What does this suggestion change/add/remove:
Change Unbreached Scp 912 interactions with Breached Scp Subjects such as Scp 427
This is because in lore, it states that if Scp 912 sees a member in SWAT like armor being attacked by someone in non SWAT armor, it should and would assist the "SWAT" member, usually by disarming and detaining the non "SWAT" personnel. Based on the postives and Negatives, here is how 912 should be balanced. I suggest that Scp 912, when unbreached, be allowed to attack other scp subjects given it sees the interaction (Like say 427 runs into the D Cells area and attacks Guards), 912 should be allowed to attack back. To make it fair, I give two nerf suggestions to Scp 912 that should make Scp 912 Vs. Scps more balanced and fair.
A. Scp 912's health be lowered when unbreached, and when it breaches, it's health goes up. For example, say Unbreach Scp 912 is given 3,000 Hp. Thats fair. And when it breaches, it'll just gain hp to it's normal ammount, like say it's 14,000 normally, then just add 11,000 hp
B. Scp's do extra damage to Scp 912. You could make it to where Scp Subjects do 10x damage to Scp 912 or something. While true, Scps doing extra damage isn't realistic either, its more realistic then 912 not doing what it revolves around. So Say normally, a Scp does 50 damage per second, now upgrade that by 4x so it does 200 damage to Scp 912 per second. Now whatever you want the multiplier as is up to you, but I suggest x5.
Also, if any Scps are added to the game and they wear swat like uniforms, Scp 912 isn't allowed to attack them.
Has something similar been suggested before? If so, why is your suggestion different?:
Not that I can find
Possible Positives of the suggestion (At least 2):
Makes Scp 912 interactions with other Scps possible while keeping gameplay fair
Makes Scp 912 more realistic and better in RP
Allows Scp 912 to still do it main job (Sit in D Block for 2 hours, kill 1 d class, breach and kill 40 people, then act like nothing happened) as it can only attack if it sees the interaction
Possible Negatives of the suggestion:
Scp 912 can still be unfair, given that the "Scp" in question can't hit their shots (In my opinion Skill Issue)
Might need to overhaul scps damage to 912, because some do more damage then others
Based on the Positives & Negatives, why should this suggestion be accepted:
Because it aims to make Scp 912 more realistic and better in Roleplay while also balancing Scp 912 to be fair to fight against as a breached scp. Might also deter scps from going to D Class Cells, but that one doesn't matter that heavily.
Also, I'd say Scp 096 and Scp 912 interactions still banned.
In all, it's aimmed at more realism and better RP while keeping the gameplay fair and balanced.
				
			Change Unbreached Scp 912 interactions with Breached Scp Subjects such as Scp 427
This is because in lore, it states that if Scp 912 sees a member in SWAT like armor being attacked by someone in non SWAT armor, it should and would assist the "SWAT" member, usually by disarming and detaining the non "SWAT" personnel. Based on the postives and Negatives, here is how 912 should be balanced. I suggest that Scp 912, when unbreached, be allowed to attack other scp subjects given it sees the interaction (Like say 427 runs into the D Cells area and attacks Guards), 912 should be allowed to attack back. To make it fair, I give two nerf suggestions to Scp 912 that should make Scp 912 Vs. Scps more balanced and fair.
A. Scp 912's health be lowered when unbreached, and when it breaches, it's health goes up. For example, say Unbreach Scp 912 is given 3,000 Hp. Thats fair. And when it breaches, it'll just gain hp to it's normal ammount, like say it's 14,000 normally, then just add 11,000 hp
B. Scp's do extra damage to Scp 912. You could make it to where Scp Subjects do 10x damage to Scp 912 or something. While true, Scps doing extra damage isn't realistic either, its more realistic then 912 not doing what it revolves around. So Say normally, a Scp does 50 damage per second, now upgrade that by 4x so it does 200 damage to Scp 912 per second. Now whatever you want the multiplier as is up to you, but I suggest x5.
Also, if any Scps are added to the game and they wear swat like uniforms, Scp 912 isn't allowed to attack them.
Has something similar been suggested before? If so, why is your suggestion different?:
Not that I can find
Possible Positives of the suggestion (At least 2):
Makes Scp 912 interactions with other Scps possible while keeping gameplay fair
Makes Scp 912 more realistic and better in RP
Allows Scp 912 to still do it main job (Sit in D Block for 2 hours, kill 1 d class, breach and kill 40 people, then act like nothing happened) as it can only attack if it sees the interaction
Possible Negatives of the suggestion:
Scp 912 can still be unfair, given that the "Scp" in question can't hit their shots (In my opinion Skill Issue)
Might need to overhaul scps damage to 912, because some do more damage then others
Based on the Positives & Negatives, why should this suggestion be accepted:
Because it aims to make Scp 912 more realistic and better in Roleplay while also balancing Scp 912 to be fair to fight against as a breached scp. Might also deter scps from going to D Class Cells, but that one doesn't matter that heavily.
Also, I'd say Scp 096 and Scp 912 interactions still banned.
In all, it's aimmed at more realism and better RP while keeping the gameplay fair and balanced.
 
	 
 
		 
 
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