Friend you DO realise all this makes the game sound like Amnesia The Dark Descent right? But i do agree that we need a reason to go into 012's chamber instead of just cutting the wrist all the damn time. But how was your plan on deleting the file? We could have a scripted event or the player could move the file to the trash can in the monitor somehow. I do like this idea but wouldn't it make the game a little too much of a ATDD? Not saying this is a bad idea because we do need a reason to go into 012's room, just worried that this might sound TOO Amnesiac. Staring at 106 for too long is almost like staring at a Brute/Grunt/Suitor for too long. This idea could possibly be Amnesia related, but also advanced script for the insanity.Prune wrote:Probable use for SCP-012's containment room - the radio is currently rather useful to the player in game for numerous reasons. The radio could play a more crucial part of the game if extremely vital information could only be extracted from it, e.g: the Electrical Room could be accessable by a code-lock, and that code would be discovered by listening to radio conversations.
Perhaps to affect the flow of gameplay, SCP-079 could broadcast the sound file of SCP-012 over the radio and block all signals so that useful information can't be extracted, and potentially the player's sanity could drop from listeneing to the awful sound for too long.
The only way to prevent this would be to enter SCP-012's containment room and delete the sound file of the composition from the SCP Foundation's database, so that 079 can no longer use the file to disrupt the radio. This task would be nearly impossible without a memetic blocker because SCP-012 would be pulling your attention away from the monitors. This might be a little far fetched, but it's something to try out.
Sanity Mechanic - the game is already fitted with a sanity meter, but it currently has only one purpose: counting down how long until staring at a SCP-895 corrupted monitor will kill you. This mechanic could used in many more places:
- Staring at SCP-513-1 for prolonged periods of time could drain the player's sanity, so you'd die from being stalked by the ghost for too long.
- Hearing the sound of SCP-012's music file would slowly drain the player's sanity if (as I suggested before) it was broadcasted via radio frequency in an attempt by SCP-079 to hinder your progress with the radio.
- Glaring at SCP-106 while he's chasing you would cause the player's sanity to very slowly drop, correspondant to the way Dr.L went crazy. This sort of makes sense because 106 is ugly and terrifying to look at. Why wouldn't you go insane by looking at something so horrifying that is following you? Plus it's scarier running from something you're not allowed to see for too long.
There needs to be visual and audio effects from low sanity, parts of the HUD and pause menu could begin to look corrupted and messed up until they don't follow the standard rules of the game. The ingame music could slowly become distorted by bending the pitch out of tune, even an overlaying but faint static effect could fade in at critically low sanity. Slight screen-blurring would also be a neat side-effect. There's no need to over-complicate the sanity mechanic like in Amnesia, where almost anything from darkness to viewing scripted events can make you crazy. It could be exclusive to certain SCPs to avoid being too much of an annoyance throughout the game. Finally, sanity can be regained by taking anxiety pills (partially increasing sanity) and SCP-500-1 (completely filling sanity meter).
Re: The New Suggestions Thread
#161"You could possibly add something I just shit out."
~ Agent Ulgrin 2014
Getting hit by vehicles ever since -69
~ Agent Ulgrin 2014
Getting hit by vehicles ever since -69