From SCP: Secret Laboratory English Official Wiki

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 Tokens 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 and SCP-096 are unable to spawn together. They also 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.


In the settings, players can set the preferences 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 preferences do 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 preferences.

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

Respawning Mechanics

MTF Helicopter arriving at Surface Zone.

Players who have perished will be left in Spectator mode where they can view players that are alive, communicate with other Spectators and edit the attachments of any firearm.

There is visible bars for both MTF and Chaos Insurgency waves in Spectator that indicate how much time is left before a respawn. By default, each timer is set to five minutes. When one team's timer reaches 0, that team will respawn. The timers are paused whenever any team is actively respawning. The maximum amount of players that can be respawned is, by default, 75% of a server's population rounded up. Once a respawn wave occurs, both teams have their timers reset to their default values with the team who respawned gaining an extra ten seconds to their timer for every player that respawned.

If both team's timers reached 0 at the same time, the game will choose to spawn MTF in.

Respawn Tokens

Respawn Tokens determine how many respawns each team has available. By default, they both have one each. Upon a respawn wave occurring, the team that respawns will consume one Token. If a team has no Tokens left, its timer becomes greyed out and will count down until it reaches 30 seconds before stopping. It will only continue if a team earns another Token, which is done by gaining Influence.

A limit of three extra respawns can be earned per round. This is limit is shared between both teams which means that, by default, there will only be a maximum of five respawn waves in one round.

Influence

Influence is a resource that dictates a team's progress throughout a round. Earning certain thresholds of Influence will earn that team a new Respawn Token. Influence can be earned by completing objectives.

Each successive Respawn Token earned requires increasing amounts of influence:

  • At 30 influence, one respawn token is obtained by the faction's primary wave.
  • At 80 influence, one respawn token is obtained by the faction's primary wave.
  • At 150 influence, one respawn token is obtained by the faction's primary wave.
  • At 200 influence, one respawn token is obtained by the faction's primary wave.


Objectives

Objectives are actions performed by a team that result in them gaining Influence and/or decreasing their respawn timers. Below is a table detailing each action that can gain a team Influence.

Objective(s) (Influence Goes Towards Team That Completes It) Timer Decrease (Seconds) Influence Earned
A playable SCP is killed (excluding SCP-049-2). -20 +15
A playable SCP crosses a 20% health threshold (does not apply when an SCP dies.) -4 +4
A unique SCP item is used for the first time. -5 +2
A consumable SCP item is used. -2 +1
An enemy militant is killed. -2 -0
A generator is turned on and successfully activates (if SCP-079 is not present in the match, no timer bonus is given). -10 +3
A cuffed civilian is killed (by any player other than the person who detained them) +10 -5*
Foundation Exclusive Objective(s) Timer Decrease (Seconds) Influence Earned
A Scientist escapes the facility undetained. -30 +5
A detained Class-D Personnel escapes the facility. -10 +5
Insurgency Exclusive Objective(s) Timer Decrease (Seconds) Influence Earned
A civilian class escapes the facility for the Chaos Insurgency. -20 +5

Mini-Waves

Mini-waves are unique respawn waves that can be earned by teams after a primary wave spawns. A team may earn a mini-wave if they obtain ten Influence within two minutes of a primary wave spawning. After two minutes, a mini-wave cannot be earned until after the next primary wave. Only one mini-wave may be obtained per primary wave. The maximum amount of players that can be respawned in a mini-wave is equal to the server's population divided by five.

For each player that was in Spectator, but was unable to spawn in the primary wave, the Influence point requirement to earn a mini-wave will be lowered by two.

Mini-waves have a delay before they are able to occur. By default, this delay is two minutes and 30 seconds after a primary wave. For each player that dies before the mini-wave occurs, this timer is reduced by five seconds. It cannot be reduced below one minute and 30 seconds via this method.

Respawn Waves

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.

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 instakill any player it runs over. C.A.S.S.I.E. will announce the arrival of Chaos. Class-D and other Chaos will hear an audio cue when the respawn happens.

Related article: Soundtrack

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