balanced by GIF_iso
Description: Witnesses describe SCP-303 as a nude, sexless, emaciated humanoid figure with reddish-brown skin. Instead of normal facial features, its head is dominated by an extremely large mouth, which bears a set of oversized human teeth. It continually vocalizes a wheezing noise, loud enough to be heard from the other side of most solid doors. All individuals who have had encounters with SCP-303 are capable of describing it in full, including individuals who have not physically seen any part of it.
SCP-303 will periodically materialize behind any closed door, hatch, or other entryway barrier opposite a sentient observer, chosen by unknown means. SCP-303 will then remain behind the door for an indeterminate amount of time. Any individual attempting to open the door or barrier experiences intense, paralyzing fear that lasts until SCP-303 dematerializes (either on its own or to avoid being directly seen by another observer).
(scp type support): rules provide by GIF
- 1. As a "support class SCP", SCP 303 should not create an unwinnable cases for the player and for other antagonist SCP's, nor be the main cause of the player's death, unless the player himself made a mistake
2. Due to its possibly extreme efficiency, rather, than actually helping hostile SCP's to get the player, SCP 303 should create and keep the illusion of said "cooperation" and help the chase to be more intense, while not breaking the rule №1
3. The main purpose of this type of SCP is to create and keep an interesting dynamic and relationship between the player and other types of SCP's, as well, as help in creating a memorable, more intense chases and, possibly, help the world building via showing interactions between different SCP's
scp 303 will have a low random chance of spawning behind a closed door either the player is heading to or at one of the doors in a room/corridor with 4 or more doors. when it does spawn it will make a loud breathing/wheezing noise signaling it's behind the door. when the player attempts to click the button to open the door (if facing a short 1-1½sec animation of the character reaching for the button then back his hand away while making a whimpering sound) if player is not facing the door the character will just make the whimpering sound. if there is a second attempt to open the door the players view will be forced to look at the door(view not locked) the doors opacity will go down making it look almost transparent revealing scp 303 model in either a sitting, standing, or crouching position as wheezing gets louder. after this the player can not press the button again until scp 303 despawn.
- the duration of scp 303 will be a random amount between 10-40sec when players are not being chased
the duration of 303 when the player is being chased would be tied to the factors of distance between hostile scp and player and room/corridor type the player and scp are located
spawn rate/ spawn habitRather, than making its duration time random and independent, which can create a significant amount of BS death traps, even with decreased spawn rate (unless it's going to be extremely rare event), why not tie it to two factors: distance between the player and chasing SCP and the room/corridor type, in which the player and chasing SCP are located
What I mean by this is that, basically, when SCP 303 "wants" to spawn, it should track where the player is located, and, if there's a chase happening, track the distance between the SCP and the player too to make a calculation, whether it should spawn there or not (if not, for example, because the chasing SCP is too close to the player, then move on to the other door) and if yes, probably, after it jumpscared the player (or what it likes to do), calculate, for how long it should be locking the door, so that "at the last moment" the player can escape their doom, or, judging by the room/corridor type, force the player to try and avoid their threat. Actually simply saying - increase the intensity of the game/chase by putting the player in the bigger danger to force him to think and make a desicion quickly, while not breaking the stated rules.
naturaly: low spawn rate also random
during chase: spawn rate increase but not to much (non hostile/other support scp dont count)
special areas: spawn rate decreases for offices, scp chambers, dead ends, and storage rooms
despawn: after despawn there will be a delay to when it can spawn again and either spawn one at a time or drastically decrease spawn rate if one is already present.
1. scare player on first and unexpected instances
2.slows the player letting them explore for items or a way around
potential future items referring to: key cards, gas mask, scp docs, world building docs/items, scp tapes, flash light, med kits, tip/hint docs, radios, and etc
3. forces the player to confront the scp's chasing them having them time their blink and to run around scp's like 173 and 106 making for more intense encounters.
NOTE: this only slows players as they could find ways around or wait for the duration .
recommendation not 100% needed but will improve gameplay
- adding a scripted first instance tht is short to be used as a tutorial
- improve dead end rooms to have more than one entrance/exits(not including chambers)
- adding signs, labels, and arrows to hallway walls for room understanding