scp-914 suggestions

#1
ok been reading the scp wiki for a while and well just now decided to try out this game, though after reading the wik and looking at 914's outputs got some ideas. Yeah I know haven't played the game so should probi9bly wait before suggesting anything but eh. Ideas must flow.



bellow are some suggestions for 914 combos and outputs.

COMBOS

Balistic vest +hazmat suit

1:1 = EOD suit
info: a bulky EOD suit designed by the military for bomb disposal, this one seems to have extra kevlar plates
effects
+getting shot anywhere only gives minor injuries, though this only lasts for 6 hits.
+ protects user from same effects as hazmat suit
- stamina capped at 40%
- 10% slower move speed

fine = strange suit
info: a strange looking suit with a plate on the chest.
effects
+ getting shot doesn't wound the player but does damage teh suit
+ getting shot resets stamina to max
-stamina regen halved

vary fine = strange vest
info: an orange balistic vest that seems to glow
effect: equipping it will teleport player to either 860's path, 106's pocket relm, or to the endless hallway.
other effects: imune to 008, the dark gass, and 106's corrosion
note: does not give ballistic protection.




scp 860 + player

Rough or corse= drops a dying player into 860-1 with 860-2 infront of them.
fine or very fine= player is given a cutceen of them being gunned down by guards with a strange growl in the background, game over screen follows.

1:1 = turns player to female 860 is put into player inventor
effect= if use 860 the path will not arm them and will send them to a random door in the facility this transport will always be safe
note: as can only be used on the wooden door this would be a good way to get anywhere



scp-148, gas mask, ballistic vest, hazmat suit

rough or course = junk

1:1= foundation gaurd equipment: protects player from all things above protects them form.

fine: MTF armor, protects users from all items of the combined list and gives you 3 more seconds before nine tailed fox starts shooting you +the ability to not be killed by looking at scp 96
down side: reduces stamina and stamina regeneration, can to use eyedrops when equipped, requires batteries for the scrambler, can't use improved gas masks.

very fine: light weight MTF armor, MTF armor with out a stamina hit.





snav +gas mask

1:1 = a s-nav and a gas mask with different colors

fine = hudded gas mask, puts the s-nav overlay in the top corner of the gas mask, running it 1:1 will swap it between the 4 corners

vary fine= advanced hudded gas mask, removes need for batteries.

advanced /normal hudded gas mask
1:1= changes s-nav overlay location
fine: makes S-nav overlay cover full area and transparent
vary fine: WALL HACKS showing the player a map of the area in 3d allowing them to see all rooms near by. note even if advanced varient has battery that can not be recharged, (unless you can find a way to pick up the strange battery. (seriously rubber gloves the game needs them.)





OUTPUTS


coin
rough/course: a destroyed coin
1:1= a currency in another country
fine= lucky coin, flip it and something will happen (flipping it has a chance to remove bleeding, stomach ech, and anything minor.)
very fine= ghostly coin, flip it and become invisible, (lasts 10 seconds after which coin vanishes, great for getting around pretty much everything. can be used to surive the MTF team at gate B?)

very fine alt: scp-2201, info when used teleports the player to a barber shop, while their they are completely safe though the player will only remain their for the amount of "time" it takes to get a haircut. can only be used once and can be used to save the player from threats that would kill them.


key
rough/course: a destroyed key
1:1 = unkown key (a useless key)
fine = skeleton key, can open up any locked door... to bad that their are no doors in the facility that can use it.
very fine= scp 860. yep duplicate it.



old badge

rough/ course: a pile of ash
1:1= damaged SCP document
fine= my badge, a level 5 badge gives basic info?
very fine= a level 5 keycard?