Thank you.Irontaco wrote:SCP 5968 has been one-day ban'ed by m'lady Glitch for multiple offenses at the same time, so...
Back in the SCP Suggestions thing...
Anyone think there should be an ending involving SCP-1021?
Spoiler
Thank you.Irontaco wrote:SCP 5968 has been one-day ban'ed by m'lady Glitch for multiple offenses at the same time, so...
Back in the SCP Suggestions thing...
Anyone think there should be an ending involving SCP-1021?
The only one that i think could be managed is 280. Because that will need the integration of a flashligth, and that could be REALLY USEFULL. but not one with batteries, the one with a crank generator (i dont know its name)Glitch wrote: Well to rerail this, here are some SCP's I've suggested before/supported:
939
903
882
639
280
212
Mechanically poweredAstrogamer wrote:The only one that i think could be managed is 280. Because that will need the integration of a flashligth, and that could be REALLY USEFULL. but not one with batteries, the one with a crank generator (i dont know its name)
That's the idea my good sirAstrogamer wrote:639 would give me a headache but it could work.
Not necessarily, like 1025 it can have a set number of outcomes when used by the player.Astrogamer wrote:212 response would be to erratic at the time of surgery, like scp-294
Glitch wrote:Mechanically poweredAstrogamer wrote:The only one that i think could be managed is 280. Because that will need the integration of a flashligth, and that could be REALLY USEFULL. but not one with batteries, the one with a crank generator (i dont know its name)
There was a discussion before about adding a flashlight, but I think it was generally disliked.
That's the idea my good sirAstrogamer wrote:639 would give me a headache but it could work.
Not necessarily, like 1025 it can have a set number of outcomes when used by the player.Astrogamer wrote:212 response would be to erratic at the time of surgery, like scp-294
I like that you are direct and to the point, this being your first post and you being new here. I was afraid that the 8.1 update only brought more retards and mentally deficients, but thankfully you prove to be otherwise. I think you have some pretty decent Ideas, maybe it could shed some light on more scp interaction that is friendly and deadly, lest what others say, I like a few of your ideas, so I want to hear what other people think before you have my total support. Thank you!-Lexicon wrote:
Well there it is, what do you think?
These are all actually very reasonable imports. Not too complex, not too "fan favourite" so to speak. The only concerns I may have are setting up the dialogue mechanics for The Butler's Handbell and the general mechanics of The Black Shuck especially the latter, since the idea of avoiding looking at it head-on, as well as a "countdown to death" role has already essentially been filled by The Shy Guy so to speak. You could argue that there can be two to fulfil the role like The Peripheral Jumper and The Cowbell do in stalking the player, but they weren't introduced into the same version together until v0.8Lexicon wrote:SCP’s are the Bee’s Knees!
These are some ideas for SCP’s that might be implementable to add wider variety and more texture to the game. The majority of these are Safe, SCP’s.
I apologize in advance if any of these have been mentioned before.
SCP 126 – Invisible Friend
More for an unsettling factor to the player than anything else. In certain areas of the complex the player will hear disembodied footsteps (high heeled) moving around, and may occasionally be pushed/jostled by something unseen.
SCP 529- Josie the half a cat.
Save for the model I suspect she would be fairly simple to implement. The idea is mainly to add variety.
Behavior: Similar to the anomalous rubber duck, occasionaly appears in random areas. Will not appear in an area with hostile SCP’s, human guards and military don’t count.
Notes: If the player tries to interact with the SCP (pet it) it will elicit either a ‘Puuur’, or a hiss and a scratch for minor damage.
Child's Room:
This is not directly an SCP, but rather the room belonging to one of the child-form SCP’s of the developers choice, decorated with books, crayons and other children's objects.
Notes: I thought it might be eerie or unsettling for the player to be wandering this maze of solid unfriendly concrete, and then suddenly come upon a room fill with colorful children's paraphernalia. Even better if the lights cut out suddenly when the player enters, only to blink back on.
SCP 662 – Butler’s Hand Bell
(This is one of my favorite ideas, I hope people enjoy it, but if not I’ll understand.)
Found on Dr. Mirths desk
Behavoir: Can be picked up and carried by the player
--On use (ringing) of the bell, Mr. Deed’s appears directly behind the player saying ‘Yes Sir?’ (or some other line). I’m hoping the sudden voice from behind would freak the player out the first time.
--Mr. Deeds will not appear if there is a hostile SCP nearby or in the room
--If the player does not choose to interact with Mr. Deeds, but instead moves away from him, Mr. Deeds will despawn once the player has left the room.
--If the player chooses to interact with Mr. Deeds a dialogue choice list appears.
Dialogue choice list consists of one of each of three categories of requests (Useful, reasonable, unreasonable.) randomly chosen. And an exit command (‘nothing right now’)
Example of some request options (the requestable items can be increased or decreased at the descretion of the developer.)
Useful: Eyedrop, Battery, Medkit,
Reasonable: Sandwich, glass of soda, Fluffy towel
Reasonable items have no direct use for the player, and mostly add additional texture.
Unreasonable: Get me out of here, Get rid of/ trap SCP – XXX
--Once a request or exit command has been made Mr Deeds attempts to round a corner out of the players line of site.
--f there is no such corner he will exit through a door closing the door behind himself.
--If he cannot escape the players line of site within X timeframe he will stop moving and wait for the player to turn around or blink, and then disappear.
--Cooldown of X time begins.
--Once cooldown ends Mr. Deeds will, at some point, appear once again behind the player, this time holding a tray bearing the requested item.
--Again, Mr. Deeds will not appear in a room with Hostile SCP’s present.
--Mr. Deeds will then try to exit as before.
--If the player does not choose to interact/accept items from Mr. Deeds, but instead moves away from him, Mr. Deeds will disappear once the player has left the room.
--Begin second cool down on the bell. Mr. Deed’s cannot be summoned again(or the bell rung) until X time has passed.
SCP 023 – The Black Shuck
(The only hostile SCP I have an idea for.)
This is a sneak/ avoidance trial for the player.
Located in a tunnel network with a long main hallway leading up to the first bend (this is so the player can catch a glimpse of the creature in the distance to tell which direction it is going.)
The Black Shuck patrols the tunnel network (a series of crosses and bends) but never turns down the main hallway to the entrance.
The tunnel is very dark, almost black in some places. The player can pinpoint the direction / location of the black shuck by seeing glimpses of its hind-end, or side, or listening for the sound of heavy canine panting in the tunnels. Viewing the front of the Black Shuck (head on) initiates death count (which visibly displays on the screen)
I know it’s supposed to be a full year from then, but for game play it might be reasonable to shorten that so that a death of the player may occur in game. I Have a few other ideas for how to handle it but I won’t go into them unless the developer is actually interested.
Well there it is, what do you think?
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