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'''Respawn Tickets''' is a [[Mechanics|mechanic]] in ''SCP: Secret Laboratory'' that is used to stop [[Mobile Task Force]] and [[Chaos Insurgent|Chaos Insurgents]] from respawning an infinite amount of times in a round.<br>
'''Spawning Mechanics''' are a group of different types of [[Mechanics]] in ''SCP: Secret Laboratory'' related to the spawing or respawning of players in the given round.
=In Game=
The game uses two different systems for spawning players. A queue system is used for round start spawning, while Respawn Tickets are used for MTF and Chaos Respawns.


==In Game==
Players who just spawn in will be given Spawn Protection, which prevents them from taking damage for a few seconds upon spawn. A small icon will appear in the screen to show if a player currently has Spawn Protection. This mechanic can be turned off by the owner of a given server.
Both Mobile Task Force and Chaos start the game with a base amount of Respawn Tickets. By default, MTF start with 24 Respawn Tickets while Chaos start with 18 tickets. One ticket is consumed equal to the number of people in that spawn wave. <br>
Server Owners can change the gameplay config file to change the amount of tickets the two teams have, or even turn off the system altogether.




The current ratio of tickets effect the spawn chances of Chaos. The more tickets Chaos have, the more likely they will spawn instead of MTF.<br>
While not apart of Spawn Protection, players upon spawn will have a short grace peroid where they can sprint without consuming [[Stamina]]. This can also be disabled with configs.
The first team to respawn will always be the team with the most tickets, every respawn after wards is pure RNG. Since MTF have the most by default, this means they will spawn first majority of the time. The first time MTF spawn they can only use up to a max of 12 tickets. Despite popular belief, the number of Class-D left alive does not affect Chaos spawn chances, nor does a Class-D reaching Surface force MTF to spawn.


==Round Start==
At the start of the game, players are randomly spawned using the following spawn list: ''4014314031441404134044434414''. The game goes through the numbers, in order, and assigns a random player to it. The number assigned affects which class the player will spawn as. If the game reaches the end of the list, it will go back to the start.
*0 = [[SCPs|SCP]]
*1 = [[Facility Guard]]
*2 = [[Chaos Insurgent]] (Not in default spawn queue)
*3 = [[Scientist]]
*4 = [[Class-D Personnel]]


If MTF run out of tickets, they will no longer spawn for the rest of the round and  will no longer gain tickets.<br>
So, if the round begins with ten players, there would be: two SCPs, three Class-Ds, three Facility Guards and two Scientist in the round. While a 20 player server would have; four SCPs, eight Class-Ds, five Facility Guards and three Scientist.
If Chaos run out of tickets before MTF, Chaos will stop spawning but can regain tickets to allow them to spawn once more.<br>
Once MTF runs out of tickets, Chaos will spawn for the rest of the round, regardless of their ticket count.


==Gaining Tickets==
If the spawn queue tries to spawn more SCPs than normally possible, the game will instead spawn the player as a Facility Guard.  
Throughout the game, doing certain actions will gain a ticket for one of the two teams. Using Remote Admin one can give MTF or Chaos more tickets, or even remove some of their tickets.<br>
Server owners can edit the config to change the amount of tickets the below actions give.


===Mobile Task Force===
[[SCP-079]] can only spawn if at least one other SCP has spawned. The chances of SCP-079 spawning increases the more SCPs there are in a given round.
* Escorting a disarmed [[Class-D]] to [[Surface Zone#Escape Room|escape area]]; gives 1 ticket by default.
 
* [[Scientist]] reaching the [[Surface Zone]] and escaping; gives 1 ticket by default.
 
* SCPs taking a certain percentage of damage gives 1 ticket by default.
On the main menu, in the Operational Guides tab, players can set the peferences they have for the in game SCPs. This system can be used by players to lower the chances of them spawning as an SCP they dislike, and increases the chances of spawning as an SCP they like. By default, all sliders are set to 0. The lowest setting is -5, while the highest setting is 5.
**An SCP dying grants MTF 2 tickets.
 
