New NPCs maybe?

#1
I would love to see new npcs (not scps) like some survivors (not like the person who got trapped by 035, like people who are hiding for the hostile scps) to help you on the way, or some new hostile npcs. Whats your opinion and what would the npc be called and how would it look like?
Image
I know you, but you don't know me.
I see you. Don't believe me?
Here is some proof:

==================
| You are viewing my post |
==================

Re: New NPCs maybe?

#3
also if some survivors were added would you think it would be easy to escape or hard
Image
I know you, but you don't know me.
I see you. Don't believe me?
Here is some proof:

==================
| You are viewing my post |
==================

Re: New NPCs maybe?

#4
It'd be nice if there was some wildcard NPCs that rarely spawn, like a completely batshit guard who's gone off the deep end, or maybe a scientist who's locked himself inside a room, like the test room. You could hear him whimpering and stuff, but when you open the door later you find that 173 already got to him. It'd also be nice to see some NPCs in the post intro that essentially run to any exit or endroom, and eventually despawn. Just some people you'd get glimpses at in the distance.
It slep time bunner.

Re: New NPCs maybe?

#6
It'd be nice if there was some wildcard NPCs that rarely spawn, like a completely batshit guard who's gone off the deep end, or maybe a scientist who's locked himself inside a room, like the test room.
I think it is really nice to see some wild card. It is more exciting :)

Re: New NPCs maybe?

#7
Perhaps an NPC would suddenly spawn once when 173 is near you so that his approach to you would be delayed a bit? As a temporary help for the player. Or it could be that there's this NPC that also saw 096's face along with the guard, and that he tries to run away; then you pass by him and 096, where there's a point he gets killed. And if you're unlucky, you get to see his face, and screams that YOU'RE NEXT. They could be anybody; probably an escaped D-class, or a n office worker, or a guard. Anybody.
SCP: Eric Breach nanomod maker (if anyone wants to revamp it be my guest, as it is now defunct)
Fan of Doctor Who, Dirk Gently's Holistic Detective Agency, Sleepy Hollow, Person of Interest, Happy (2017) and Silicon Valley. And also MCU films.

Re: New NPCs maybe?

#8
I've noticed a pretty low amount of Class-D personnel in the game so far. All I've seen are the two from the intro, and the occasional stand-still guy who pops up in random rooms. ( I think the debug team got rid of him; I don't really know his story.) The Foundation is a big, busy place, so surely 173's Class-D weren't the only ones out of their cells at the time, right? Sure, maybe they could've been brutally murdered by their SCP, but not all of them are that hostile. In fact, I think most of them can't move.

Maybe there could be some terrified Class-D personnel running around, desperately trying to find a way out? Or, maybe there could be an occasional moment where we can see a fully-cooperative Class-D being escorted to a designated "in case of containment breach" area by the Mobile Task Force?
Image
Make a good catch today?

Re: New NPCs maybe?

#9
I like the idea of other survivors that can rarely spawn and roam around. Maybe a stray guard who will hesitate for a few seconds then try to kill the player, or maybe a guard trying to kill some class D npcs running around. Maybe those class Ds go insane or try to kill the player as well. I'd hate for allies though.. I don't think it could be executed right and it gives the player a greater sense of hope.

Re: New NPCs maybe?

#10
Mirocaine wrote:I like the idea of other survivors that can rarely spawn and roam around. Maybe a stray guard who will hesitate for a few seconds then try to kill the player, or maybe a guard trying to kill some class D npcs running around. Maybe those class Ds go insane or try to kill the player as well. I'd hate for allies though.. I don't think it could be executed right and it gives the player a greater sense of hope.
Yeah, all we need are a few frightened people walking around. Seeing how others freak out and run to other rooms, much like the janitor running from the end gate, can really give players an enhanced sense of "Jesus, I'm going to die in here!" fear, which is a pretty important part of the game.

I personally don't think allies would be such a bad idea, but I do think that a sense of hope is something that can break the game. Maybe an example of a potentially acceptable ally could be a desperate guard who will attempt to help you stay alive if you lead him outside; the guard will shoot at nearby enemy SCP's in fear, but no one is affected. After all, 173 is made of concrete, 106 can pass through solid objects, such as bullets, and 096 simply couldn't care less.

But I think the main problem with allies is, as you said, it can't really be executed right. The idea mentioned above sounds a little too...what's the word...incorrect? Maybe a few implied allies, such as 035 and 914, can be done wonderfully, but I don't think adding more of them would be a good idea, for it could again create a greater sense of hope.
Image
Make a good catch today?