Add it the same way it was before. Yes, I know that you can be considered "unfair" because it is random, but:
1. He's not lethal, so it wouldn't be too big of a deal.
2. It's a horror game. Making the game unfair without going overboard is a good thing since the player has less control of the situation thus becomes exasperated when new factors arrive.
3. It's the SCP universe. When the hell has it been fair?
Re: Let's talk 513...
#12All points are good. But this one in particular is great.spartan322 wrote:3. It's the SCP universe. When the hell has it been fair?

I would like to see 513 return the way it used to be implemented in the game (But with a 3D model monster rather than a sprite). Perhaps the player won't get a true "good" ending because of it, but it's not like good endings are common in the SCP universe anyway.
Re: Let's talk 513...
#13Maybe the player could walk into the chamber and the bell would drop from its gelatin, thus activating 513-1?spartan322 wrote:Aside from that topic being dead, it is about the model, not the SCP itself, so we can use THIS thread to talk about the SCP.
So, how should it be implemented? Easy, the exact same way it was before.
Yes, I know that the bell is rung randomly, but I really think it is a better alternative than you doing it.
Why is this? Simple. If it is rung randomly, you have no power, it will happen, whether you like it or not. This lack of power is one thing that makes this SCP scary, since it will appear randomly. If you had to ring it, then whats the point? After you realize what it does, you will stop doing so, because you don't want that thing to scare you, and even if you did, you will be able to decide from which point on it can appear. So, it should be randomly.
The problem I see, is that SCPs which rely on you activating them are not as scary. Horror is much more successful when the player has no control over what happens. If half of the SCPs were to rely on the player activating them (as an option that is) then half of the SCPs would be rarely used.
Re: Let's talk 513...
#14I know that post was made 14 days ago, but I actually like that idea, and I would hate if it became buried deep in the forums. It's an interesting way of making 513 and 513-1 lethal and an actual obstacle to the player. Also, maybe the player could pick it up, and it would ring once the player starts running.SCP 513 wrote:Ugh... Don't have any ideas...spartan322 wrote:Why would you ring it if you knew what it did?SCP 513 wrote: Just had an idea back later. Maybe when player gets too closer the cowbell itself starts to ring. Upon containment breach, the cowbell‘s hanger was severely damaged by an accident or by an powerful roaming SCP, like: 682 or 076. For that note, when the player leaves the chamber, the cowbell starts fall off of it's hanging and rings. If that‘s too unfair, then take the cowbell in your inventory and decide it to keep it or ring it.
We just said this, allowing the player to choose is BAD for horror. Why would the player choose to have extra scares?
Even if it is just entering the chamber, he could avoid that. So it is letting the player choose.
EDIT: I have this idea, though... 513-1 appears. If the player looks too long to 513-1, it slowly drains his sanity and has a small cutscene: Class D walks, encounters another 513-1 glimpse and commits suicide. Thoughts?
I'm not sure how to take control away from the player to make D-9341 pick it up without also keeping it canon, but maybe D-9341 could be overwhelmed with curiosity about how a simple bell could be dangerous. Of course, this would also involve going into 513's chamber, so that probably wouldn't work, either.
On a related note, 372 only stalks the player if it goes into its chamber. Instead, maybe we could have it roaming around the facility. By roaming, I mean randomly spawning near the player, of course. In one of 372's tests, it bit a D-Class' arm (Can't remember whether he bled out, but I do remember he was bleeding pretty badly), so if the player sees it and looks around too much trying to find it, 372 could try to bite him. It would be similar to getting shot, and the player would bleed out if he doesn't find and use a medkit in time.
TL;DR: Scriped scene where D-9341 picks up 513 (Probably won't work since 513 has no memetic attraction effects), make 372 lethal and spawn randomly.
Edit: Maybe 513 could randomly ring on the intercom, and to explain this, there could be a microphone in one of the offices (Most likely Dr. Maynard's since the monitor implies he had something to do with the breach) with 513 and a pair of earmuffs next to it.
"I'm not a psychopath. I'm a high-functioning sociopath."spartan322 wrote:it is not every day that an SCP comes out of the closet.
My SCP playthrough
Trex plays Amnesia: AMFP
Re: Let's talk 513...
