The O5 Keycard Problem In SCP Secret Laboratory
HTML-код
- Опубликовано: 5 апр 2025
- Join my Discord: / discord
I much as we all want big smelly 05 Card, 05 Card do be a bit too OP in Secret Labs.
▶My second channel: @RichardLongneck
▶My archive channel: @Apartment98
If you found yourself enjoying this video than a like would be much appreciated, drop me a little cheeky comment if you want and please feel free to subscribe for more content like this!
Big thanks to DigBickerino for voice acting the intro! You are as talented as you are handsome🥴
So im a little confused about the issues you raise in this video, if you have the time to respond. IMO, the 05 card is not actually very strong, and putting it behind 079's room is a bad idea. This is mostly down to how little it actually does, and how bad a reward it is compared to the other items in the armoury. The 05 card functionally does 2 things. It can turn on nuke, and it can get the micro. Every other bit of functionality is present on the MTF cards which are easily obtained from heavy and from MTF waves, so they are common place. The issue is mostly this. The nuke can only be turned on once, as it takes one card to hit the button to open it up. That means that best case scenario, no one has turned it on, you spend ages containing 079, you make your way back up onto surface, and you flip the switch, hoping of course that no one else has gotten a red card before you, because that would make it worthless. The same thing goes for micro. Only one person can get micro, and it's usually long gone by the time you contain 079. A single grenade opens it up, or an MTF captian/chaos card, both of which are not rare after spawnwaves.
If the 05 keycard had a lot more functionality this could work ok, but it would have to be seriously strong. Something like being able to open all doors including locked ones, or being able to override the nuke and make it unable to be disarmed. As it stands, it's a pretty meh item, and it's hardly ever more valuable than an MTF operative card in most cases. Equally, making it an SCP item has its own downsides, with the differing power levels of SCPs. Opening locked doors or overridding nuke is nice, but Ball, Hat, and Ghostlight are all very strong, with the remaining SCPs already struggling to compete with your inventory space.
Edit: you also can't restrict people to carrying 1 card only, as that makes light containment EXTREMELY awkward to leave without 914, making people even more dependant on it. To leave light, you either need to upgrade a card, or have both a scientist and a zone manager card, as there are very few scientist cards in heavy containment, IIRC it's only servers and 939s room. Only being able to hold one card means you'd have to find a friend to hold your other one, which is hard to coordinate, or just hope you get both a scientist card and one of the two MTF cards in heavy.
There is a good point to be made about differing playstyles, but that really isn't how SL works when it comes to cards. Maybe if the MTF one's were not in heavy it could, but as it stands, 95% of loot in the game is easily accessable to all respawn classes, and thus anyone who has access to 914/A heavy card. There is very little payoff for getting a card of higher tier, which i think is the more fundamental issue that would have to be solved first
@@paradox4576 not really chief
@@jacovichstabs841 is there something you disagree with? "not really chief" isn't the most impactful form of feedback
i like how the intro is literally just the equivalent of a child playing with dolls
Oh hello
shut up lars
Give me D-Class action figures, aswell as your channel Lars
Hello Lars.
yo lars you commented here
Something cool they could add if they did this change is instead of having an O5 card in 079’s (since idk how that works lore-wise) is have SCP-005 in there. It would work the same as the O5 obviously but it would take an SCP slot which would further iterate on it’s important access. Also I think it’d just be neat to have another SCP item 😎.
Big brain ideas! I love it!
That honestly IS big brain.
It's always nice to have more SCP items! That's probably one of the reasons chaos theory is so popular, like 10+ more types of SCP items (EG, gas mask hat).
yeah O5 are class-A personnel they cant enter in containment sections of the scp facilities
Even better: 079 for the rest of the round is turned into a key card once he is contained, but he can still communicate with his team, letting the most powerful card in the game be something you would chip your dog with for the scps. Once you got that card, and o79 figures out where he is, he can get an sco on your ass. Would be epic if 049 could use it. Anyways, this is the perfect humiliation card and at the same time the only harmful one. He could be fully terminated in light or or the facility when warhead go brr.
