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Scp Containment Breach Omni Card

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Currently,it is rare that you will get an omni card,unlike the oldest version when obtaining an omni is common,but you can either put a keycard (doesn't matter which level it is) and put SCP-914 on very fine or you either put a level 5 keycard and put it on fine.Be aware that you will either get a mastercard or a playing card instead of an omni.

  • Keycards can be found in various places, or can be obtained by refining any type of card through SCP-914. There are 5 keycard levels, 1 through 5, including an Omni keycard, identical to the level 5 keycard. Level 0 is not included in the game, although it does exist in SCP canon and in the fan-made mod 'SCP Containment Breach Ultimate Edition'.
  • R/scpcontainmentbreach: Everything about SCP - Containment Breach. If you save during SCP-106 recont. And than load the save, than the button to activate the femur breaker will be unusable, and SCP.
Thread will probably fall out of date real quick so just check this spreadsheet for updates: https://docs.google.com/spreadsheets/d/104-7cMJAVOwYSKXY1qQoNLKCpPQ4Aeu1DuhRwxUcZLM/
Scp Containment Breach Omni Card

So the keycard system currently implemented into Containment Breach has been broken ever since v0.7 basically. When the new zone system was introduced, keycard spawns were, and continue to be, not balanced at all to factor in this system. So right now we still random placements of level 1/2 keycards spawns in the Entrance Zone and 0 spawns of levels 3 in Light Containment, effectively making getting out of the first zone impossible without 914 or 1162.
So, initially my idea was to simply redo every keycard spawn and 914's RNG for upgrading them, however Juan brought up an alternate suggestion involving a complete revamp of how keycards work in Containment Breach.
The idea we have is to scrap the linear 1-5 card system the game currently uses in favour of keycards tied to specific room variants. For example, there would be a set of keycards for accessing containment chambers, a set for researchers, a set for security (in-game case would be to get through checkpoints), and maybe another set for technicians. Each set would contain two types of tags; one for conditional access, another for unconditional (can access every room in the specified category).
This not only allows for a more realistic keycard system, but also better paces the game. Rather than a simple 1-5 system where any numbered card can access all lower levels, this provides a good balance between what can be accessed and what cannot. There's no end-all card and instead combinations of cards are needed to gain access to more cards which all collectively allow the player to escape the facility.
This also leads us to the Omni card. We've sort of been playing around the idea of getting rid of the Omni altogether and instead bringing back SCP-005 as an all-access key, albeit with heavily nerfed spawns. At the moment this is really only an idea as we don't have that any outstanding thoughts for its implementation.

Scp Level 5 Keycard

Omni

How

So the keycard system currently implemented into Containment Breach has been broken ever since v0.7 basically. When the new zone system was introduced, keycard spawns were, and continue to be, not balanced at all to factor in this system. So right now we still random placements of level 1/2 keycards spawns in the Entrance Zone and 0 spawns of levels 3 in Light Containment, effectively making getting out of the first zone impossible without 914 or 1162.
So, initially my idea was to simply redo every keycard spawn and 914's RNG for upgrading them, however Juan brought up an alternate suggestion involving a complete revamp of how keycards work in Containment Breach.
The idea we have is to scrap the linear 1-5 card system the game currently uses in favour of keycards tied to specific room variants. For example, there would be a set of keycards for accessing containment chambers, a set for researchers, a set for security (in-game case would be to get through checkpoints), and maybe another set for technicians. Each set would contain two types of tags; one for conditional access, another for unconditional (can access every room in the specified category).
This not only allows for a more realistic keycard system, but also better paces the game. Rather than a simple 1-5 system where any numbered card can access all lower levels, this provides a good balance between what can be accessed and what cannot. There's no end-all card and instead combinations of cards are needed to gain access to more cards which all collectively allow the player to escape the facility.
This also leads us to the Omni card. We've sort of been playing around the idea of getting rid of the Omni altogether and instead bringing back SCP-005 as an all-access key, albeit with heavily nerfed spawns. At the moment this is really only an idea as we don't have that any outstanding thoughts for its implementation.

Scp Level 5 Keycard


Right now we're just brainstorming possible ideas for what systems would work best for Containment Breach. Once we get some feedback on this idea (hence the purpose of this thread) implementing it should be straight forward, then it mostly comes down to deciding where to place keycard spawns. However before any of that we still need to finalize the blueprints for the revamp first while checking whether the ideas are any good to begin with.

Scp Containment Breach Wiki Omni Card

Even then we still haven't exactly decided on the number of keycard variants either or what exactly we're doing with the Omni, so suggestions are always welcome.



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