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Re: Dev Topic #3

Posted: Wed Apr 17, 2013 4:35 pm
by Lusor1111
Well, I studied them as category of virus, but wikipedia says that's wrong. But it is a germ, and their infections are different from normal chemical absortion.

Re: Dev Topic #3

Posted: Wed Apr 17, 2013 5:06 pm
by Juicy
Lusor1111 wrote:Their infections are different from normal chemical absortion.
I know, 714 would be useless against 008.

I studied prions as "proteins" (not even germs) :P

Re: Dev Topic #3

Posted: Wed Apr 17, 2013 10:10 pm
by Tikara
Speaking of 714 preventing things from happening, shouldn't 714 protect the player from the diseases in 1025? 1025's effect is memetic, as stated on the official wiki and game wiki/text, yet reading it while wearing the ring still causes you to come down with the disease you've read.

ALSO, is it just me, or has 895 not been showing up in the maps anymore? I've gone through at least 5 games exploring the whole map seed and not ONCE did I find that coffin. 8\ I want to know if anything has been added to it that'll make you want to go in there, like how a radio was put into 372's room, or the keycard and S-Nav in the room where 173 breaks through the glass.

Re: Dev Topic #3

Posted: Wed Apr 17, 2013 10:24 pm
by Destructoid
I wish there was a keycard progression system with higher level keycards appearing in progressively hazardous places.

Re: Dev Topic #3

Posted: Thu Apr 18, 2013 4:16 am
by mrpeanut188
Tikara wrote:ALSO, is it just me, or has 895 not been showing up in the maps anymore? I've gone through at least 5 games exploring the whole map seed and not ONCE did I find that coffin.
Coffin should be in the First Zone.

Re: Dev Topic #3

Posted: Thu Apr 18, 2013 6:34 am
by Virtus Tenebrae
Lusor1111 wrote:The Why the decontamination zone is even there? If the virus can't be contagied by air it makes no sense, just by semoving the hazmat clothes you would no longer carry any risk of infection. I could make sense if instead of the tiny amount of viral matter they had, there where something that could spray the virus over you.
James The Skunk wrote:What I think is weirder is why even bother with the Haz Mat suit?

It does make kind of sense but the only thing is does is just protect you from a little shard of glass that cuts and infects you.
Y'all are forgetting some important bits here. One, SCP-008 has an infection rate of 100%. The Foundation takes no risks with containment. Two, SCP-008 can be spread through ANY bodily fluid. This includes sweat, tears, blood, saliva, [DATA EXPLICIT}, etc. Three, HazMat suits are pretty hardy and won't be cut up by a few pieces of flying debris.

Re: Dev Topic #3

Posted: Thu Apr 18, 2013 6:55 am
by InnocentSam
Virtus Tenebrae wrote:Three, HazMat suits are pretty hardy and won't be cut up by a few pieces of flying debris.
Honestly, you have any better ideas for implementation, let me know.

Re: Dev Topic #3

Posted: Thu Apr 18, 2013 2:39 pm
by Virtus Tenebrae
InnocentSam wrote:Honestly, you have any better ideas for implementation, let me know.
Off the top of my head... SCP-020, SCP-217 and SCP-651. A detailed report on why they're good additions is thrown somewhere in SCP Suggestions.

Re: Dev Topic #3

Posted: Thu Apr 18, 2013 2:48 pm
by InnocentSam
Virtus Tenebrae wrote:
InnocentSam wrote:Honestly, you have any better ideas for implementation, let me know.
SCP-020
Tried that. Too many animated textures made the game lag. Although that may have been down to shoddy implementation.

Re: Dev Topic #3

Posted: Thu Apr 18, 2013 6:10 pm
by Virtus Tenebrae
InnocentSam wrote:
Virtus Tenebrae wrote:
InnocentSam wrote:Honestly, you have any better ideas for implementation, let me know.
SCP-020
Tried that. Too many animated textures made the game lag. Although that may have been down to shoddy implementation.
What about SCP-217? It can't be too hard to impliment. There's already a pain system for the tissue convertion. The only thing you'd really have to add is a faint ticking noise.