If you could only carry 1 card you couldn't pick up the scientist card as a guard without losing checkpoint access💀
then you gotta make choices dumbass lmao
Yeah but having 3 is dumb In ever hold 3 keycards. Like I can never think of a time I even needed 3 key cards in my inventory so I think a max of 2 is just gonna go completely unnoticed and I'm for it honestly.
Plus there could be work a rounds to having a 1 card limit like maybe there could be two guards with two different cards or maybe a hidden private card or something. It incentivise guards staying entrance to find a really good starting card somewhere there.
You see, the thing that (mostly) balances out the O5 card is how long it takes to upgrade to normally. 914 is a huge hotspot in light, and mostly by the time you have the O5 card, SCPs are either outside the door or inside killing everyone. It’s a huge gander wether or not you should get the O5 and have a huge target on your head, or get a lower tier card and have a better chance of making it to entrance or heavy, but not having the chance of activating nuke in the event of a stalemate. Of course, Facility Managers exist, but it’s trade off is no armory access, so people are less enticed into getting it.
In practice, the 10-20 seconds between getting a facility manager and an o5 card don’t make much of a difference, I once made it to the checkpoint in barely 2 minutes and got pounced by dog for it, usually it’s better to stick in 914 and escape in the crowd when the scp’s come
The card itself might not be the mist balanced in terms of how you can easily get it but the thing is that staying to make an 05 over leaving quicker with a less powerful card is a gamble that more often ends with you dieing. It's not getting the card that's a challenge, it's staying alive long enough to use it in my opinion.
Remove the O5 Keycard and put SCP-005 in its place. It could open (but not close) any door, even locked down ones (with a 30sec cooldown).
Making O5 in 914 makes you stay there long enough for scps to arrive. Almost never worth it at the start if you just want to escape
4:20 lore friendly (ish) restriction on multicarding, make it so cards are “activated” or tied to your biometrics, and make it so unlinking and relinking takes a while and has a cooldown, that way you can use multiple but it’ll slow you down a lot if you don’t plan your swaps carefully
nah bro the scps just kill anyone in 914 it's rare someone actually gets the 05
Is it powerful? Yes, does it give me access to everything? Yes, does it stop Larry form taking me to the back rooms? No.
While yes it is powerful such as the micro/jailbird and other items, but the 05 kind of becomes useless after the first to second spawn wave, because by then you have or are:
1) escaped
2)watching someone escape
3) giving ur self a tour before being found by a scp, or being hunted down by the spawn waves
Because their are similar cards to the 05 such as the chaos card/ and red card, one has access to surface nuke while the other doesn’t, I think it should stay as it rewards you for spending time in light, due to the fact that all other roles need to be there.
I feel like the O5 card is fine as it is. Acquiring it and putting it to good use is a risk vs reward scenario: sure, you can easily go to 914 and go through few cycles to get it however in most cases by the time you get the O5 you'll get greeted by the SCP camping the door to the room or just entering and killing you outright if it's 106 or 079, making the trouble of making the card a waste of time. The less time you spend in 914 the better.
imo the major scientist card is the best one to get early on. if you have a scientist card then with just one use of 914 you get access to checkpoints, 096's and 106's containment chambers and the bulletproof glass cabinets containing scp items.
You still can get lucky spawning close to 914 and upgrading before the chaos ensues
@@juanitoalcachofa3485that's a problem with game design in general, spawning close to 914 is always gonna be a major help regardless of if the O5 exists or not.
@@juanitoalcachofa3485 Assuming one is a scientist, and the game is designed so that scientists have an easier time escaping.
I think you should be able to craft 05 in 914, but with a lower chance.
This.
Staying in 914 is already a death wish, it's a hotspot for the whole server, no matter the class people are always gonna want to go there, either for kills or upgrades.
The only problem with the O5 is that it's gotten too fast. With Zone Manager it's two upgrades into an O5, if a D-Class manages to get a ZM card and finds 914 they can get an O5 before the SCPs even find their way into Light.
Just adding a keycard between Zone and Facility managers will already make it a little slower, maybe make it so only one ZM spawns per zone, hell, make the O5 a random craft on Very Fine like it used to be in SCP:CB.
