It would be awesome if after the intro sequence, you can go through those doors in the lower area of the first room, and re-enter the offices you see in the intro sequence, perhaps finding a keycard, document on 173's testing for the day, and a dead scientist or two? Also, maybe you could see the guard from the intro running across the bridge, and shouting for help from the area of the 3-way tunnel.
It would be even cooler if you could explore some more in that area, even entering an elevator that takes you to the room where the intercom guy watches over the chamber.
Re: Dev Topic #3
#152I think Intercom Guy would make more appearances rather watching over the Foundation how D-9341 wanders around the chambers. I do agree and like the both statements above.Omniary wrote:It would be awesome if after the intro sequence, you can go through those doors in the lower area of the first room, and re-enter the offices you see in the intro sequence, perhaps finding a keycard, document on 173's testing for the day, and a dead scientist or two? Also, maybe you could see the guard from the intro running across the bridge, and shouting for help from the area of the 3-way tunnel.
It would be even cooler if you could explore some more in that area, even entering an elevator that takes you to the room where the intercom guy watches over the chamber.
How about trying to find a ladder and carry it over, while walking slightly to the Intercom Upper Room? There could be a level 2 or level 1 keycard or a redacted document written by Intercom Guy or a recording of his voice on his past working for the Foundation? It would be cool.
Re: Dev Topic #3
#153Ladder? I like the rest of the idea, but a random carriable ladder in the facility sounds....stupid.SCP 513 wrote: I think Intercom Guy would make more appearances rather watching over the Foundation how D-9341 wanders around the chambers. I do agree and like the both statements above.
How about trying to find a ladder and carry it over, while walking slightly to the Intercom Upper Room? There could be a level 2 or level 1 keycard or a redacted document written by Intercom Guy or a recording of his voice on his past working for the Foundation? It would be cool.
"Yes, it's a goddamn nuke, but if 682 survives and adapts we'd be boned beyond belief."


Re: Dev Topic #3
#154I think so. There is no other way to reach the uppeer intercom room.scpharrisee wrote:Ladder? I like the rest of the idea, but a random carriable ladder in the facility sounds....stupid.SCP 513 wrote: I think Intercom Guy would make more appearances rather watching over the Foundation how D-9341 wanders around the chambers. I do agree and like the both statements above.
How about trying to find a ladder and carry it over, while walking slightly to the Intercom Upper Room? There could be a level 2 or level 1 keycard or a redacted document written by Intercom Guy or a recording of his voice on his past working for the Foundation? It would be cool.
Re: Dev Topic #3
#155I'm still waiting for the day this game has puzzles.
That day a tear will come out of my eye.
That day a tear will come out of my eye.
sup
roger copy bravo tango mango
roger copy bravo tango mango
Re: Dev Topic #3
#156Do you have any particular puzzle ideas?Irontaco wrote:I'm still waiting for the day this game has puzzles.
That day a tear will come out of my eye.
I myself can't come up with anything that will mix with the facility itself too well. Perhaps there are a few SCPs that could create good puzzles, though.
Re: Dev Topic #3
#157106-mucus-damaged doors that require the player to search for something to open it/break it/find a long stick to push it without corroding his hands, things like maybe switches that don't work and require the player to fix them up, all kinds of stuff.
Actually, a nice place for a proper puzzle would be in the maintenaince tunnel. There could be a passage full of hot steam that requires the player to move steam valves and things that have been sabotaged.
Actually, a nice place for a proper puzzle would be in the maintenaince tunnel. There could be a passage full of hot steam that requires the player to move steam valves and things that have been sabotaged.
sup
roger copy bravo tango mango
roger copy bravo tango mango
Re: Dev Topic #3
#158I like that steam idea, but they could develop the idea of puzzles more by having you restore power to certain parts of the facility in order to advance - and it wouldn't be as simple as flipping a switch you run into. Idk, someone already mentioned that idea, I just don't remember who it was. Regardless of who it was, me gusta.Irontaco wrote:106-mucus-damaged doors that require the player to search for something to open it/break it/find a long stick to push it without corroding his hands, things like maybe switches that don't work and require the player to fix them up, all kinds of stuff.
Actually, a nice place for a proper puzzle would be in the maintenaince tunnel. There could be a passage full of hot steam that requires the player to move steam valves and things that have been sabotaged.
"Yes, it's a goddamn nuke, but if 682 survives and adapts we'd be boned beyond belief."


Re: Dev Topic #3
#159Those puzzles should be random tooIrontaco wrote:I'm still waiting for the day this game has puzzles.
That day a tear will come out of my eye.
DON'T SHOOT! LET THEM BURN!
Re: Dev Topic #3
#160special containment puzzles, it all makes sense!garbo wrote:Those puzzles should be random tooIrontaco wrote:I'm still waiting for the day this game has puzzles.
That day a tear will come out of my eye.
on topic: i think reglias should turn off radical larry's noclippin' in the next update.
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(last edited 10/09/2020)
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(last edited 10/09/2020)