**SCP-049-2 instances and SCP-079 do not grant tickets.
The peferences does NOT affect what SCPs spawn in a given round. The game decides what SCPs will spawn in a round first, then it assigns the players to those SCPs based on their peferences.
**By default the damage that needs to be dealt is 25%.
 
**Server owners can change how much percentage damage is needed to be done to SCPs to get 1 ticket as NTF.
The longer a player goes without an SCP round, the more likely they are to spawn as an SCP.
* Killing 4 Chaos as MTF, Facility Guard or Scientist will grant the MTF 1 ticket.
 
==Respawning==
Players who have perished will be left in Spectator mode where they can view of players that are alive, communicate with other Spectators and edit the attachments of any firearm. The game uses a hidden timer to determine when a respawn will happen. Ranging from 280 seconds to 350 seconds. Afterwards, the game will respawn a group of players as MTF or Chaos.<br>
 
The game uses what is called Respawn Tokens to decide whatever if MTF or Chaos will spawn. The team with the higher amount of Respawn Tokens will be the ones who respawn. The sum of Respawn Tokens on both sides is ALWAYS 100.571435. For example: If MTF have 75 Respawn Tokens, Chaos will have 25.571435. If MTF have 36.7 Respawn Tokens, Chaos will have 63.871435. The system is similar to the game "Tug of War". Players can perform task to "steal" Respawn Tokens from the other team. For example, if MTF terminate a Chaos Insurgent, MTF will gain 1.5 Tokens while Chaos will lose 1.5 tokens. In the rare event both teams manage to equal 50 tokens each, MTF will respawn.
 
Upon a team respawning, they will consume one ticket per player that respawned, these tickets are then given to the other team. So, if seven players respawned as MTF, then the MTF loose seven Respawn Tokens, while the Chaos gain seven Respawn Tokens.
 
 
 
Starting Tokens:<br>
*MTF: 57.714285
*CI: 42.85715
===MTF===
[[File:HeliRender.png|350px|right|thumb|MTF Helicopter]]
MTF will respawn on the Gate-B side of [[Surface Zone]]. Right before they respawn, the MTF Helicopter will appear and land on the ground. [[C.A.S.S.I.E.]] will then announce the arrivial of MTF and the remaining number of SCPs. <br>
MTF gain Respawn Tokens by the following:
*MTF or a Facility Guard killing a Chaos Insurgent grants 1.5 tokens.
*A Chaos Insurgent dying from other means will grant 1.2 token.
**The will increase for each additional respawn wave. (1.2 * # of Respawn Waves [if no respawns, then 1.2 * 1])
*A Facility Guard killing an armed Class-D grants 0.5 tokens.
**Armed is defined as having a firearm in their inventory. This includes the [[Micro H.I.D.]], but does not include grenades.
*A Scientist escaping will grant 3 tokens.
*A cuffed Class-D escaping will grant 3 tokens.
*Unlocking an [[Emergency Power Stations|Emergency Power Station]] grants half a token.
**Successfully engaging one grants one token.
 
{{Related|C.A.S.S.I.E.}}
{{multi-listen start}}
{{multi-listen item|filename=Cassie Multiple SCPs remain2.mp3|title=Announcement when there are SCPs alive:|description='''''"Mobile Task Force Unit, Epsilon-11, designated, [Military Phonetic Alphabet]-[#], has entered the facility. All remaining personnel are advised to proceed with standard evacuation protocols until an MTF squad reaches your destination. Awaiting re-containment of: [#] SCP subject(s)."'''''}}<br>
{{multi-listen item|filename=CASSIE no scps2.mp3|title=Announcement when there are no SCPs alive:|description='''''"Mobile Task Force Unit, Epsilon-11, designated, "[Military Phonetic Alphabet]-[#], has entered the facility. All remaining personnel are advised to proceed with standard evacuation protocols, until an MTF squad reaches your destination. Substantial threat to safety remains within the facility -- exercise caution."'''''}}<br>
{{multi-listen end}}
<br clear=all>


