If we are to use SteelPoint's numbers/results for the machine, the keycard method would stay mostly the same.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.
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'.