Re: SCP-106 DISCUSSION

#71
Gorebazzle wrote:
I do agree that the troll pillar bridge should be removed entirely, it's to be frank, just unfair to new players.
I find the bridge portion of the PD to be more annoying than anything else. The character moves so damn slowly that even when I try to time my movements, I still get squashed.
I seem to manage it OK. I crossed that bridge like 6 times in one visit before The Old Man gave up. Usually I make sure my health is good, by using First-Aid Kits or SCP-500-01, if I have it. This cures up all ailments that may otherwise slow down my speed. Might be a good idea to consider using those before attempting that portion, should you get put in front of it.
The Nightmares...will last...FOREVEEEEERRRRR!
In the event that Nightmare Tank tries to take charge, Dr. Glitch is to warn it, until it ceases its behaviour.

Re: SCP-106 DISCUSSION - New Mechanic.

#76
I reckon there should be an extra mechanic to SCP 106 which is the following:

Where ever he has spawned/been i think there should be a high chance that he could be spotted wandering around the area he spawned in or chased you in. This ofcourse would be ruined by the musical warning you get when hes chasing you unless he actually started chasing you so i think there could be 'VISUAL' warnings around the places he has been wandering like smudges/cracks on the walls and floors so you know hes been wandering nearby or along your path. And for extra surprise, you could have him appear face to face with the player on the other side of a door the player just opened. This would be a tad unfair without any sort of warning so I think there should be a smoggy or decayed effect around the door to alarm the player 106 is there.

I think this would be an interesting addition to SCP: Containment Breach, thanks for reading this :)

PepperSprite

Re: SCP-106 DISCUSSION

#78
Well, given the fact that even the MTF know they should leg it when they see 106 outside of containment I think it's pretty clear that shooting him with anything except that allmighty Lightgun would do nothing.
And even then he's not hurt by it. He simply does not like it.

But to the other post. I'd love for Larry to play a more active part in the facility but I also dread it. (Because I'm too stupid to find my way out of his PD. I just can't get past those flying blocks of stone.)
Him corroding doors, possibly even wandering around certain parts of the facility.
Given the fact that Larry is now given additional backstory since 0.8 i think it should go without saying that he perhaps needs another additional cutscene?
Like, him dragging other Class-D, Scientists or Guards off? Larry is a sadistic SOB, it needs to show more ingame. Not just on paper.
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Re: SCP-106 DISCUSSION

#80
The Plague Docter wrote:Well who says The MTF can't be carrying a light gun? :106:
The "light guns" are essentially giant turrets mounted to Gate A that shoot giant beams of light. (In other words, there needs to be a lot of powerful, sudden light, like the electricity the Tesla gates spawn.)
eric
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