[Suggestion] Weapons

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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Alef Castro
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[Suggestion] Weapons

Postby Alef Castro » Sun Dec 31, 2017 12:47 pm

:087_2: Ello!

I've got a little suggestion here. I would really love to see that feature in-game.

Guns of any type could be found in a few rare rooms on the map. The guns should have limited ammo, so you have to find another gun and go throught more rooms again.
There could be at least 3 or 2 types of guns in game; P90 (guard guns), Pistol (something like a Taurus PT 100) and/or a knife. Also, not every SCP would be affected by the bullets, like SCP-173, 096 (in rage) and 106. The guards could be affected by it, but with a low damage, just making them slower.

Other SCPs like 049 can kinda be affected, and his zombies can be affected by it. 049 can heal himself (duh), and 035's host could be affected by it (not sure yet).
(going to add more SCPs specifications later)

the P90 itself won't work in PD, so does the Pistol.

The fact that the player has a gun can affect the ending. He can be pointed as a fugitive.


Hope you like it ;) :duck:

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ADMAndrew
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Re: [Suggestion] Weapons

Postby ADMAndrew » Sun Dec 31, 2017 1:23 pm

There is an SCP:CB mod based on these mechanics :laugh: :
http://undertowgames.com/forum/viewtopic.php?f=11&t=4358
Image
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:
Image

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Alef Castro
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Re: [Suggestion] Weapons

Postby Alef Castro » Sun Dec 31, 2017 2:46 pm

ADMAndrew wrote:There is an SCP:CB mod based on these mechanics :laugh: :
http://undertowgames.com/forum/viewtopic.php?f=11&t=4358
Image


But I mean, really implemented in the game and you still play as D-9341

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ADMAndrew
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Re: [Suggestion] Weapons

Postby ADMAndrew » Sun Dec 31, 2017 5:10 pm

Alef Castro wrote:But I mean, really implemented in the game and you still play as D-9341


http://undertowgames.com/forum/viewtopic.php?f=5&t=7610#p117318

The idea sounds farfetched because the game is a survival-horror should not have much action but should be paranoid and have much suspense, it would make a shooting game would become. This is SCP:CB, no a Resident Evil game.
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:
Image

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Nehpys
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Re: [Suggestion] Weapons

Postby Nehpys » Sun Dec 31, 2017 10:28 pm

It's been stated various times that the final answer for implementing any and all weapons the player can use in Containment Breach is a confirmed No, and is in the user FAQ last I checked.

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Alef Castro
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Re: [Suggestion] Weapons

Postby Alef Castro » Mon Jan 01, 2018 5:59 pm

But what about they being PART of the story? just appear in some moments to specific reasons,and then you lose them. I'm not trying to make SCPCB a action-shooter game, but that would be cool if you had them at some point.

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Nehpys
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Re: [Suggestion] Weapons

Postby Nehpys » Wed Jan 03, 2018 1:54 am

Alef Castro wrote:But what about they being PART of the story? just appear in some moments to specific reasons,and then you lose them.


No means no. Regalis and others have stated their disdain for it, and it shall stay that way as he's now moved to Barotrauma.

Your best bet is the NTF mod.


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