Re: The New Suggestions Thread

#372
Maybe you should not actually encounter 953, but instead it would be possible to discover the location that she used to be contained in. You would be able to find a number of slaughtered guards near the entrance to her containment area, but you would never encounter her. Or if you did encounter her it would probably not be as an enemy, unless you do something to irritate her. You might overhear a conversation about her or between her and somebody else, or when nearing her containment cell an alert on the PA that she had just escaped.
I believe this will work best if you find a large number of messily torn apart bodies, the more detailed and gruesome the better, but never actually encounter her, or you do encounter her but she is in disguise and playing innocent.
The main thing that may present some difficulties with this SCP is that the containment procedures call for her being guarded by a bunch of dogs, although if she has already escaped then you probably won't need to see her entire containment area.
Let's throw everything in and see what happens!

Re: The New Suggestions Thread

#373
legendaryweredragon wrote:Maybe you should not actually encounter 953, but instead it would be possible to discover the location that she used to be contained in. You would be able to find a number of slaughtered guards near the entrance to her containment area, but you would never encounter her. Or if you did encounter her it would probably not be as an enemy, unless you do something to irritate her. You might overhear a conversation about her or between her and somebody else, or when nearing her containment cell an alert on the PA that she had just escaped.
I believe this will work best if you find a large number of messily torn apart bodies, the more detailed and gruesome the better, but never actually encounter her, or you do encounter her but she is in disguise and playing innocent.
The main thing that may present some difficulties with this SCP is that the containment procedures call for her being guarded by a bunch of dogs, although if she has already escaped then you probably won't need to see her entire containment area.
The old chamber, PA and conversation thing could work actually. But the don't irritate her and disguise part, like I said, she could be hard to code in. I did hear Blitz3D is a weak engine, so I don't think it could handle her, Which is why I suggested a cameo.
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Re: The New Suggestions Thread

#375
I have a few suggestions that I started thinking about after the latest playthrough.

A) Maybe, you could add another use for SCP-148, maybe the ability to combine the ingot with balistic vest to create a special one, that could protect you entierly from any bullets MTF's shoot at you? If you already know SCP, there's noone as dangerous as MTFs, or at least for me. Besides that, the use of 148 is very small, only granting you immunity to memetic efects, but this efect already grants you SCP-714, and you don't really need resisstence to the tenticles in 035's chamber.

B) Another idea that I got while meeting MTF's was that if you meet them while being chased by some SCP [173, 106], they would concentrate on them rather than shooting you and not caring about the SCP? I know you are designed for termination if you attempt to get out, but they are still more dangerous even for the MTF's.
But if you managed to meet MTFs while being chansed by 096, they would just looked to the ground, wall or something, and after 096 would kill the player, they would just put a bag or something on his head and contain him.

And the last little suggestion is a new place where to get the S-NAV, you can get it in the last part of the complex where you practicly already know where to go.

Re: The New Suggestions Thread

#376
seaal wrote:Shouldn't there be bathrooms and offices in the heavy and light containment zones as well? I mean, it's like, if you need to go to the bathroom or look up stuff, you have to go all the way to the office zone, then return.
You'd need a certain clearance level to poop :laugh:
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Re: The New Suggestions Thread

#377
Not sure if this has been suggested before but I'm going to go ahead and suggest it anyway because I do not feel like trawling the comments on the off-chance it has been suggested before. I feel like some of the other SCPs have been shafted by 173 and 106 and don't do much in the game except look scary and maybe, potentially threaten the player but are easily avoided. I'd like to see 049 as more a roamer in the light containment section, perhaps he could sort of hang around a medical area? On the subject of a medical area, it seems odd that the facility does not possess one and med-kits being sparse. Perhaps 049 and his zombies could act as unintentional guards for the supplies there, which in of themselves require a key card to be accessed, let's say level 3.

Another thing I'd like to see is 008's role being expanded upon, at the minute its kind of just there to gawk at and you're under no obligation to even give it the time of day. Perhaps we can start seeing 008 infectees after a period of time to up the threat and give the player an incentive to find 008 quickly and shut it off, perhaps an intercom warning could go off warning the player about a potential infectious breach ahead of time so they know to go look for it. The infected should behave in a similar manner to 049-2 so programming should be little to implement, with modelling being most of the work. I know I'm probably asking for quite a bit but it just seems a shame to have all these things around and not really use them to their full potential.

I really do enjoy SCP:CB and I wish it all the best, I'm just trying to put some ideas out there and see if they work.

Re: The New Suggestions Thread

#378
Should we get any new guard models they should have weapons that vary whatever they are protecting.

Light weapons = Low security areas, heavy weapons = high security areas.

Light weapons would be pistols, smgs, and maybe rifles. Heavier weapons would be rifles, machineguns, and other close quarter weapons like shotguns.

All these weapons would be destroyed by 173 running over them, 106 corroding them along with the armory that would be in the game, or be depleted of ammunition. As the policy says no guns for the player, at least make a creative way to prevent them.
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Re: The New Suggestions Thread

#379
I was thinkin why not implement scp 448, it could be used as a distraction for the guards too help you get away. It says however you feel it feels too your feeling scared so when you find it the " lid will only open slightly before quickly shutting. Sounds of whimpering, screaming and crying can be heard from within." basically if you sit it down in front of the guards, the mtf will try to attack it and it "will retaliate by opening up (without any cranking or music) and relentlessly attacking the approaching person with what appears to be a red boxing glove on the end of a long, rigid metal spring" basically giving you a chance to escape, after you leave a certain vicinity offscreen the mtfs would help him and get the jack in the box under control, making it a one time use only.

Re: The New Suggestions Thread

#380
Spiffycat wrote:Should we get any new guard models they should have weapons that vary whatever they are protecting.

Light weapons = Low security areas, heavy weapons = high security areas.

Light weapons would be pistols, smgs, and maybe rifles. Heavier weapons would be rifles, machineguns, and other close quarter weapons like shotguns.

All these weapons would be destroyed by 173 running over them, 106 corroding them along with the armory that would be in the game, or be depleted of ammunition. As the policy says no guns for the player, at least make a creative way to prevent them.
No, not even close. Lets not do anything else with guns that involve scripting events, however, I like your idea when it coms to guards having different guns instead of P90's.
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