Re: SCP Suggestions General

#351
If thousand of bullets and several rockets did nothing to 096 (no that it wasn't damaged, but that it didn't react to the damage or seemed affected by it) what is a little electricity gonna do to it? And enraged 096 is just relentless and unstoppable.
God is perfect -> Nobody is perfect -> I'm nobody --> I'm perfect --> I'm God.

Re: SCP Suggestions General

#352
I can't read through all of these so has anyone suggested SCP-939? Maybe only one or two(I don't know maybe the rest of the pack escaped the facility in the middle of all the chaos.) Maybe they can mimic the sounds of the other SCP's. Like say after you run into 096 or 106, you're somewhere else and you hear 106/096's signature noise but it's a 939 instead? I don't know I'm just spitballing and I want to see if anyone thinks it could work.

Re: SCP Suggestions General

#354
SCP 513 wrote:I recommend SCP-017.
So you want a silent, shadow and matter engulfing entity wandering around a dark facility? It would attack unavoidably and without warning if you so much as touched a shadow in its vague vicinity. I will have to disagree with this suggestion unless there is a real way to restore power in the facility or at the very least a flashlight.

Re: SCP Suggestions General

#355
Guys just wanted to suggest something about guards's weapons in this game, do something like in metal gear solid were all the weapons in the game are ID tagged which allows their owners and no one else to use them. Upon trying to pick one up, a message will pop up saying that its ID tagged and that it wont work with my fingerprints. That would be great since it wouldnt be very realistic to find like 20 weapons, all of them without ammo or broken : /
Cod as call of duty 2, im not really into the newest ones.

Re: SCP Suggestions General

#356
mcrubxpcod wrote:Guys just wanted to suggest something about guards's weapons in this game, do something like in metal gear solid were all the weapons in the game are ID tagged which allows their owners and no one else to use them. Upon trying to pick one up, a message will pop up saying that its ID tagged and that it wont work with my fingerprints. That would be great since it wouldn't be very realistic to find like 20 weapons, all of them without ammo or broken : /
Perhaps, weapons could be registered via ID cards, that way the player could find them, and even operate some of them? It could give the player a false sense of security, until the player finds out they're about as useful as giving 173 a kiss.
Just sit still, and this won't hurt a bit~

Re: SCP Suggestions General

#357
The idea was proposed before with DNA encoding, but yes. It is better than Unlimited Broken Weapons.


A simple Idea to the game: Changing the ending/achievement screen. Don't get me wrong, while I don't like achievements, those at the end of the game are good (mainly because they don't try to be funny or anything, just a list of things you have done), but I think that maybe a change in presentation could be awesome. So this is my idea, transforming the ending screen into a review(the same appearance as the documents ingame) of the actions that the D-class did during the breach. The achievements would be changed into premade phrases and would appear into the document, with a last note in the document marking what ending we got.

For example, the achievement "lured 106 to a tesla gate" would become " D-941(I don't remember our number) used the emergency Tesla gates to evade capture by 106", getting the omnicard would be a note saying that the subject was able to create some sort of master keycard trought usage of 914... things like that.

Thoughts?

PD: yes the idea is stupid, but I liked it.
God is perfect -> Nobody is perfect -> I'm nobody --> I'm perfect --> I'm God.

Re: SCP Suggestions General

#358
Dr. Geist wrote:
SCP 513 wrote:I recommend SCP-017.
So you want a silent, shadow and matter engulfing entity wandering around a dark facility? It would attack unavoidably and without warning if you so much as touched a shadow in its vague vicinity. I will have to disagree with this suggestion unless there is a real way to restore power in the facility or at the very least a flashlight.
I once recommended a situation like this on the forum. It was months and months ago, on an old, unused account. The situation, which would be somewhat of a player controlled cinematic, would go something like this:

The player enters the security room, which is lined with monitors of the facility. The large power switch that is already in the game switched off, as usual. When approached, and flipped, it would result in a generator activation sound, and the lights in the room flashing on. As the player turns to exit the room, a loud crash, or the computer sounds of the terminal SCP could be heard, and all the lights could shut down again. The false sense of hope, and horror of the lights turning off would be wonderful, and hilarious to watch in a video, at least in my opinion.
Just sit still, and this won't hurt a bit~

Re: SCP Suggestions General

#359
Gogert777 wrote:Ok then. how about adding 718. Its a eye ball that stares at you, and if you stare to long, you will want to kill it. (rapid zoom affect?)that's all. Not an important scp, but a detail. Can have its own little room.
Yeah, that's a pretty good one.

Re: SCP Suggestions General

#360
Storytime Doctor wrote:
Dr. Geist wrote:
SCP 513 wrote:I recommend SCP-017.
So you want a silent, shadow and matter engulfing entity wandering around a dark facility? It would attack unavoidably and without warning if you so much as touched a shadow in its vague vicinity. I will have to disagree with this suggestion unless there is a real way to restore power in the facility or at the very least a flashlight.
I once recommended a situation like this on the forum. It was months and months ago, on an old, unused account. The situation, which would be somewhat of a player controlled cinematic, would go something like this:

The player enters the security room, which is lined with monitors of the facility. The large power switch that is already in the game switched off, as usual. When approached, and flipped, it would result in a generator activation sound, and the lights in the room flashing on. As the player turns to exit the room, a loud crash, or the computer sounds of the terminal SCP could be heard, and all the lights could shut down again. The false sense of hope, and horror of the lights turning off would be wonderful, and hilarious to watch in a video, at least in my opinion.
Upon entering the electrical room the lights flicker off until you return secondary lighting to on, so this is pretty much already implemented albeit in a different sense...I get the feeling that you have never played the game...
also as Juicy already stated, there will be no guns, and it seems like someone who claims to have had another user account would already be aware of this. As a fellow fictitious doctor I am disappointed in you.
And to stay on topic I would like to see SCP-098 (http://www.scp-wiki.net/scp-098) the pack hunting would be scary as hell, and if they attacked you it could act like the damage 106 causes, although obviously without the PD, requiring a medkit to heal