@@advertisingadrian Having only one ZM card basically nerfs the civilian classes, as it's the only way to escape Light Containment without having to go through 914. It just increases reliance on that room.
i have once seen a guy collct FIVE 05 cards and display them on a shelf in the nuke room to 049
Remind why whould even want to make 05 card? You can open nuke with red one and after it's become useless
They want guns
You act like an 05 card is some super overpowered thing but it really doesn't do anymore than an operative card. all you really need access to is checkpoints, gates, armories, and SCP items. The only extra things 05 gets you are Micro and Nuke. Micro is near useless against competent SCPs and Nuke almost never goes off because if it gets close they just start camping warhead.
If they remove 05, then there would be no incentive to stay at 914 at all and all the crazy shit that would happen in 914 would not happen.
I actually never thought of this, I think you should impersonate Hubert and take his place
Edit: I love the voice acting XD
Hubert is too powerful to take down!
And thank ya, ma boi is amazing with acting
strongly disagree because in a majority of my games no one is able to get O5 because by the time they get it in 914 they get massacred by scps, or even if they do get to leave or someone goes in 914 after scps leave they tend to die and lose it before getting any good use out of it like alpha warhead detonation, this "problem" is non-existent at all really, i do think you should be able to carry less keycards to discourage hoarding (i see people grab key cards they don't need so others can't get one in lcz), but maybe make it so O5 is slightly harder to get by making it so it's a 50% of obtaining on very fine from chaos/captain/facility manager card? 25% no change, 25% downgrade
I've got a better idea on how the Keycard problem can be fixed in a few short steps:
-The highest rarity of keycard that can be access in SCP-914 with Janitor, Scientist or Zone Manager is Facility Manager Keycard.
-The MTF Operative, MTF Captain and Chaos Insurgency Keycards can no longer be obtained through Civilian keycard types.
-The Containment Engineer Keycard is re-implemented with the exclusive ability to lock doors by holding E on the button. This can be used to prevent SCPs from following.
-The Facility Manager and MTF Captain Keycards now have the ability to open doors locked by SCP-079, giving it the ability to counter PC's overpowered ability.
-A new Exit Gate known as Exit Gate C can now be accessed and acts like an alternative escape option without needing to go into Surface, but requires a Facility Manager keycard exclusively to access.
These ideas would make the most useless keycards feel like they have purpose now and repurposes one keycard to have an exclusive ability that would be very appealing to have. On top of the one Keycard-only change, this would make Keycards a very critical component to the game and may require teamwork and effort to use them all effectively.
you forgot guard cards
If a facility mansger can open it then all cards with exit acces should
@@EXP256 Well, no. If I were to do this, I'd add a special ninth box that is only present on the Facility Manager (and O5) card that would be referred to as "Emergency Exit".
Exit Gate C would be that "Emergency Exit". The reward for getting a Facility Manager card is basically a quicker and safer method of escape, but there would be a catch, since the Keycard has to be consumed to open the gate for about 30 seconds.
@@Vulgun Bypassing Surface Zone really doesn't improve safety when it comes to escaping, unless the opposing team just had a spawnwave. SCPs generally don't go up to Surface unless nuke is going off or the last targets are there. Once you've gotten into the elevator in either Gate A or B, you're basically in the clear.
Very important to mention that this change severely handicaps guards, who have no way of obtaining a card with greater armory access unless they paradoxically sacrifice access to all armories and checkpoints.
I love the idea of o5 finally being rare and valuable, maybe even add a computer that tracks it’s location once someone takes it
Holy fuck dude this guy is speaking the truth.
I think about the idea that 914 may be in a difficult area and it will be accessible only from the third access to the object
Eh, it’s balanced on normal servers with the fact that every scp is going straight to 914, so staying a second to long is can get you killed.
who tf actually agrees with this
A ton of people ? I have mixed thoughts about it but the point of giving more card spawn points is a very valid one, and hopefully they implement it.
@@juanitoalcachofa3485 "giving more card spawn points" ??? he was saying to remove the 05 from 914 and limit players to 1 card which btw would mean you couldn't pick up the scientist card as a guard without losing checkpoint access. He didn't say anything about adding new card spawns?
