SCP: Secret Laboratory

SCP: Secret Laboratory

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SCP-610 Concept
Introduction

So,I randomly decided to do a 610 concept. Well, not really "randomly", I saw someone mentioning 610 and went "you know, 610 is pretty cool, so why not?"

I don't really know how feasible it would be to actually implement, considering it would have a ton of art assets and animations and some of the mechanics are a bit complex. But f#ck it, I think it's cool. Also, as a small reminder, values and small details aren't final and would definetly change during testing and balancing

Stats, general appearence and abilities

HP:2000
HS:250 (up to 500 when on low health)
Movement Speed:4.5 m/s
Attack Damage:20


Trust me, there's compensation for that terrible attack damage. Anyways, it would be a little bit squishy:a bit tankier than 049 and bit more frail than 106. It would have decent speed, same as 106's, but it's definetly not a good SCP to chase down targets.

610 would spawn in HCZ. It would look similar to one of the instances in its old wiki image:A hunched over, skinny figure with what can be described as a "tendril" for its head (not as long as the tendril on the image, though), with one extra arm. It would actually stand a bit shorter than a human in comparison, but not short enough to hide under EZ doors' winndows. It would constantly emit a "bubbling" sound, warning players of its presence. When it dies, it would try to take a few more steps as it melts into nothing, trying to reach for something.

610 would be a support SCP, focusing on map control and area denial. Its abilities would be "Infection", "Gather Flesh" and "Spread"

Infection

Infection refers to 610's attack. It would swipe with one of its arms, dealing 20 damage and having a relatively long 2 seconds cooldown. This attack, however, would inflict a new status effect, "Infected"

Infected would be a multi staged status effect only curable through the use of healing items, it would not decay naturally. As it progresses to the further stages, a red tint grows more intense around the screen. Further stages include the effects of previous stages. A next stage is reached after 30 seconds pass or if 610 hits its targets again. Green candy's Vitality and Rainbow candy's Rainbow Taste "pause" the timer for the duration of their effects.

Stage 1:The first stage of the infection. No immediate effects would occur. This stage's only property is drinking 207 inflicts Poisoned, similarly to 1853+207. Medkits, adrenaline, Rainbow and Green Candy will cure this stage. 500 will cure this and any further stage.

Stage 2:This stage would increase damage taken by 20%, similarly to Burned, and increase stamina consumption, though not as severe as Cardiac Arrest. Medkits and adrenaline would still cure, but Rainbow and Green Candy will only have a 33% chance of curing this stage.

Stage 3:HP would be drained at a rate of 2 HP/s and sounds would become muffled and hard to hear. Medkits and adrenaline now only have a chance to heal this stage,25% and 50% respectively. The candies no longer cure, but Vitality and Rainbow Taste stop the health drain and unmuffle the sounds for the duration of their effects.

Stage 4:The last and most severe stage. At this point, only 500 can save you. It will drain from your actual HP capacity at a rate of 1 HP every 3 seconds. Visibility would become harder and stamina consumption would be further worsened. Cardiac Arrest would instakill, Amnesia would have no visual or audio cues and 106's Traumatized would be applied for as long as you're still alive (or, y'know, until you use 500). Vitality and Rainbow Taste also stop the HP capacity drain for the duration of their effects, but the other effects still apply.

Gather Flesh

By pressing E on a corpse, 610 would start to collect flesh and other materials. This process takes 10 seconds and can be cancelled on the first 3 seconds. After it's done, 610 gains 2 flesh, 4 if the person was infected. The corpse then dissapears, meaning 049 can't revive it. 049 also can't try to revive the corpse while 610 is gathering flesh and vice versa. 610 can carry up to 10 flesh.

Flesh is a resource used for 610's other ability, "Spread". 610 starts with 0 flesh.

Spread

Spread would be 610's way to create enviromental hazards. By pressing Tab, you can open up a menu which allows you to select which kind of "trap" you want to create, after which you press right click to create a trap. There can only be one trap per room and they can't be placed too close to doors. If a trap is "succesful", 610 gains 3 flesh. The trap types available would be as follows:

Proximity Bomb

A somewhat large bulb like structure. 610 would create this by taking pieces of itself and putting them together. This would cost 3 flesh and take 5 seconds to create.

If a player gets too close to it, it will inflate and explode. If caught in this explosion (about the same radius as a grenade, although it doesn't have damage falloff), you'll take 50 damage. If you're not infected, you'll be inflicted by stage 2 Infected and, if you are infected, you'll progress one stage.

You can force it to explode by shooting at it (explodes immediatly) or throwing an item near it (inflates then explodes)

Scream Alarm

610 would wildly vomit around the room, with what looks like eyes and mouths starting to show up through out the walls, emitting pained moans. This would cost 5 flesh and take 10 seconds to create. If you're on the same room while 610 is doing this, you get Infected.

If you make any sound while inside this room (not counting opening or closing a door), the mouths would start to loudly scream, inflicting Deafened for 10 seconds. Your position would be highlighted for 610 and other SCPs for 20 seconds.

This trap lasts 2 minutes, after which it gets deactivated. It otherwise cannot be destroyed.

Ensaring Arms

By extending its tendril and cutting it off a few times, 610 would create this trap, consisting of arms coming out of the floor. This trap costs 7 flesh and takes 10 seconds to create.

If you go through it, the arms would grab you and slow you down. Works similarly to 173's Tantrum:You cannot run while going through the arms, but they slow you down by 30% instead of 20%

They can be destroyed by an explosion or if hit by the particle disruptor.

Nest

By vomiting on the floor, 610 would create a nest. It requires 5 flesh and takes 5 seconds to create.