===Chaos===
===Chaos===
* Class-D reaching the Surface Zone and escaping; gives 1 ticket by default.
[[File:VanRender.png|350px|right|thumb|Chaos Car]]
* Escorting a disarmed Scientist to escape area; gives 2 tickets by default.
Chaos will respawn on the Gate-A side of [[Surface Zone]]. Right before they respawn, the Chaos Car will appear and stop right under the bridge. The Chaos Car will deal 99999 damage to any player it runs over. C.A.S.S.I.E. will not announce the arrival of Chaos. Though, Class-D and other Chaos will hear an audio que when the respawn happens.<br>
* Chaos or Class-D killing a Scientist; gives 1 ticket by default.
Chaos gain Respawn Tokens by the following:
* Class-D or Chaos using an SCP item; gives 1 ticket by default per SCP item.
*A Class-D killing MTF or a Facility Guard grants 2 tokens.
**SCP items made in SCP-914 do not grant tickets.
*A Class-D or Chaos Insurgent killing a Scientist grants 1.4 tokens.
**SCP-268 only grants a ticket on its first use.
*A Chaos Insurgent killing MTF or a Facility Guard grants 1.5 tokens.
* Killing 4 MTF as Chaos or Class-D will grant the Chaos 1 ticket.
*A MTF or Facility Guard dying from other means will grant 1.2 token.
**The will increase for each additional respawn wave. (1.2 * # of Respawn Waves [if no respawns then, 1.2 * 1])
*A Class-D escaping will grant 4 tokens.
*A cuffed Scientist escaping will grant 4 tokens.
<br>
{{Related|Soundtrack}}
<div class="quoteAudio">
{{multi-listen start}}
{{multi-listen item|filename=The Chaos Insurgency Theme.mp3|title='''The Chaos Insurgency Spawn Music'''}}
{{multi-listen end}}
<br>
<br clear=all>
 
===Shared===
Many ways of gaining tokens can be performed by both teams.
*An uncuffed civilian earns their team 0.1, 0.15, and 0.2 tokens when they reach Heavy Containment Zone, Entrance Zone, or Surface Zone respectively for the first time. Cuffed civilians give tokens to the opposing team.
*Tokens are granted for the lost of both HP and Hume Shield for SCPs to the respective team. If an SCP were to lose health or die from other means, such as a Tesla Gate, the tokens are given to MTF. Each unit lost of HP or HS will grant an extremely tiny token of tickets.
**Depleting 10% of an SCP's Health grants 0.4 tokens.
***Every lost of health will generate an extremely tiny amount of tokens, it just takes 10% to reach 0.4.
**Dealing 200 Hume Shield damage gives 0.1 tokens.
**Terminating or recontaining an SCP grants 3 tokens.
***An additional 1.5 tokens are given if performed with the Micro H.I.D.
**Tutorial Class killing an SCP will default to giving the tokens to MTF.
**SCP-049-2 instances do not grant any tickets.
*Picking up certain items will grant a small amount of tokens.
**The Micro H.I.D. will grant one token to the team that first picks it up.
**Civilians earn 0.4 tokens by picking up a firearm, but will lose it if they drop it the firearm, this includes on death.
*Using SCP items will grant tokens as well.
**SCP items with only one instance ([[SCP-018]], [[SCP-268]]) will grant one token.
**SCP items with multiple instances ([[SCP-207]], [[SCP-244]], [[SCP-1853]], [[SCP-2176]]) grant 0.7 tokens.
***SCP-268 and SCP-244 only give tokens for the first use.
**[[SCP-500]] grants 0.4 tokens.
**Candies from [[SCP-330]] grant 0.1 tokens each.
*Unlocking the Alpha Warhead grants 1 token.
**Detonating it gives 6 tokens to the team that activated it, unless the detonation kills civilians on the same team.
 
==Trivia==
*The former name for Respawn Tokens was '''Respawn Tickets'''.
*Due to how Respawn Tokens functions, using the admin exclusive Pink Candy may result in a net loss of tokens depending on the situation and the user.
**This is most noticable with MTF, Chaos and Facility Guards using Pink Candy, as the token penalty for death increases per respawn wave.