To be honest, I think the 05 card is pretty balanced. The thing is, most areas in the game can be accessed through simple cards like the "operative card" with small exceptions being the Micro and intercom. Both of these rooms can be accessed just by using a grenade, varying them out due to how easy they are to get your hand on. Most of the time, I don't see myself doing more than 1 upgrade in 914 just to get my hands on the SCP items as long as you take a higher chance you die ext.
As an edit, I think it is having SCP items on heavy only accessible through a higher card status and containing the statistically better scp items and having a limit to 1-2 cards at once. I don't see myself basically ever getting an O5 unless I'm upgrading my gun, Armour ext
This can just be down to my playstyle as I normally avoid confrontations and stay undetected as much as possible. I'll be in heavy before the SCPS have made their way into light and recently broke my record of escaping 7 times in a row and halfway won when I spawned as 079
the balancing for making the O5 card in 914 is getting rushed by scps
05 card is already an achievement to get bro 💀 I be dying more likely than getting there
This was really well made and had insightful discussion, well done 👍
JESSE I NEED AN 05
It's an interesting video and opinion, and I do like the one card restriction idea somewhat. But the faults with the other idea are to strong, if there was only one 05 keycard that always spawned in the same room, then it would just incentivize camping on the scp team once all the generators are turned off. Along with other general bad actors, toxic players, taking the card and throwing it into the void, or hiding somewhere with it until auto nuke goes off. Each situation causing prolonged matches a lot more often if there's no facility manager cards or they were lost. Also it's so so rare for more than like two 05's to get to heavy in my experience, as most people die in light or die before they can reach light to make an 05. An possibly unintended fix though, for any form of 05's laying around, is the 035 plug-in, and for the duration of the Halloween update, 3114. As they're scp's that can pick up objects and throw them away.
Also as said before I do like the 1 card restriction idea somewhat. Though at least for me, 98% of the time I'm only carrying one card around anyway, so it wouldn't have that much of an effect IMO. The other 2% being when I'm speed running as a scientist, grabbing a zone manager card for checkpoints to go up to 096 or 106's rooms to grab the card that can allow me to escape, and same situation with guard grabbing a scientist keycard along with my guard card so I can grab the better card out of the scp rooms and get better weapons, neither of those two happen to frequently though.
914 is a death trap, you die if a hostile comes, and win if one doesn't, you gamble for the keycard and the death rate is higher than expected
Getting the 05 card to surface is an whole another level of difficulty
there should be 1 spawn per floor, an 05 in light containment that needs a switch in heavy to open, the 079 card, and an 05 in a bunker in light that needs 2 players zone manager cards to open
I think they should keep the ability to get an O5 card from 914 but reduce the odds of it by introducing an invisible achievement system like from Containment Breach to control the odds of getting one (more achievements means you get better odds). They should perhaps then move the Facility Manager keycard to something like 106's chamber (where you get a Level 5 keycard in CB iirc) or the intercom room in EZ, and then put an 05 card in 079's room.
I think that you should only be able to pick up two cards, not one, as that would make getting out of LCZ without upgrading to a card like research supervisor (the one that’s zone manager and scientist together) impossible/impractical.
While I think the keycards are fine in light containment as a limiting factor forcing players to actually play the game, I think most of the time outside of the early game like that, locked doors just aren't a very fun mechanic. The only locked doors that really matter at that point are the door to Micro, which is always blown open by the first spawn wave anyway, and the exits, which are usually left open as soon as one team has spawned in and are accessible by most cards in the game.
I honestly agree, but think you should have a rare potential chance to upgrade it from 914, but at a chance with very fine which would be very difficult. However it should also have more functional rewards. Perhaps being able to shut down generators fasters, gaining access to maybe security cams to have insight like an overseer, or heck perhaps the only card to activate a nuke that can’t be turn off unless by another 05 card that is different from the 1 that activated it. Really it should just be a way to make you feel more in control, afterall only 05 council members should have that much power.
Personally i dont think the 05 card is that huge of a problem. Sure its strong and you get it easy in light but its also risky to stay in 914 as the SCPs are likely rushing towards it. Plus as MTF or Chaos, i like the challenge of making it all the way to light from surface to create an 05 card to activate nuke.
getting rid of 05 from 914 would encourage more people to get captain/chaos card with the facility manager card, and only 1 card per person would encourage groups to do that.
