Re: Different SCP's for different playthroughs.

#13
I like your idea, except for the last part. There should be at least one SCP of each kind, not just all safe/euclid/keter.

This can be implemented later, when theres is a lot of "active" SCPs.

Also, this could be an aption. Like the hardcore mode in Fallout new vegas. Something like a check mark option bellow the initial scene, something like "Enable pussy mode?"
-Resident Bacon Fanatic-

Re: Different SCP's for different playthroughs.

#14
A Hideous Beast wrote:
Insanity's Bane wrote:I don't like this idea. Mainly because I think different SCPs appearing in different difficulties don't work well and can clash with SCPs that are constant.

That, and the idea of so many SCPs being at the same site is dumb.
I never said anything about the games difficulty settings, I was referring to how difficult it is to deal with certain SCP's.
Oh. Misunderstood then.
I'm still not a fan of the idea.
Administrator at the Official SCP:CB Wiki

Re: Different SCP's for different playthroughs.

#15
spartan322 wrote:I like your idea, except for the last part. There should be at least one SCP of each kind, not just all safe/euclid/keter.

This can be implemented later, when theres is a lot of "active" SCPs.

Also, this could be an aption. Like the hardcore mode in Fallout new vegas. Something like a check mark option bellow the initial scene, something like "Enable pussy mode?"
What? No, I guess I miss typed or something, I wasn't saying that they would all be one type, I was saying there would be a number of each type that would be random in each different play through.
Insanity's Bane wrote:
A Hideous Beast wrote:
Insanity's Bane wrote:I don't like this idea. Mainly because I think different SCPs appearing in different difficulties don't work well and can clash with SCPs that are constant.

That, and the idea of so many SCPs being at the same site is dumb.
I never said anything about the games difficulty settings, I was referring to how difficult it is to deal with certain SCP's.
Oh. Misunderstood then.
I'm still not a fan of the idea.
That's alright.


Actually, going back to Spartan, if a much larger number of SCP's were to be added, and this set idea was implemented, there could be an option to enable ALL SCP's.

Re: Different SCP's for different playthroughs.

#16
well, the high number of SCPs in one site is justified already ingame, the CI damaged most of the Sites under Foundation custody, so they had to relocate. Also, Site 19 still had more sCP than the one from SCP:CB, and that is fully canon.



but I don't like this idea, every scp should be in every gameplay. Limiting the number seems stupid and irrational, an addition to highly decrease the dificulty and overall experience of the game just for making it easier and more relaxed for the player, only workable as a "very easy mode" for people who want to say that they beat the game without properly playing the game.

You could also delete the scary ambiental noises, give the player a omnicard, and making a map that only has 7 rooms and no MTF.
God is perfect -> Nobody is perfect -> I'm nobody --> I'm perfect --> I'm God.

Re: Different SCP's for different playthroughs.

#17
Lusor1111 wrote:well, the high number of SCPs in one site is justified already ingame, the CI damaged most of the Sites under Foundation custody, so they had to relocate. Also, Site 19 still had more sCP than the one from SCP:CB, and that is fully canon.



but I don't like this idea, every scp should be in every gameplay. Limiting the number seems stupid and irrational, an addition to highly decrease the dificulty and overall experience of the game just for making it easier and more relaxed for the player, only workable as a "very easy mode" for people who want to say that they beat the game without properly playing the game.

You could also delete the scary ambiental noises, give the player a omnicard, and making a map that only has 7 rooms and no MTF.
Ok, let me explain. Right now, theres only 3 "deadly" SCPs. WHich makes the game hard enough, and you are saying, that playing with only those three even when there's more, is too easy? I mean, when theres 10 of them, its going to be impossible to pass through, so being able to put it back to how it was before, or have other sets of SCPs would make each playthrough more fun.

This, of course, should be optional, like a check mark or something.
-Resident Bacon Fanatic-

Re: Different SCP's for different playthroughs.

#18
spartan322 wrote:
Lusor1111 wrote:well, the high number of SCPs in one site is justified already ingame, the CI damaged most of the Sites under Foundation custody, so they had to relocate. Also, Site 19 still had more sCP than the one from SCP:CB, and that is fully canon.



but I don't like this idea, every scp should be in every gameplay. Limiting the number seems stupid and irrational, an addition to highly decrease the dificulty and overall experience of the game just for making it easier and more relaxed for the player, only workable as a "very easy mode" for people who want to say that they beat the game without properly playing the game.

You could also delete the scary ambiental noises, give the player a omnicard, and making a map that only has 7 rooms and no MTF.
Ok, let me explain. Right now, theres only 3 "deadly" SCPs. WHich makes the game hard enough, and you are saying, that playing with only those three even when there's more, is too easy? I mean, when theres 10 of them, its going to be impossible to pass through, so being able to put it back to how it was before, or have other sets of SCPs would make each playthrough more fun.
This is how it should work,but at first we need more deadly SCP's,obviously.

Re: Different SCP's for different playthroughs.

#19
SCP-426 wrote:
spartan322 wrote:
Lusor1111 wrote:well, the high number of SCPs in one site is justified already ingame, the CI damaged most of the Sites under Foundation custody, so they had to relocate. Also, Site 19 still had more sCP than the one from SCP:CB, and that is fully canon.



but I don't like this idea, every scp should be in every gameplay. Limiting the number seems stupid and irrational, an addition to highly decrease the dificulty and overall experience of the game just for making it easier and more relaxed for the player, only workable as a "very easy mode" for people who want to say that they beat the game without properly playing the game.

You could also delete the scary ambiental noises, give the player a omnicard, and making a map that only has 7 rooms and no MTF.
Ok, let me explain. Right now, theres only 3 "deadly" SCPs. WHich makes the game hard enough, and you are saying, that playing with only those three even when there's more, is too easy? I mean, when theres 10 of them, its going to be impossible to pass through, so being able to put it back to how it was before, or have other sets of SCPs would make each playthrough more fun.
This is how it should work,but at first we need more deadly SCP's,obviously.
More deadly than a statue that one hit kill you? Or a corrosive individual that can go through wall? Or an ugly guy that can destroy anything just to get you, and knows your exact location?
-Resident Bacon Fanatic-