096 Scripted Event Guard Room modification suggested by Prune wrote:The Guard should walk into the room from the other door instead of being in the booth. It just seems weird that he wouldn't notice SCP 096 in the same room after (presumably) being there for a while. 096 should be leaning against one of the electric boxes using Night's newer animations. He will then look at the Guard to his side and flip out instead of being angry prematurely as you enter.
When 096 flips out, he ought to accidentally smash the electric boxes with his arms. This will cause a blackout in the room and prevent you from viewing 096 killing the Guard. The blood on the window was a good idea to begin with, but the blood doesn't always cover up what you're not meant to see. Knocking out the lights would be creepier since it adds more mystery to what is happening in the room, whereas having blood on the window allows you to assume what 096 did to the Guard. Remember, we are never allowed to fully understand what 096 does to his victims. We ought to prevent people from making any kind of easy assumption.
When you enter the room, red emergency back-up lights should immediately switch on and illuminate the room moderately, revealing the aftermath of 096's rage more abruptly.
096's Scripted event suggested by Prune has been agreed by Omniary with an extra suggestion wrote:Agreed on the ideas for the improved 096 event, I also want to suggest more evidence of how 096 got into the room, for example, a crumbled wall like that of 513's room, behind which is a collapsed area, so that our Class D here can't escape easily. Also, I honestly don't know why Regalis did this, but I uploaded the 096 screams separated from the chase music track for a couple of reasons. One of which being this cutscene. Having 096_3 play over 096guard2 really kind of ruins it, I don't see why after separating the music, the screams are still added over the pre-existing screams.
Prune's ideas wrote:What needs to happen is a kind of progression in this game. By this, I mean the game should become considerably harder when you complete important tasks that are beneficial to your escape. For example, removing the door control system will make 079 aggressive, and it'll attempt to hinder your progress by using other SCPs to it's advantage. Changing all monitors to show the 895 camera feed is already a good idea because you will need to turn it off to make use of cameras. SCP 079 could also broadcast the sound of 012 or 513 over the intercom to slow you down and you would have to destroy the bell or turn off the power in 012 to not go insane from the psychological effects of both SCPs. The AI could even release 008 prions into the ventilation system to fill entire rooms with the virus. You'd need a hazmat suit to move through the room safely.
What the game also needs is a clear-cut pathway to Gate A or B. At a definitive point in the game, a choice should be made to determine which Gate you will arrive at based on your decision, you won't be able to reach both Gates at once so it'll be up to you to decide. The route towards Gate A or B should be given a theme that is defined by the type of tasks, enemies and scripted sequences you encounter, e.g: to reach Gate A, you will encounter the MTF and Chaos Insurgency numerous times and the puzzles will consist of bypassing or eliminating MTF forces that block your route. Gate B will be focused around defeating SCP 079 and preventing it from having any power over the facility as it attempts to use other SCPs to stop you. Your task will be to neutralize the SCPs that are being used against you and to strike the deal with 079 that leads to your escape at Gate B.
I feel like there's a restriction on how big we can make the facility since it is basically compacted into a large box, eventually the facility will be too big and we might need to do something about that. I propose the the different zones in the foundation and the pocket dimension are organised into their own levels just like Gate A and B. It would work like this:
-Behind the checkpoint doors should be a set of elevators with a map showing where the elevators lead to in the facility.
-The elevator that leads upwards to the office complex at light containment zone should be broken, forcing you to take a detour through heavy containment.
-The elevators at the end of heavy containment should consist of a working elevator to the offices and broken elevators to unknown parts sections of the facility.
The benefit of this system will make it possible to greatly expand each zone with the risk of them running into each other. It would be especially helpful for the pocket dimension when trying to make it much larger. Of course there's probably some issues that this could create, so I'd like to know what problems it would cause so I know why the system won't work.
Probable use for SCP-012's containment room - the radio is currently rather useful to the player in game for numerous reasons. The radio could play a more crucial part of the game if extremely vital information could only be extracted from it, e.g: the Electrical Room could be accessable by a code-lock, and that code would be discovered by listening to radio conversations.
Perhaps to affect the flow of gameplay, SCP-079 could broadcast the sound file of SCP-012 over the radio and block all signals so that useful information can't be extracted, and potentially the player's sanity could drop from listeneing to the awful sound for too long.
