Re: SUGGESTION: Randomize certain 914 outputs.

#11
SCP-682 wrote:Game-changing events that the player has no control over are a general no. Imagine how it would be if you're working on getting a high-level keycard and it just breaks it, and if thats the only keycard in the map *cough*Mastercard*cough*. All the logic paths for what makes what on what setting, plus all the outcomes, would take up more space than its worth. Unless there was a way around the chance of useless items, which would be time-consuming in-game no matter what, I don't support this idea.
If we are to use SteelPoint's numbers/results for the machine, the keycard method would stay mostly the same.
Keycard-ing on 'fine' would still give you a no risk path to an omni-card, it just might take a few more minutes.
Remember that probability was a big aspect with keycards before, people didn't complain because there was a safe alternative.
And finally, you do not need an upgraded gasmask, vest, 420-J, etc. to complete the game. Losing them in 914 is entirely the player's fault for taking the risk, the same with keycards on 'very-fine'.
M-x dingus-mode

Re: SUGGESTION: Randomize certain 914 outputs.

#13
Hmm, little -sub- idea here, add item 'mutations' to 914 as a feature.

It's rather irritating to see people run into 914 and emptying their whole inventory and applying 914 to Very Fine. While this is effective, in terms to 914, it doesn't stay true to the article. Putting in an Radio and a Gasmask to Very Fine should result in some abomination of an appliance, a jumble of a mesh with a inventory icon of various electronic parts jammed into a rubber mask. While this would take much time to create inventory icons, for modeling it could be simply the various pre-existing meshes skewed and placed into eachother. This'll give the player a bit more understanding as to how 914 works, not that it just makes every item placed into it a better version of itself, but refines anything placed into the booth.
It slep time bunner.

Re: SUGGESTION: Randomize certain 914 outputs.

#14
Omniary wrote:Hmm, little -sub- idea here, add item 'mutations' to 914 as a feature.

It's rather irritating to see people run into 914 and emptying their whole inventory and applying 914 to Very Fine. While this is effective, in terms to 914, it doesn't stay true to the article. Putting in an Radio and a Gasmask to Very Fine should result in some abomination of an appliance, a jumble of a mesh with a inventory icon of various electronic parts jammed into a rubber mask. While this would take much time to create inventory icons, for modeling it could be simply the various pre-existing meshes skewed and placed into eachother. This'll give the player a bit more understanding as to how 914 works, not that it just makes every item placed into it a better version of itself, but refines anything placed into the booth.
Agree. First time I played this game I was surprised that multiple items didn't combine when placed on the boot, when there are multiple mentions of this on the scp-wiki
God is perfect -> Nobody is perfect -> I'm nobody --> I'm perfect --> I'm God.

Re: SUGGESTION: Randomize certain 914 outputs.

#16
SCP-682 wrote:Game-changing events that the player has no control over are a general no. Imagine how it would be if you're working on getting a high-level keycard and it just breaks it, and if thats the only keycard in the map *cough*Mastercard*cough*. All the logic paths for what makes what on what setting, plus all the outcomes, would take up more space than its worth. Unless there was a way around the chance of useless items, which would be time-consuming in-game no matter what, I don't support this idea.
On the other hand, you've got to agree it's almost too cheap right now. Once they know how the game works, people will immediately look for scp-914, upgrade their stuff and go on their merry way with the OmniCard. I think the probability of a "failure" should be added to 914, but so should some extra ways to get the essential stuff in the game. For example, maybe add an omnicard to dr. Maynard's office, so people can still get it by retrieving his office's code from 106's pocket dimension should they fail at creating one with 914 and no other keycard can be found.
http://www.scp-wiki.net/the-things-dr-b ... foundation -> Dr. Bright for president! \o/