The O5 should be a very fine craft so it at least takes a while for you to get one, and by the time you get it, scp are knocking on the door
I recommend making it so that you need a facility manager card to get a 05 card and make a room for the 05 card like the 05 council's room or something and make it so you need a key card that has a level 3 containment permissions to access that room so it gives purpose to the level 3 containment permissions and add a little difficulty on getting the 05 card.
They should bring the Femur breaker back but instead of a team mate you have to sacrifice an 05 card since it's probably more valuable anyway.
eh IDK, Its annoying as 106 just... dying when you did nothing wrong
@@kingston_loafit will have extra tension as 106
in my opinion the femur breaker system that existed before it being disabled was extremely bad because if you spawn as 106 you just need to camp the entire game
Bring back Femur breaker but irl
they should bring back femur breaker, but you have to activate all generators to open it. and to balance it, give 106 his gamer tank bullet resistance
As long as you arent willing to go to intercom and wait for autonuke there really isnt a point i not using captain keycard, it would just replace 05 basically.
It's weird, because in some rounds, it's incredibly risky on upgrading to an O5 card, I find myself using Very Fine mechanic (although I don't actually 100% know how it works) and begging for RNG to help me but I find that more satisfying, since most of the time, I will get massacred by the SCPs for hanging around 914 for too long. It's usually dependant how fast Scientists/D-Classes finds 914. They too long, it's over. If the SCPs have camera or old man, everyone in 914 are fucked anyway.
I do agree for variety sake that some rework can be done. Maybe O5 card can be more RNG dependant than a guarantee in 914, (maybe forcing you to use the Very Fine mechanic instead of spamming FIne), making it more rarer and more riskier, so players are more incentivised to go down into heavy to find a better alternative. Having more keycards in specific places sounds great, Zone Manager is a great example of that risk vs reward system since it gets the classes moving to more places other than the usual Locker Room / Bathroom > 914 > Exit
Either or, I do find it balanced even if skewed based on specific SCP classes but there are games where D-Classes and Scientists are destroyed really early on, or people escape really early because they already got the card that opens/unlocks everything in the facility and have fucked off from Light before any SCPs find Light
I think there are more contributing factors to why 05 speed running is commonplace now. For starters, 173's spawn being moved to Heavy removes any immediate threat to people using 914, and it enables players to spend more time upgrading. I personally think that either spawning 173 or 939 in light would fix this problem.
Another obvious problem is the more uniform layouts. While endpoints may be different, the layout stays roughly the same, so it's not hard to stick to one path and find an exit shortly after using 914. I realize why Northwood removed the old system, but I don't think the current system helps much better.
Lastly, something that bugs me is why guards do not spawn in Light. Obviously, there is the prospect of guards killing Class-D on sight, so my idea would likely be to replace their guns with another form of non-lethal weaponry. This would also allow for the guards to attempt and upgrade their cards as well to access the Armory for themselves so that the Class-D cannot use it. (Please keep in mind that this idea is obviously JUST an idea, and i understand it could play out completely different. This idea in particular is last on the list for a reason.)
I will however, admit, that this comes from someone who has spent more time watching than playing the game, and only playing on my private server with friends, so obviously my experience may cause bias.
The exact same issues with layouts in Light apply to Heavy as well, so the fact that no SCPs spawn in Light makes no difference. *They will* find their way to Light before any civilian gets an O5 and escapes from the zone.
Never let this man cook again. 🔥🔥🔥🔥🔥
i was gonna say first but i remember i have parents
:slow claps:
Based comment
First 👉🤓
I think cards should work more like CB where you can't just straight upgrade, but instead only certain cards can upgrade. So you can't go from Tier 1 to Tier 3, you have to go find a tier 3. Honestly I'm a big fan of slowing down the earlier game of SCP: SL, maybe add maintenance hallways to HCZ that you can only access with key cards to help d-boys escape etc.
I see the gameplay act of this and I agree but also 914 is also pretty risky too. Scps always rush there. So it’s more of race with the game rather than a reward. Like a high risk mid reward. The same would go for the sergeants card since with the o5 it’s difficult to maneuver around the facility when egos moved on from light. And for the facility manager is more of an end game rather than mid game. It takes forever for the gens to go off especially when there’s a computer. But I like your point they should at least make it rarer.