The only way to prevent this would be to enter SCP-012's containment room and delete the sound file of the composition from the SCP Foundation's database, so that 079 can no longer use the file to disrupt the radio. This task would be nearly impossible without a memetic blocker because SCP-012 would be pulling your attention away from the monitors. This might be a little far fetched, but it's something to try out.
In response to your question about the SCP-012 idea, I imagined the SCP database could be interacted with via the monitor in SCP-012's control room. You could find a way to delete the sound file from there. Consequently, SCP-079 won't be able to radio-jam with his disruptive broadcast. Or perhaps in a worse scenario, SCP-079 could broadcast SCP-012's sound over the intercom for short periods in an attempt to drive the player crazy from the awful cacophony, forcing you to delete that sound before you go mad.
Sanity Mechanic - the game is already fitted with a sanity meter, but it currently has only one purpose: counting down how long until staring at a SCP-895 corrupted monitor will kill you. This mechanic could used in many more places:
- Staring at SCP-513-1 for prolonged periods of time could drain the player's sanity, so you'd die from being stalked by the ghost for too long.
- Hearing the sound of SCP-012's music file would slowly drain the player's sanity if (as I suggested before) it was broadcasted via radio frequency in an attempt by SCP-079 to hinder your progress with the radio.
- Glaring at SCP-106 while he's chasing you would cause the player's sanity to very slowly drop, correspondant to the way Dr.L went crazy. This sort of makes sense because 106 is ugly and terrifying to look at. Why wouldn't you go insane by looking at something so horrifying that is following you? Plus it's scarier running from something you're not allowed to see for too long.
There needs to be visual and audio effects from low sanity, parts of the HUD and pause menu could begin to look corrupted and messed up until they don't follow the standard rules of the game. The ingame music could slowly become distorted by bending the pitch out of tune, even an overlaying but faint static effect could fade in at critically low sanity. Slight screen-blurring would also be a neat side-effect. There's no need to over-complicate the sanity mechanic like in Amnesia, where almost anything from darkness to viewing scripted events can make you crazy. It could be exclusive to certain SCPs to avoid being too much of an annoyance throughout the game. Finally, sanity can be regained by taking anxiety pills (partially increasing sanity) and SCP-500-1 (completely filling sanity meter).
ArchRaziel's ideas wrote:
Hey, this isn't really a suggestion for a new SCP, but a suggestion nonetheless! I was wondering whether someone could create sort of a third person mode and a sort of character creator/chooser, rather than just the normal D-Class. I mean, it should still be a D-Class, but you could maybe take popular people from games/culture etc and put them in the game with their own sound effects and other stuff that just gives the player more control on how they play the game. This could also include the idea of texture packs, you could make it so that you can choose between packs in game and before the game begins via a menu in game. This could also be the same for mods, such as half-life mods and such other things. Finally, you could create a sort of hand motion thing where the person actually presses the button, actually puts on the gas mask, actually lifts the paper etc. Just a few ideas for a few intrepid mod creators/ actual creators. I say actual creators because these things would actually be quite cool in the proper game! Right then well, enough banter, I will see you all later, you beautiful/ugly/disturbing people/scps/items/bugs you!
SCP 513's ideas wrote:Since we can't have 076, 058 and any other SCP OPs, why not have scripted events or sounds hearing them and seeing them? There could be also an intercom saying these things:
Intercom: "[...]SCP-076 has breached containment. [...]"
SCP-X's ideas wrote:I feel like SCP-789-J needs some event like that guard that kills himself.Somenthing like:
-once player comes infront of the toilet room he will hear guard crying and saying "Oh god why is this happening?" "Oh god,oh god..."
-once player starts coming that guard will say "Oh shit,some one is coming!" and will run to the toilet.
-when player enters the toilet room he will see one toilet doors closed(guard will be hiding inthere),then guard might start walking backwards and accidenttaly fell in toilet and 789-J will eat his butt,while that guard will be saying "*fells in toilet*Ohhh shit!!!Ohhh,nooooooo ahhhhhhhhhhhhhhh *his butt gets eaten*"
-after that doors of that toilet will open and guard will fell on his belly(with his butt eaten),and audio of 789-j might play after that "I am buttghost,I will eat your butt"
Kenneth crookers ideas wrote:I got an idea. When you beat the game, there should be end credits. When the end credits start scrolling, there should be some music to ease the tension that the player has gained throughout the game. I mean, there has to be some way to relax a player who has went through a lot of horror. He'd might as well be sitting in a puddle of his own sweat and urine.
