The New Suggestions Thread

If you have models, sound effects, textures or anything else you would like to be put in the game, post them here. Ideas and suggestions are also welcome.
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Natsu
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Re: The New Suggestions Thread

Postby Natsu » Mon Mar 06, 2017 3:03 pm

This is a quick nitpick of mine, and probably one that has been mentioned before, but it should be made clear how to contain SCP-008. You get an interaction icon, but I thought that clicking it was enough, which wasn't. Adding arrows signifying you have to move the cursor in order to close the tube-like thing would work (the ones that show when operating SCP-914).
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TheDragz
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Re: The New Suggestions Thread

Postby TheDragz » Fri Mar 24, 2017 12:29 am

Hello, right know in game there are currently 2 antagonist 173 and 106(do not count longleng only moron would trigger this guy) , plague doctor is actually spotted only in some moments (scripted), hes unmeetable thats why my suggestion is to put some new walking antagonist but not in zone where you start but he would be walking in zone 2(still showing in scripted moments) for example he would wait till protagonist open the door then he put hes arm to and walk in his currently possition so players would in zone 2 be more carafully opening doors, also i tink adding burning scp and hes cell to the game but im tink for now theres no place for him meaby he would be used to fight against guards in zone 3 but for now there is no place for him zone 3 is too short to put him there it would be hell with him.
For now this is aint scarry horror cuz right know only thing you need to care is 106 ifyou hear opening door that mean 173 is here soo just watch him and go too next area its aint scarry at all, Plague doctor in zone 2 would change smth, and if the zone 3 would be rebuilded and look like zzone 1 whith alot of space that would made game alot more scary cuz you guys would have space to bring new scp to the zone 3 which would make each zone diffrent with other tactics on em. I hope u guys got my idea cheers.

JesterTheMad
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Re: The New Suggestions Thread

Postby JesterTheMad » Sat Apr 01, 2017 10:45 pm

This may be in the works already for a later update, but with all the possible scps that may or already in the process of being added, I feel there should be a fourth section of the facility to house some of them. I'm thinking since there's a low containment area and a high containment area, I say add a medium containment area in between those too. There, some of the mid level threats could start showing, even some scps already in game. (I feel 914 would make more sense here, and making the door to him at least level 3 or difficult to get to)
I also have a suggestion to make a basement level for some of the creepiest scps to be stored. Something kind of like the storage areas in low and high containment area that you may have to use, however it's an entire area, and it is more used for containment. This area would be found in the light containment area, but the room to the elevator would require a level 3 or 4 (so there'd have to be one of those hiding) and that would be a scarier option instead of going through the medium and high containment areas (noting the basement would have to be somewhere in between the scp difficulties of medium and high areas)

That's all for now, it's just some ideas for scp placing and making the game somewhat longer/more interesting. I hope this game continues for a while.

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autotroph
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Re: The New Suggestions Thread

Postby autotroph » Sun Apr 16, 2017 9:31 am

SCP Number: SCP-173
SCP Nickname: Statue
Ingame mechanics: As posted in the 173 ingame discussion thread, given that the breach didn't mean that all the enemy SCPs conspired to kill the player ingame, is it possible for 173, if he was close by, to kill 049, Eric and/or the medical bay zombie if they were also close by and you were running away from them all?
SCP: Eric Breach nanomod maker (if anyone wants to revamp it be my guest)
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LORD DEATH
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Re: The New Suggestions Thread

Postby LORD DEATH » Thu Apr 20, 2017 3:57 pm

I've got another suggestion. However, I would avoid trying to implement it until the game is nearing the final completion stages. I think more customization would be really cool. I'm talking about map generation settings, maybe some spawn mechanic settings (for items, SCPs, ect.) and unlocks for things like difficulty settings or perks that can be unlocked by beating achievements (such as an increased blink timer or not being effected by the weight of a ballistic vest). These are just some random suggestions I came up with on a whim. If you guys think it's a good idea to look into, I'll start another topic about it where we can discuss the ideas in more detail.
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LORD DEATH
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Re: The New Suggestions Thread

Postby LORD DEATH » Mon Apr 24, 2017 11:16 pm

I've got another idea. Anyone know the rapid turn around mechanic in Outlast? You press a button and it quickly spins you 180 degrees so you can see what's behind you. This would be an extremely useful mechanic in SCP: Containment Breach as you may get caught of guard if SCP-173 unexpectedly opens a door behind you or you need to go in the opposite direction.
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History is written by the victor~Winston Churchill
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galaxagondor
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Re: The New Suggestions Thread

