What does this suggestion change/add/remove:
Create a system that provides gradual buffs per SCP, proportional to the time that player spent in the Breach Queue, which would reset if the player either flags off the SCP, or when they're breached/recontained.To facilitate this in a reasonably balanced way that doesn't massively disrupt the server, first drastically nerf every SCP's base stats across the board.
This could be as simple as health changes, for example, 682's base breach health could be reduced. Then when a player breaches as 682, they receive a health buff dependant on how long they waited for breach.
An example of how to apply something like this to 096 could be reducing its base run speed. Then when a player breaches as 096, they receive an enraged run speed buff dependant on how long they waited for breach.
Obviously there are limitations to how high one can reasonably buff a stat before it becomes stupid - So in cases where breach waiting incentive stat balancing would normally push a stat over what would be acceptable, buff something else about that SCP.
An example off the top of my head would be that considering a further breach wait buff after the previous one bringing 096's top speed to where raising it further would be a problem, have the breach instead spawn additional pictures.
I'm no balance expert, but my thoughts on 096 could be something along the following lines:
Time Waited For 096 Breach | Difference From Current |
Immediate (i.e. Flagged on to be breached when asked, etc.) | 80% Top Speed |
2 Hours | 100% Top Speed (Normal) |
4 Hours | 110% Top Speed |
6 Hours | 120% Top Speed |
8 Hours | 120% Top Speed +1 Picture |
10 Hours | 120% Top Speed +2 Pictures |
EDIT: This is not anything to do with changing how frequently SCPs breach. The above table is intended to be read from the perspective of someone flagging onto an SCP and then breaching via the queue, being hacked out, etc. However long it takes.
Has something similar been suggested before? If so, why is your suggestion different?:
Numerous suggestions relating to breaches, the breach queue and such have been made in the past - But I don't think anyone has specifically asked for incentive for long queue wait times.
Possible Positives of the suggestion (At least 2):
- + Players waiting to breach on an SCP get reasonably compensated for the time they spent waiting to breach
- + Players intending to hack out an SCP are incentivised to breach players who have been waiting longer for their breach
- + May potentially increase breach variety
- +/= (Additional 096 Picture Spawns) Players are more likely to encounter and engage with 096 pictures, making them a more used thing
- +/= Wait time incentivisation may result in longer times between breaches, thus approaching a more reasonable balance between roleplay and breach gameplay
Possible Negatives of the suggestion:
- - Implementation time and effort
- - May not gel well with some SCPs
- - May encourage slot hogging
- - Somewhat devalues breach votes, which are a (partially) paid feature
- - Bugs with the system may cause unintentional server disruption (i.e. something becomes unbalanced in an unforeseen way and breach gameplay becomes worse for F until it's fixed)
- - Issues with refunding (SCP Breaches are rarely refunded, anyway)
- - Technically an 079 buff in some respects
- - Technically a CI nerf in some respects
Based on the Positives & Negatives, why should this suggestion be accepted:
The chief complaint I see from SCP players ATM is that they don't want to spend an inordinate amount of time waiting in the queue for their breach, which may end up being underwhelming and not fun. The other problem here being that most players don't want frequent breaches, and would rather have breaches spread further out with long lengths of time between which that they may roleplay. The obvious solution here then, is to provide ample incentive for waiting a long time for a breach.Granted, SCP stats (namely health) are already adjusted on breach based on server population. I imagine that in cases where the incentive for waiting for breach would conflict, there would need to be reconciliation between these two things. Conceptually, they aren't incompatible: Low pop + short wait = lower stats, High pop + long wait = higher stats; Alternatively you could consider reworking that system to work like this and do away with population-based scaling altogether, have it based purely on wait time? Unsure.
But there should be some kind of increased incentive for waiting for a long time to breach.
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