I might implement this on a server as an experiment.
I am 2k hours into the game, and in my rounds I never encounter O5 keycard on the ground or a situation you needed one. even when I find one I throw it in T-armory, you don't even need it. the only keycard you will ever need is mfo operative, mfo commander when you really want microhid. if you find zone manager keycard, just go to heavy, beacuse everything is coming down from heavy to light, and go to the 914 ONLY WHEN you find it very early, one upgrade and just take off.
I thought about a idea of getting rid of a few cards from 914 and have more keycard scattered around the facility. Highest you could get would be guard so that you can have access to checkpoints. And I think the one card idea is great there would be a lot more teamwork in the game. Another thing is they would have to change some of the spawns of the key cards like maybe a facility manager in 106 or a new room that could be considered dangerous to go in. Overall I think you have great ideas and I think you're changing scpsl for the good
I don't see how the one-card mechanic would encourage teamwork, because the other person doesn't get anything out of unlocking doors so you can get better cards. It's very easy to get separated from the person who has the better card, making the whole process pointless for the person who is stuck with the worse card.
Ironically enough, making it so that you can only have one card at a time actually makes people *more reliant* on 914. It also defeats the purpose of having keycards located in Entrance Zone. The easiest way for guards to upgrade their cards is by getting a scientist card from a locker and opening up 096's containment chamber to get an operative card. Making it so guards can only have one card forces them to go to 914 or risk losing checkpoint and armory access by running around Heavy Containment with only a scientist card. The reality is that the O5 Keycard is overated.
The 05? I thought it was an n word pass
4:22 cursed footage
So in short, Security will actually have a role to play in accessing the armory rather than just being a mild distraction. To any SCP who got lost in heavy containment.
that would just fuck over 079 because now everyone would be b lining for the gens. it would also overpower the other scp's because they know that everyone is going to be at the generators so they can just wait in ambush for people or just camp them. rn the scps have to go through heavy and into light and find the one room with 914 in it. maybe they should have the 05 have only a chance of being made but moving it into 079 Armory would just mess up abunch more of the gameplay
O5 Should be in 914 but as a rare chance to make it. Instead of finding 914 as Scientist and after a minute or 2, having access to everything. Make it a chance like it is to put the Radio in 914 and hoping for the SCP That lets you talk to the dead, or turn into a Flashlight forcing you to repeat until you get it, die, or giveup
Cards should have a sub-state classification, where there's three states: 1. Unrestricted - Where the card has been naturally spawned or manipulated by admin panel during spawn. 2. Restricted - Cards whose classification block usage upon class interaction outside of designated facility areas with whom rule #3 converge 3. Domination/Fluctuating keycards where they can have the capacity either reduced, slowed down or even blocked if a spawn class owns it and uses it upon facility interaction. Universal cards or omni-use cards will have their reliability calculated based on class domination upon the 3 main zones of the game, either dependant or independent of numbers or multi-class Interaction upon use.
i think that its a good idea but it would be good if it was in 079 because that means you spend less time in 914 and theres a less chance to get killed by scps when you get it
take a scient card , go to fine , take the card , go and put 1:1 , after take put very fine , after fine , after very fine , now u have O5
why not just the captain card? opens literally everything except for 3rd containment access (useless) and nuke which as an escapee you dont really care about it, and if you do, 079 generators always exist for the facility manager, i feel like o5 isnt as important as you make it out to be since both chaos and captain have almost the exact same purpose, just without nuke access which doesnt trap you or give you any important items, simply pressure on the SCPs.
4:30 the contaiment keycard wasn't removed
Northwood: So anyways, we removed 914 from the game.
"The O5 Question"
Just make it so you can only upgrade keycards in 914 once, that's it.
Scp containment breach multiplayer does this way batter, there you have to find the level five card instead of just upgrading it in 914
problem people don't care about 05 if nuke is open, so it being a really sought after item is kinda not true in my opinion.