Omniary's ideas wrote:895: Extend its containment chamber, to resemble its actual appearance in the article. This way, there could be multiple cameras to toggle to in the security room, each progressively having more violent images. Of course there should be a warning that the 50 m camera should be the safety threshold for viewing. Of course, it'll be deadly instead as 895s effects are implied to be spreading. Also, make actual hallucinations for the cameras, not random shock gore or spooky pictures. For example, the normal screen can be just overlayed with a picture of a body to make it appear there's a corpse on the floor on the screen. Also, 106's spawning is too predictable, change things up.
914: The mechanics, even after being balanced are too easy on the player. People seem to get the wrong idea about 914. They think "Course = Bad version, Very Fine = Good version", when Very Fine usually ends up with a more dangerous and unpredictable output. Very fine should result in a random key card, whether it be L1, L5, Omni, Playing, L0, etc. Also, everyone seems to just empty their inventory into 914, when the result of very fine on all their objects would probably result in a gas mask key card navigator monstrosity. Make more possible object outputs when it comes to combinations, so people have to get creative or do the inputs separately.
513: Make the apparition an actual threat. The article mentions that people falling asleep under the effect of 513 awake to visions of it beating them. The player should lose sanity based on how much they see 513-1, sort of like how much they see 895's screens. When they lose enough, they'll awake to getting pummeled by 513-1, who'll make a hasty retreat. You'll suffer from some bleeding and other light injuries but that's it. If it happens again, the death screen should say the identified cause of death was an anxiety induced panic attack. The player should also hear things, like whispering and reverberating rings.
096: Give this guy a little more screen time. He should have a little office complex that he can patrol, with signs of a dozen or so butchered scientists (aka blood everywhere). That should suffice, as he's had his time in the spotlight for the moment being. Also, have his room with the guard not always having the event, it gets way too predictable after a while.
049: Unlike 096, this guy severely needs more use. It seems kind of pointless of having him be in the game if he's just gonna be in his little chamber out of the way. As mentioned before, a high security medical block after the Heavy Containment Zone would be great for him, where he and 106 could run rampant. He'd make for a rather interesting wandering SCP as well (wandering as in, like 173 and 106, you'll run into him in a scripted event and he'll chase you around for a bit.
1025 and 714: These two really kind of suck to be truthfully honest, no one wants to equip 714 because how situational it is and no one wants to open 1025 cause they are just gonna get screwed. 714 shouldn't limit the players sprint, but maybe apply that dizzy effect you get under blood loss. It can be useful once 895's feeds are broadcasted. For 1025, add more diseases that effect gameplay, like ones that make you run or blink faster or slower. Also, add some diseases that don't completely screw you over, ones with some situational positive effects. Also, move their containment chamber to light containment, it works a lot better there.
372: This one isn't too much of a problem since he's fine in-game. I do think the scare factor could be ramped up without the model as well, like quickly moving screen overlays that fly out of the corner of your eyes, so that his appearances could be a bit more frequent and unnerving.
012: I don't really think there's much to save this one, I kind of feel that 012 is completely out of place in CB, the protagonist speaking, the pointlessness, it just doesn't fit together like the rest of the SCPs, don't know what to say for this one. Maybe make it equipable when wearing 714, making you a walking cognitohazard, so the MTF would retreat from you when spotted.
008: Zombies, lots of them dotted around heavy containment, which makes it necessary to go into the chamber and take the hazard suit. They could also be found in the aforementioned medical compound.
079: Sounds like the appropriate changes have been made. Maybe make his presence in the facility a bit more prominent, occasionally hearing glitches over the intercom and failing lights.
682: Have some ideas for some appearances that don't require a model, I'll post them a separate time.
106: Change him back to his old appearance, as in keep the model and texture, just get rid of the 'glossy' effect added in 0.7.2, which really just makes him look extremely undetailed and dull. Maybe add specular maps for him so in the light he looks greasy, but not blurred out like he does now.
173: Make its spawns less predictable, add more possible spawns for him, though take down the general probability of him spawning. Keep us on our toes.