Pressing right click on a nest would make 610 enter it. 610 can then choose to emerge into another nest on the same "floor". Think Demogorgon's portals from DBD, it works like that.

The nests can be destroyed by an explosion or hit by the particle disruptor. They can't be destroyed if 610 is using them, although 610 still takes the damage.

TL;DR and Miscellaneous

610 would be a support/map control SCP. It would be squishy and not deal much damage, but its attack would inflict a crippling status effect called "Infected" which worsens with time. By using flesh as resource, collected from corpses, it would be able to set up traps in rooms. It can setup a Proximity Bomb which deals damage and inflicts Infected, an alarm activated by sound which deafens you and reveals your position to SCPs,a set of arms that grab you and slow you down and nests which function like Demogorgon's portals from DBD.

I guess an achievement for 610 could be have 10 traps active around the facility. Idk what to call it, though.

Anyways, suggestion is done, but in case you're curious, here's some concepts I ended up scrapping.

"Pandemic":Basically, 610 couldn't be killed normally. Originally, it would have 700 HP and 100 HS and, if you killed it, after 30 seconds it would respawn. To kill it, you would have to activate 3 gens, go to its chamber and press a button behind a tier 3 door. Fire would then spit into the nest and 610 would die permanently. While I think the concept is cool, I feel like it would take way too much time and be annoying to deal with. The portals being called "Nests" are a carry over from this concept, because they would also function as respawn points.

Unamed "Melting" Ability: 610 could melt itself and turn into a mobile puddle of flesh. While in this form, it would be faster and be able to go through doors and gates, but still be vulnerable to damage. Felt like it would look too silly and there's already the nests for mobility.

"The Behemoth":Oh boy, this one. By using 10 flesh, 610 could transform itself into a powerful form. The way it worked was that it had 3000 HP, no Hume Shield and 80% bullet resistance like old 106. However the HP drained rapidly, so 610 couldn't stay in this form for long. Its attacks took two hits to kill, it was as fast as a raging 096 and it destroyed doors just by running into them. When its HP reached 0, it caused a massive explosion, inflicting stage 2 Infected for those caught in it. I thought it was too far from 610's playstyle and would decentivize players from placing their traps so they can stockpile on flesh to get this transformation. It would also require another set of art assets, animations, sounds, etc and I already think 610 would have way too much as is.
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Sex destroyer 15 apr, 2023 @ 6:54 
Honestly +1, i really like this concept, the abilities are all interesting, design could use some work, damage from the primary attack needs a bit of a buff but over all i like it

However i feel like for a 4Th ability would be to add a mutation system that would buff 610 and unlock abilities the further it grows, this can be tied to the Gatherer Flesh ability, for which i imagine an animation of 610 kneeling onto the ground and have a Fly-like tendril merge from its face to suck the organs from the corpse.

But yeah i really like this concept
HECU Soldier 17 apr, 2023 @ 11:53 
+1. The comment above spoke my mind.
pepsicola22 18 apr, 2023 @ 2:21 
i think the flesh system should be a lot more generous cuz it seems like he would be useless in the beginning of a round and every ability takes way too much resources to use considering how relatively easy it is for humans to destroy them. also would be a good idea to give him alternative ways to gather flesh rather than solely rely on corpses, perhaps he could get some by attacking players and have passive flesh generation?
the concept on paper is good it just needs some number tweaking, otherwise i like the idea of another more support oriented scp that needs time to set up his power +1
Khorne 18 apr, 2023 @ 10:21 
I think SCP's like 008 or 610 could be cool event rounds that happen randomly or the admins can trigger but +1
Hook Master 18 apr, 2023 @ 10:42 
This is REALLY cool, +1 just from the base concept alone

The map control archetype is a refreshing break from the stalker one every SCP has fallen into, and I really like support abilities
Adapting an SCP like this is incredibly dangerous considering the lore power but this is a great way to do it!
I love the usage of things like traps spun into a bio-mechanical horror show used to box in opponents and help your fellow freaks secure kills.
It could also make him the true Spawnwave counter, with proper prep time allowing the monsters to get the drop on the MTF and keep them on their toes rather than storming through entrance with computer picking up the slack

I think best of all is that there's counterplay to each ability. None of them just straight up secure free kills or detections, each one can be bypassed or destroyed, making them effective but also manageable based on experience

Overall an excellent suggestion
Khorne 18 apr, 2023 @ 11:02 
this could be a really cool thing where you have a chance of either getting 610 or 79
Like I said, don't give too much attention to values.

With that said, it doesn't hurt to give it some hypothetical buffs. So how about this?

-Increasing damage from 20 to 25. 610 isn't really meant to be taking on enemies directly and, if it is, it should be accompanied by another SCP. But hey, this would decrease the hits required to kill someone from 5 to 4 and more damage=better synergy with other non instakill SCPs.

-Decreasing time it takes to reach another stage from 30 to 25 seconds. I think 30 is a little bit too much. 25 is faster, but still a decent ammount of time for you to find a medkit or 500 if you need.

-Decreasing the cost of traps. Proximity Bomb from 3 to 2, Scream Alarm and Nest from 5 to 4 and Ensnaring Arms from 7 to 5.
Senast ändrad av Otávio,o avestruz radical; 18 apr, 2023 @ 15:23
RocketPillow 20 apr, 2023 @ 13:47 
This beats monitoring cameras.

+1

I'm really hoping that in the near future there are more interesting hostile SCPs, all with unique gameplay that splits them apart from each other. You could even redo the SCP priority meter, and have it where the player can select an SCP of a particular class if they are selected to play that class.
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Datum skrivet: 15 apr, 2023 @ 5:51
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