[[Category:Mechanics]]
[[Category:Mechanics]]
{{Mechanics Navbox}}
{{Mechanics Navbox}}

Latest revision as of 22:37, 2 January 2023

Spawning Mechanics are a group of different types of Mechanics in SCP: Secret Laboratory related to the spawing or respawning of players in the given round.

In Game

The game uses two different systems for spawning players. A queue system is used for round start spawning, while Respawn Tickets are used for MTF and Chaos Respawns.

Players who just spawn in will be given Spawn Protection, which prevents them from taking damage for a few seconds upon spawn. A small icon will appear in the screen to show if a player currently has Spawn Protection. This mechanic can be turned off by the owner of a given server.


While not apart of Spawn Protection, players upon spawn will have a short grace peroid where they can sprint without consuming Stamina. This can also be disabled with configs.

Round Start

At the start of the game, players are randomly spawned using the following spawn list: 4014314031441404134044434414. The game goes through the numbers, in order, and assigns a random player to it. The number assigned affects which class the player will spawn as. If the game reaches the end of the list, it will go back to the start.

So, if the round begins with ten players, there would be: two SCPs, three Class-Ds, three Facility Guards and two Scientist in the round. While a 20 player server would have; four SCPs, eight Class-Ds, five Facility Guards and three Scientist.

If the spawn queue tries to spawn more SCPs than normally possible, the game will instead spawn the player as a Facility Guard.

SCP-079 can only spawn if at least one other SCP has spawned. The chances of SCP-079 spawning increases the more SCPs there are in a given round.


On the main menu, in the Operational Guides tab, players can set the peferences they have for the in game SCPs. This system can be used by players to lower the chances of them spawning as an SCP they dislike, and increases the chances of spawning as an SCP they like. By default, all sliders are set to 0. The lowest setting is -5, while the highest setting is 5.

The peferences does NOT affect what SCPs spawn in a given round. The game decides what SCPs will spawn in a round first, then it assigns the players to those SCPs based on their peferences.

The longer a player goes without an SCP round, the more likely they are to spawn as an SCP.

Respawning

Players who have perished will be left in Spectator mode where they can view of players that are alive, communicate with other Spectators and edit the attachments of any firearm. The game uses a hidden timer to determine when a respawn will happen. Ranging from 280 seconds to 350 seconds. Afterwards, the game will respawn a group of players as MTF or Chaos.

The game uses what is called Respawn Tokens to decide whatever if MTF or Chaos will spawn. The team with the higher amount of Respawn Tokens will be the ones who respawn. The sum of Respawn Tokens on both sides is ALWAYS 100.571435. For example: If MTF have 75 Respawn Tokens, Chaos will have 25.571435. If MTF have 36.7 Respawn Tokens, Chaos will have 63.871435. The system is similar to the game "Tug of War". Players can perform task to "steal" Respawn Tokens from the other team. For example, if MTF terminate a Chaos Insurgent, MTF will gain 1.5 Tokens while Chaos will lose 1.5 tokens. In the rare event both teams manage to equal 50 tokens each, MTF will respawn.

Upon a team respawning, they will consume one ticket per player that respawned, these tickets are then given to the other team. So, if seven players respawned as MTF, then the MTF loose seven Respawn Tokens, while the Chaos gain seven Respawn Tokens.


Starting Tokens:

  • MTF: 57.714285
  • CI: 42.85715

MTF

MTF Helicopter

MTF will respawn on the Gate-B side of Surface Zone. Right before they respawn, the MTF Helicopter will appear and land on the ground. C.A.S.S.I.E. will then announce the arrivial of MTF and the remaining number of SCPs.
MTF gain Respawn Tokens by the following:

  • MTF or a Facility Guard killing a Chaos Insurgent grants 1.5 tokens.
  • A Chaos Insurgent dying from other means will grant 1.2 token.
    • The will increase for each additional respawn wave. (1.2 * # of Respawn Waves [if no respawns, then 1.2 * 1])
  • A Facility Guard killing an armed Class-D grants 0.5 tokens.
    • Armed is defined as having a firearm in their inventory. This includes the Micro H.I.D., but does not include grenades.
  • A Scientist escaping will grant 3 tokens.
  • A cuffed Class-D escaping will grant 3 tokens.
  • Unlocking an Emergency Power Station grants half a token.
    • Successfully engaging one grants one token.

