Facility guards are just weak.

#1
What I noticed during the game-play is how weak the guards are. They always die, they kill themselves from fear. It feels as if they are taken from the street, while MTF does the job. Not a single time did a guard shoot at the player out of the intro sequence. Feels very odd to me for a high-class facility containing hazards.

Re: Facility guards are just weak.

#2
Yeah, I mentioned something about this a while back but it went unnoticed. The problem is that the game makes humans look totally weak and useless beings in dangerous situations being that the man is highly capable in many cases, if not physically then man uses his intelligence to do things that put him out of danger, things that any common man can do and that a security guard hired by the SCP Foundation (a highly professional and specialized organization) could do much better. This is nothing more underestimation.
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Re: Facility guards are just weak.

#3
Brunou8 wrote:The problem is that the game makes humans look totally weak and useless beings in dangerous situations
The thing is, humans are pretty much weak and useless in this situation, even if they have a gun. The most they can do is either a) hide in a shelter and hope a reality bending event makes everything stop existing for example, or b) die.

The reason I feel that this doesn't apply to the MTF is that I feel that CB is the type of scenario they train for. The typical guards I feel aren't highly enough trained to, say, immobilize a roaming sentient object on their own, I'd imagine they're more for things along the line of personnel control. If they were caught in a containment breach, I'm sure their only duty would be to escort as many people into a shelter and await for the task forces.

But yeah, I think the main reason every guard you see is reduced to a stiff is because adding a fairly dynamic NPC that can die, patrol, etc would be slightly problematic so early on. I'd go even as far as to say that there wouldn't be as much of a guarantee that a guard would terminate a random Class D they found in a situation as dangerous as the one in CB, since they're probably closer to human than the MTF.
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Re: Facility guards are just weak.

#4
Brunou8 wrote:-
Yep indeed. Except the game doesn't make them seem totally weak and useless, it makes the guards look weak. Like, look at the MTFs.
Omniary wrote:-
The D-Class is a human too. The problem is that the guards seem too weak in general, the MTFs strength just makes them look as weak as they are. Also, the SCPs don't seem as dangerous (except the 106) to me. The guards seem clichéd to me. Personally, in my CB game, I made guards stay and guard certain points and not move, they shoot if they see a class-D. I tried to make them look more professional. Most security guard deaths are from SCP-173 in the dark or SCP-106 (or other Keters). I understand junior researchers dying in huge numbers at a CB, but guards?

Also, the limitations solution is to make the guards stationary and defend a certain point (ie. the end room).

Re: Facility guards are just weak.

#7
Abincyprus wrote:Also, the SCPs don't seem as dangerous (except the 106) to me. The guards seem clichéd to me. Personally, in my CB game, I made guards stay and guard certain points and not move, they shoot if they see a class-D. I tried to make them look more professional. Most security guard deaths are from SCP-173 in the dark or SCP-106 (or other Keters). I understand junior researchers dying in huge numbers at a CB, but guards?

Also, the limitations solution is to make the guards stationary and defend a certain point (ie. the end room).
The part right after you escape 173's chamber, where you hear all the clattering and destruction in the distance? That's the sound of quite possibly hundreds of dangerous SCPs killing and maiming anything they see. Just because you don't see them doesn't mean that they aren't somewhere in the facility, that explains why there are more and more SCPs every few updates.

Considering you don't see that many guards in scripted sequences regardless, wouldn't it be safe to assume most escaped safely? The few that you see aren't particilary incompetent, just unlucky really. But for the most part, I do think more sequences with guards and scientists would be nice, particularly like the one right after the intro where you see a guard and scientist escape. Also, thinking about your idea of a guard guarding a specific area, I'm thinking that a hostile guard encounter wouldn't be that difficult. It could be like 939's room, where a guard patrols a preset path around a large area, like an office complex, and will attack the player of they get too close or if they see them. Perhaps this could follow a cutscene where a guard terminates a Class D who tries to attack him.
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Re: Facility guards are just weak.

#8
Abincyprus wrote: Off-top: ps, pm pl0x.
Replied. :)
Omniary wrote:Also, thinking about your idea of a guard guarding a specific area, I'm thinking that a hostile guard encounter wouldn't be that difficult. It could be like 939's room, where a guard patrols a preset path around a large area, like an office complex, and will attack the player of they get too close or if they see them. Perhaps this could follow a cutscene where a guard terminates a Class D who tries to attack him.
I like that Idea. Could add more threat. Maybe a change in Music could signal a room you are approaching where you may need to get past a Patrol?
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Re: Facility guards are just weak.

#9
Omniary wrote:-
It would be good seeing a particular area with corpses and blood all over the place (like an entrance to a containment chamber). Oh and especially junior researcher corpses. Those are not scientists, nor guards, I find them most likely to die.

More sequences with guards showing their "wins" will do the trick. All those unlucky sequences make them look incompetent. As for a D-Class being terminated, that could be a good way to let the player know that they are not friendly. I mean, you were protected by the guards when you were there all the times, they never shot you, you would probably in that situation think that the guard will help you escape.
The hostile guard sequence is very easy to do, especially with a predefined path.
FireFox wrote:I like that Idea. Could add more threat. Maybe a change in Music could signal a room you are approaching where you may need to get past a Patrol?
Fading out the music when approaching the guard area and having a specific song playing when the player sees the guard does the trick. Once he leaves the area, the music fades in. :)