O5 is basically useless unless u want to nuke just get a captain card only downside no nuke (unless modded server needing some weird combo of access
a nit a idea though you could upgrade facility manager to 05 on very fine with 5 percent chance of success
I literally ignore the existence of 914 in all my games because it ruins the fun.
they should make it so you need a facility manager card and then go into the “DR. L”room in entrance then have there be a random drawer in there (there’s like a 10 drawers maybe) and one holds the O5
all i need are Scientist and Zone Manager Keycards, just to get the MTF Operative, rest are useless
But this will target the 079 more as well just for an card instead why not make an place for an o5 cars but needed like captain and insurgent keycard to acess
I wait that north wood dont see this video jajajaja
Northwood isn't gonna fix an issue that nobody was complaining about to begin with lmao. The O5 card being craftable in 914 has never been a problem in the history of this game.
so the 1 of 2 ways to kill the computer is going away cause to access nuke u need an 05
You don't need an O5 to access nuke, you can use facility manager.
@@thewarmachine3732 and who has that
@@loonateek7013 You can get it in 914.
my favorite is administrator card
i have irl copy
I think if is block behind whery fine setong that will be okey too
Yeah… great the only change being you can’t activate nuke…. Yeah bad, that basically does nothing. 2 people counter this whole video
Keycards are bit heh place right now, more rooms and keycards should be reworked, i really like your idea of having one o5 and one keycard at the time
actually, 05 is very important, i stole a bank thanks to it, so i dont think is posible to make it more rare 🤓☝
I kind of just wish they tried the lore-accurate clearance system of using Level 1-5 keycards, like in SCP: Containment Breach on a public beta server or something to see how it affects gameplay progression.
scp sl still tries to stay lore friendly on many aspects, making 914 not be able to upgrade a card to an o5 is just completely unaccurate to lore
i never thought too hard about the specific rooms each card could open. my singular braincell mind was tunnelvisioned on "if it can open gates its good enough"
O5*
I am a noob
Why does RUclips block every single comment of mine when I try to engage in conversation :(
100 percent agree. To expand on that, we definitely need more types of card spawns. I swear I once heard about being able to find more than just sergeant (now operative) cards in places like larry room, 34 percent blue 33 percent cap 33 percent red card, or in servers with a chance to have other cards than scientist, but I don't think it was ever implemented.
And more card varieties, EG, a head guard that can go to surface to be an even bigger coward than just an entrance-dweller.
Edit: could you make a video on brainstorming new (preferably) balanced SCP items? Like 035(you know who's brother), the 1499 gas mask, maybe a chunk of 835 'the diseased coral' that could be basically grandpa but with plague doctor effects that can spread?
could be wrong but i think 05 is the only card that can be used for nuke but that isnt a bad thing it could be cool that you gotta fight for the 05 card to get the round ender and maybe have keypad doors that are unlocked with codes or/and code notes and i guess like finger print scanners for some stuff might be cool (i am wrong i was told FM can open the nuke button)
Facility Manager can also open the nuke button, it's the red card.
@@advertisingadrian i see i dont really play sl so thats why i got it wrong
add new rooms add new scp add new classes add new
Yo why didn't you ask me to do a voice at the beginning wtf man
well, i have some ideas of how to remake 914, first, put a delay on it (like 1 upgrade/downgrade every 30 seconds or 1 minute), second change the way it works with players.
-if is on rough the player dies and turn into an pool of blood
-if is on coarse the max health go to 50 or less
-if is on 1:1 it changes the player location with another one, (d class to d class, guard to guard...)
-if is on fine the player max health increase in 25 but if he do that again he have an heart attack
-if on very fine the player explodes
idk, this can make the players work together with only one card
Do not.
I never liked the concept of the player changing when going into 914. Dropping items into 914 to upgrade them just encourages people to steal your stuff. This is especially true when you consider that Scientists and D-Boys are not on the same team, so stealing items helps your team.
Im going to be honest with you, Dafuqboom might copyright strike you just for the meme song
The devs could just complicate the recipe so that the zone manager on fine give a different card farther than the 05
3:21 or make a new room that needs it own generators or have it own zone full of ghost scps (npcs) the ones that were in scp containment breach
RUclips deleting my comments again
Sometime i rather get red card then black one cuz i known i will be shot at more then anyone
waos
Damn im hella early