Related article: C.A.S.S.I.E.

"Mobile Task Force Unit, Epsilon-11, designated, [Military Phonetic Alphabet]-[#], has entered the facility. All remaining personnel are advised to proceed with standard evacuation protocols until an MTF squad reaches your destination. Awaiting re-containment of: [#] SCP subject(s)."


"Mobile Task Force Unit, Epsilon-11, designated, "[Military Phonetic Alphabet]-[#], has entered the facility. All remaining personnel are advised to proceed with standard evacuation protocols, until an MTF squad reaches your destination. Substantial threat to safety remains within the facility -- exercise caution."



Chaos

Chaos Car

Chaos will respawn on the Gate-A side of Surface Zone. Right before they respawn, the Chaos Car will appear and stop right under the bridge. The Chaos Car will deal 99999 damage to any player it runs over. C.A.S.S.I.E. will not announce the arrival of Chaos. Though, Class-D and other Chaos will hear an audio que when the respawn happens.
Chaos gain Respawn Tokens by the following:

  • A Class-D killing MTF or a Facility Guard grants 2 tokens.
  • A Class-D or Chaos Insurgent killing a Scientist grants 1.4 tokens.
  • A Chaos Insurgent killing MTF or a Facility Guard grants 1.5 tokens.
  • A MTF or Facility Guard dying from other means will grant 1.2 token.
    • The will increase for each additional respawn wave. (1.2 * # of Respawn Waves [if no respawns then, 1.2 * 1])
  • A Class-D escaping will grant 4 tokens.
  • A cuffed Scientist escaping will grant 4 tokens.


Related article: Soundtrack



Shared

Many ways of gaining tokens can be performed by both teams.

  • An uncuffed civilian earns their team 0.1, 0.15, and 0.2 tokens when they reach Heavy Containment Zone, Entrance Zone, or Surface Zone respectively for the first time. Cuffed civilians give tokens to the opposing team.
  • Tokens are granted for the lost of both HP and Hume Shield for SCPs to the respective team. If an SCP were to lose health or die from other means, such as a Tesla Gate, the tokens are given to MTF. Each unit lost of HP or HS will grant an extremely tiny token of tickets.
    • Depleting 10% of an SCP's Health grants 0.4 tokens.
      • Every lost of health will generate an extremely tiny amount of tokens, it just takes 10% to reach 0.4.
    • Dealing 200 Hume Shield damage gives 0.1 tokens.
    • Terminating or recontaining an SCP grants 3 tokens.
      • An additional 1.5 tokens are given if performed with the Micro H.I.D.
    • Tutorial Class killing an SCP will default to giving the tokens to MTF.
    • SCP-049-2 instances do not grant any tickets.
  • Picking up certain items will grant a small amount of tokens.
    • The Micro H.I.D. will grant one token to the team that first picks it up.
    • Civilians earn 0.4 tokens by picking up a firearm, but will lose it if they drop it the firearm, this includes on death.
  • Using SCP items will grant tokens as well.
    • SCP items with only one instance (SCP-018, SCP-268) will grant one token.
    • SCP items with multiple instances (SCP-207, SCP-244, SCP-1853, SCP-2176) grant 0.7 tokens.
      • SCP-268 and SCP-244 only give tokens for the first use.
    • SCP-500 grants 0.4 tokens.
    • Candies from SCP-330 grant 0.1 tokens each.
  • Unlocking the Alpha Warhead grants 1 token.
    • Detonating it gives 6 tokens to the team that activated it, unless the detonation kills civilians on the same team.

Trivia

  • The former name for Respawn Tokens was Respawn Tickets.
  • Due to how Respawn Tokens functions, using the admin exclusive Pink Candy may result in a net loss of tokens depending on the situation and the user.
    • This is most noticable with MTF, Chaos and Facility Guards using Pink Candy, as the token penalty for death increases per respawn wave.
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