

The new sub classes would also serve to make the opposing factions unique.

A janitor is enough, adding much more classes would confuse the players
Last edited by General Kenobi; Feb 27, 2019 @ 2:56pm
Breakspear Feb 27, 2019 @ 3:00pm 
Eh, after 130+ hours, I feel like there's too little variation among them. The game is extremely simple as it stands. Especially when you consider there is only currently the slightly random map layouts and SCP selection that bring in any variation at all. In the place of game modes, different maps, and other things you would find in other games.
Last edited by Breakspear; Feb 27, 2019 @ 3:08pm
Breakspear Feb 27, 2019 @ 3:10pm 
Originally posted by Mr. Pingo:
These seem pretty good to me, but maybe have the Facility Guard Captain spawn with a Project 90 instead of the MP7 to kinda show that he is slighty better than the normal Guards. Just my 2 cents, but overall +1.

I was actually debating about this, but from my understanding, the P90 is worse than the MP7 from a stats standpoint. With only a slightly higher fire rate if I'm not mistaken.
DaveV Feb 27, 2019 @ 11:30pm 
+1 We need moar classes n' stuff :3
Last edited by DaveV; Feb 27, 2019 @ 11:30pm
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Date Posted: Feb 26, 2019 @ 9:42pm
Posts: 12