Re: Keycards not realistic

#21
That Same Anon wrote:The keycard level is so high because it's to OVERRIDE the doors, normally a guard would let you through with a button or something, as the booth shows.
Maybe, It makes sense. I would like to see it moved a little off center so it looks like a true OVERRIDE keycard slot.

Re: Keycards not realistic

#23
mrpeanut188 wrote:
nightscout01 wrote:Maybe, It makes sense. I would like to see it moved a little off center so it looks like a true OVERRIDE keycard slot.
It should be made clear that the Facility is on lockdown.
Maybe give the keycard slots a red light to show that they're designated for emergency cases?
Do you think NASA invented thunderstorms to cover up the sound of space battles?

Re: Keycards not realistic

#24
MONORAILS?!

Damn yes! But Isn't that gonna have some issues with the random generation,the gameplay will also be slightly different!

I suggest Regalis aka. Joonas Rikkonen to use a mechanic where you must use scp 096 :096: to open a door to keter level area (SCP 096 is Euclid level)or go to the remote door control room thing and enable the player to open the door with the keycard!He can also add a mechanic where you must lure scp 682 :682: in the game to destroy the door!
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Re: Keycards not realistic

#30
nightscout01 wrote:This is really not the correct thread to post your ideas, post them in the Suggestions Thread in Collaboration, it can be found here:
That's suggestions for new SCPs, they want to keep it contained in a simple thread instead of having it take over the collab subforum.

The monorail idea could work, abeit it could kind of work like the switch from the facility to a gate, you could just go into the 'train', fade to black, and then unfade with the train in the next station.
Also you could implement loading screens inbetween the zones if you want to have a huge-ass map. (Additional Keter option?)
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