#15Since you actually implemented some material to the thread, it shouldn't be a problem that you revived it.LukeDude759 wrote: I know that post was made 14 days ago, but I actually like that idea, and I would hate if it became buried deep in the forums. It's an interesting way of making 513 and 513-1 lethal and an actual obstacle to the player. Also, maybe the player could pick it up, and it would ring once the player starts running.
I'm not sure how to take control away from the player to make D-9341 pick it up without also keeping it canon, but maybe D-9341 could be overwhelmed with curiosity about how a simple bell could be dangerous. Of course, this would also involve going into 513's chamber, so that probably wouldn't work, either.
On a related note, 372 only stalks the player if it goes into its chamber. Instead, maybe we could have it roaming around the facility. By roaming, I mean randomly spawning near the player, of course. In one of 372's tests, it bit a D-Class' arm (Can't remember whether he bled out, but I do remember he was bleeding pretty badly), so if the player sees it and looks around too much trying to find it, 372 could try to bite him. It would be similar to getting shot, and the player would bleed out if he doesn't find and use a medkit in time.
TL;DR: Scriped scene where D-9341 picks up 513 (Probably won't work since 513 has no memetic attraction effects), make 372 lethal and spawn randomly.
The thing about picking it up, is that after one time, the player will do it no more. Why would the player add even more horror to the game? The game itself is scary enough, so not everyone would actively seek more (yeah, I know its a horror game, but people still don't like being scared). Remember that D-9341 is controlled by the player, who will know what the bell does, so the curiosity factor will be lost after one play.
Yeah, it was said that 372 attacked one subject, but that was only because there were four of them in one room, which didn't allow him to hide from sight, so he attacked one in order to give him some options. So he won't attack the player, because he is alone.
Scripted scenes should be avoided, since they take away the randomness of the game, and will end up being not scary anymore since the played will know what happens.
-Resident Bacon Fanatic-
Re: Let's talk 513...
#16Is this a Condemned reference?Nemet Robert wrote:His goal is to drive them to suicide so he actually doesn't deliver the final blow.
Re: Let's talk 513...
#17No. And it's mentioned in 513 article, to drive people insane so they suicide of this. I have mentioned it's like an Amnesia reference to drop down the sanity when you look at 513-1. Vision gets blurry and blackened. Only if you look very long at 513-1, it will drive away your sanity and makes the Class D commit suicide.Z-Bites wrote:Is this a Condemned reference?Nemet Robert wrote:His goal is to drive them to suicide so he actually doesn't deliver the final blow.
Yes, but that would be too unfair as Omniary stated.Maybe the player could walk into the chamber and the bell would drop from its gelatin, thus activating 513.
Re: Let's talk 513...
#18No. And it's mentioned in 513 article, to drive people insane so they suicide of this. I have mentioned it's like an Amnesia reference to drop down the sanity when you look at 513-1. Vision gets blurry and blackened. Only if you look very long at 513-1, it will drive away your sanity and makes the Class D commit suicide.SCP 513 wrote:Z-Bites wrote:Is this a Condemned reference?Nemet Robert wrote:His goal is to drive them to suicide so he actually doesn't deliver the final blow.
I mean like the exact sentence. Those words were exactly what a character named Rosa said in the first Condemned game while explaining the MO of a serial killer during the chapter 6 intro.
Re: Let's talk 513...
#19Makes sense. I think I misunderstood the Condemned reference.Z-Bites wrote:FTFYSCP 513 wrote:No. And it's mentioned in 513 article, to drive people insane so they suicide of this. I have mentioned it's like an Amnesia reference to drop down the sanity when you look at 513-1. Vision gets blurry and blackened. Only if you look very long at 513-1, it will drive away your sanity and makes the Class D commit suicide.Z-Bites wrote:
Is this a Condemned reference?
I mean like the exact sentence. Those words were exactly what a character named Rosa said in the first Condemned game while explaining the MO of a serial killer during the chapter 6 intro.
And why are your reply's not working properly? Fixed that for you.
Re: Let's talk 513...
#20Seeing SCP-513-1 would be nice. Although is there any reason why the SCP wasn't present in any other version?
Sometimes i need to know when to stop so i dont get my ass handled
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