On a different note, I like Prune's suggestions, namely 053, as all of the SCPs in-game don't have to be hostile entities that chase after you, they could be disorienting and uncommon additions that make the Site in-game more credible as a whole, one that feels like it actually houses hundreds of SCPs, rather than the ones found in-game. There's nothing more ominous and foreboding than an empty containment chamber, one that housed something only moments before. Having a couple of empty chambers for some well known but seldom seen SCPs could make the Site feel a little complete.
Changing up rooms to make them seem more feasible is a bit difficult with the whole random generation think and whatever limitations it may have (we already have had a handful of bugs where rooms too unorthodox clip with others). However, the individual room designs could be made more unique, like 3 way corridors that are separated by doors to appear like different rooms. Or office corner rooms with a little conference room built into it and similar uses of extra space. And please, for the love of god, add some variation to rooms. It's really breaks my suspension of disbelief when I see two 3-way rooms with a pipe system in a row, or a dozen of the same hallway. There's so many other possibities for rooms that could replace the complete room2 spam. That was one of the old merits of pre-0.7 CB, how random it really did feel, you were always wondering for what could come next, but in the current light containment zone there's like 10 possibilities you could get when opening a door (not really, but it feels almost certainly like it).
InnocentSam's ideas wrote:It doesn't quite work like that. Understandably, it seems like they're their own levels, but they're programmed the same way as rooms, they just require a load screen due to the number of resources exclusive to that part:
There is indeed a restriction on how big the facility could be, however it is quite unlikely to be reached.
On the other hand, a vertically-based facility would be good to see; rather akin to the Van Staten museum in Doctor Who, where the various levels of the facility co-ordinate to the value (or in this case, danger) of the SCP being stored.
So ground level = offices, low level SCPs, etc.
Below that = Euclid SCPs, the ones slightly more dangerous.
Below that = High level containment
Below that = Sewer system
In regards to the pocket dimension, it would be possible to unload the entire map, and replace it with the pocket dimension for the duration of your presence there, and load the map back in when you escape. Only drawbacks of that would be that any items dropped by the player will disappear and that there would be a few extra loading screens.
Mr. Shy-Guy's ideas wrote:I agree, you would just start looking for certain objects or doing certaing things to got all archievements, so you would concentrate more on that than on the experience itself or on the enemies (since this is an horror game, the immersion is important and even hard to have; so placing an achievement system would only ruin it...)
Plus, SCP:CB already have sort of mission to accomplish that you can see at the end of the game (containing 106, entering Dr. Maynard's office or collecting all documents are just some examples of the already-in-game "secondary missions"...)
TheRooster09's ideas wrote:Shaddow:
In the current ending, you are trapped after 682 attacks the helicopter, and you just have to wait until you are shot to get the end. I think it would be a good idea to give the player some way to open the door at the end and actually escape the facility. maybe it could even be some sort of puzzle that you have to complete to open the door, but you have to do it fast, because 682 is running down the glass hallway to get to you.Cridone:
Maybe if you manage to get the door at the end open, after you open the door behind it there could be some type of room with an open gate. If you get to close to the gate 079 appears on some sort of TV monitor and closes the gate and the screen fades to black with some sort of sound playing.
What do you guys think out this?
It's a normal push button door/keycard door that leads to a parking lot there are some normal looking cars and a few suvs with the foundation logo on them and on one side of the lot can be luxury vehicles and a limo or two that the excecs and higher up use. A cutscene happens where one of the limos suddenly pulls out and starts to leave before it reaches the gate the vehicle stops and one of the back doors opens. By this time some MTF should be coming in from behind you and start shooting encouraging the player to get in the car quickly. Once inside you close the door and the car starts moving ( I'm pretty sure they would bullet proof their vehicles, so you could add the sounds of bullets pinging the car for an added touch
) Shortly after moving, the little privacy window in the front of the limo rolls down and the driver turns around and looks at you, then the screen goes black and creds roll. The driver?..........It's SCP-035 Irontaco:
I like the idea TBH, more than the current other ending to Gate A. A lot.
Entities-inside-moving entities are completely possible seen from for example, 173's cage, and the whole scripted sequence ISN'T really what you would call impossible, it would require a few more new animations and a few new systems to be implemented, mostly related to getting inside a car.
I'd feel the limo would be better of changed to be a heavy-SUV-thing, it'd make a lot more sense.
And the ending idea is really nice in general, it could change depending on how you acted to 035, it could vary from 035 saving you to 035 literally running you over.