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Re: SCP-106 DISCUSSION

Posted: Mon Sep 16, 2013 10:52 am
by Maikcollos
he should be able to make a corrosion effect to ANY solid matter it touches
Spoiler
"SCP-106 causes a “corrosion” effect in all solid matter it touches, engaging a physical breakdown in materials several seconds after contact. This is observed as rusting, rotting, and cracking of materials, and the creation of a black, mucus-like substance similar to the material coating SCP-106. This effect is particularly detrimental to living tissues, and is assumed to be a “pre-digestion” action. Corrosion continues for six hours after contact, after which the effect appears to “burn out”."
cuz he unly make this kurusin ifekt un spon puitns

Re: SCP-106 DISCUSSION

Posted: Mon Sep 16, 2013 1:31 pm
by D-9999
SCP-500 wrote:How about some more jump scares in the pocket dimension?.

For example

-You walk through a corridor and a corroded body drops and dangles from a string in front of you.
-Illusions of 106 or maybe other SCP's as 106's way of messing with you.
-a torture room that the player is sent too if he follows the wrong path too many times, maybe a scripted event where 106 tortures the player.

Also what about a room based on a mobius strip, or one of those optical illusion pictures, where going down leads up and stuff like that.
Jumpscares? Eh, no. Jumpscares ruin the horror experience, and you get used to them after the first or second time. I can understand this:
-Illusions of 106 or maybe other SCP's as 106's way of messing with you.
and perhaps
-a torture room that the player is sent too if he follows the wrong path too many times, maybe a scripted event where 106 tortures the player.
because that makes sense. But those do not count as jumpscares. The only one I'm kinda "NO!" about is this:
-You walk through a corridor and a corroded body drops and dangles from a string in front of you.
It's my opinion, and SCP: CB is fine as it is without jumpscares and pop-ups that some other horror games do, and they do nothing but annoy the player. I agree with 2/3 of that list, but the first one, "NO!" is what I say. We already have enough heart attack moments with :106: and jumpscares will distract from it. :roll:

Re: SCP-106 DISCUSSION

Posted: Mon Sep 30, 2013 5:29 am
by LukeDude759
The MTF should be able to contain 106 themselves. If you take too long to get to gate A, they announce that they've contained 106. If you get to gate A after that, there's no 106 to distract them from you.

Re: SCP-106 DISCUSSION

Posted: Mon Sep 30, 2013 6:12 am
by TheRooster09
LukeDude759 wrote:The MTF should be able to contain 106 themselves. If you take too long to get to gate A, they announce that they've contained 106. If you get to gate A after that, there's no 106 to distract them from you.
It wouldn't be fair to newer players.

My only real issue with 106 is that he looks like someone poured caramel on him :laugh:

Re: SCP-106 DISCUSSION

Posted: Mon Sep 30, 2013 6:39 am
by Omniary
LukeDude759 wrote:The MTF should be able to contain 106 themselves. If you take too long to get to gate A, they announce that they've contained 106. If you get to gate A after that, there's no 106 to distract them from you.
They do contain 106 themselves. At least if they reach his chamber correctly, they're supposed to. Which is next to impossible with dem MTF and their antics.

Re: SCP-106 DISCUSSION

Posted: Mon Sep 30, 2013 7:42 am
by Serimah
I once saw MTF (all three of them) stuck inside the stairs that lead up to 106's containment. Doing 360's like ballerinas while trying to move....
It almost looked cute! :D But then I remembered that I really wanted to lock up Larry. Damn.

Re: SCP-106 DISCUSSION

Posted: Tue Oct 01, 2013 5:26 am
by Ltn Vasquez
Omniary wrote:
LukeDude759 wrote:The MTF should be able to contain 106 themselves. If you take too long to get to gate A, they announce that they've contained 106. If you get to gate A after that, there's no 106 to distract them from you.
They do contain 106 themselves. At least if they reach his chamber correctly, they're supposed to. Which is next to impossible with dem MTF and their antics.
Come to think of it, it is pretty much impossible. He is mostly found outside, and the MTF only enter his containment chamber when the player is inside, and getting out is impossible unless you go through the locked door and wait for the MTF to take their time clicking buttons and pulling switches until something good happens.

Also, on an unrelated note, have you heard the sound for when MTF see 106? It's sounds too unemotional, as for a normal person, fleeing in fear was the way, and speaking in MS Sam and walking away in a casual manner was normal for MTF.

Re: SCP-106 DISCUSSION

Posted: Thu Oct 03, 2013 12:53 pm
by guysensei1
Ltn Vasquez wrote: Also, on an unrelated note, have you heard the sound for when MTF see 106? It's sounds too unemotional, as for a normal person, fleeing in fear was the way, and speaking in MS Sam and walking away in a casual manner was normal for MTF.
Yeah, they speak like the flesh dissolving pedo dude isn't a flesh dissolving pedo dude. "Meh, just another thing out of 1000+ things in this facility than can kill me."


But what is still missing is still the black slime that should spread every time he goes through walls, but only in scripted events this occurs. So this should be added.
Also, there have been numerous suggestions about 106 making contact with you in some way, but does 106 even have control about what corrodes and what doesn't?

Re: SCP-106 DISCUSSION

Posted: Thu Oct 03, 2013 1:06 pm
by Omniary
guysensei1 wrote: "Meh, just another thing out of 1000+ things in this facility than can kill me."
That's probably very much how they feel toward any other SCP in this facility if they were trained well enough. My imagining of the MTF would be very objective driven, emotionless and cruel. If these guys are the best of the best, I wouldn't really anticipate them saying something that would fit the Black Mesa Source HECU better.

That said, they could use some new lines.

Re: SCP-106 DISCUSSION

Posted: Fri Oct 04, 2013 3:08 am
by Gorebazzle
I can't imagine an armed professional panicking at the sight of something they were trained to handle. I think their line delivery is okay.
I do agree that the troll pillar bridge should be removed entirely, it's to be frank, just unfair to new players.
I find the bridge portion of the PD to be more annoying than anything else. The character moves so damn slowly that even when I try to time my movements, I still get squashed.