Postby galaxagondor » Sun Aug 27, 2017 8:11 am

I think it woul
Name: SCP-768
NickName: Long-Range Alarm Clock

Description: (From Web-Site) SCP-768 is a Seiko-brand travel alarm clock that is physically identical to a regular unit of its model in all regards. Its anomalous property is activated when the alarm feature of the clock is set and the alarm activates: instead of emitting a beeping alarm as in normal units of its model, it instead causes all alarms and alerts within 300 m to trigger. How SCP-768 accomplishes this is currently unknown, as disassembling SCP-768 and analyzing its components has revealed no irregularities or anomalous materials.

Experimentation has shown that the types of alarm systems SCP-768 is capable of remotely triggering includes but is not limited to:

Alarm clocks of all kinds, whether analog or digital
Phone alerts and ringing for both mobile and hard-line telephones
Car alarms
Medical monitoring systems
Fire and disaster alarms
Computer hardware alerts, including beep codes and emergency shutdown actions
Computer software alerts, including virus and critical update alarms
SCP containment alarms (See Addendum 768-1)
SCP-768 will cause any automated responses to such alarms to trigger, but does not appear to cause what might normally trigger these alarms to occur. A phone ringing due to SCP-768 activating may cause an answering machine to start, but nothing will be recorded as no connection is made.

SCP-768 came to the Foundation's attention after routine monitoring of municipal incident reports turned up a case in ███████ City, █████████ in which hundreds of fire and car alarms were set off simultaneously in a residential area. Investigation led to the discovery of SCP-768 in the possession of a Mr. ███████ ███████████. Subject claimed to have bought the clock from an online shop (████████████████████), which recommended the clock as being "fit to wake the dead". Subject passed a polygraph test, but agents failed to locate the shop in question, and Mr. ███████████ was released after being administered a class A amnesiac and given a replacement clock of similar make and model.

Research on SCP-768 to determine its method of operation and possible applications have been approved.

In-Game Usage: The alarm could be used to distract SCP's or the NTF in order to get around them or get them in certain areas. One would simply leave the alarm clock (after finding it in a room) in target area, set it's time (like 1-5 minutes) and then leave. A very beneficial item. But as a also possible side-affect the alarm might also go off randomly, attracting SCP's to your location at the worst of times.

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ADMAndrew
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Re: The New Suggestions Thread

Postby ADMAndrew » Sun Aug 27, 2017 1:17 pm

Idea:
SCP-212 (http://www.scp-wiki.net/scp-212) and SCP-1103 (http://www.scp-wiki.net/scp-1103) in another medical bay.
The SCP-1103 finds you on a table near the SCP-212 once you pick up programs to SCP-212 to perform a face transplant surgery with other staff of the foundation (new end: ntf members find you there Ends in the final message you hear 2 audios one in which they discover that you were a class D subject by DNA samples and eliminate you, another in which you now changed life with the other staff of the foundation). :)
Spoiler
Ending audio 1:
Petition to interrogate Dr ████. Status: accepted. Result of intervention: A more in-depth study was done on Dr. ████'s traits being physical and psychologically proven to be defiant to what they were before, DNA tests were given negative between the cells of his face with those of his body. The body's DNA tests correspond to Subject D-9341. The subject will be exterminated immediately.
Ending audio 2:
"And you already talked to Dr. ████ to proceed with the installation of the broken glass.
-Eh ... mmm? yes? Tell him to proceed with the installation of different things affected in the last breach.
"And what did he say to you?"
"He told me that if they proceed, the doctor does not speak to anyone, it almost seems that he did not speak.
"Well, I'm going to stop by his office, he suddenly hurt his throat at the breach event.
"He's going to see it, he's suddenly hiding it from his throat, and you're taking him to the nearest medical bay."
GLaDOS: "Good-bye, my only friend."
Me: (gasp) :O
GLaDOS: "Oh, did you think I meant you?"
Me: ... :REDACTED: . T_T
... GLaDOS x SCP-079 :079_2:
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JoannaAquino
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Re: The New Suggestions Thread

Postby JoannaAquino » Fri Nov 10, 2017 8:05 am

Thanks for the information! I've been scrolling down the page to find out something interesting, and I finally did it! Your suggestions are helpful!


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