Re: The New Suggestions Thread

#421
Ravenxeo wrote:Everywhere i go there are people who want more uses for SCPs like 008, 012 and the ring..
but..why?

They do the things that they do because that is what they do.
They are in the game to flesh out the facility not to add fairly unneeded bits and pieces in order to flesh themselves out.
In fact, i'd be happy if 173 had its spawning area cut down dramatically so that we could better enjoy the atmosphere and some more places to go and things to look at without having to deal with something so unnecessarily perilous to the player.
Plus that might stop him dropping out of the ceiling and breaking our spines completely out of nowhere...
Fair enough, my reasoning is that there are a significant amount of SCPs that offer nothing more than fan-service and beginner traps. Honestly, when was the last time you entered 012's containment? It doesn't offer anything to the game other than killing you, so the only reason to ever enter the room again is if you want to watch the cutscene again. I'll say that the cutscene is cool and all, but I'd argue that it doesn't add any atmosphere if you have no incentive to ever go in the room.
M-x dingus-mode

Re: The New Suggestions Thread

#422
This entire game is fan-service.
Remove the ones that 'offer nothing more than fan service' and what would we be left with?
173 and 106; and 173 doesn't exactly do much either..

079 opens up an ending but you could just walk out the front door instead, rendering him useless, 035 tells you about 079 and you could go through 079's ending without ever SEEING 035.
Even 096 doesn't add anything particularly useful by your reckoning.
Atmosphere is about more than spookiness and scary goings on, its the environment and details you find aswell.
I mean, honestly what will The Blue Key add to the game? a forest that will be fun to go through once or twice and then never again because the door on the other side of the forest leads to the other side of the door you went through...which will be in the center of a containment room.

People need to relax with words like 'useless' because if you start throwing them around you never know where logic will cause them to land ;)
Up and Down and All around.

Re: The New Suggestions Thread

#423
MonocleBios wrote:
Ravenxeo wrote:Everywhere i go there are people who want more uses for SCPs like 008, 012 and the ring..
but..why?

They do the things that they do because that is what they do.
They are in the game to flesh out the facility not to add fairly unneeded bits and pieces in order to flesh themselves out.
In fact, i'd be happy if 173 had its spawning area cut down dramatically so that we could better enjoy the atmosphere and some more places to go and things to look at without having to deal with something so unnecessarily perilous to the player.
Plus that might stop him dropping out of the ceiling and breaking our spines completely out of nowhere...
Fair enough, my reasoning is that there are a significant amount of SCPs that offer nothing more than fan-service and beginner traps. Honestly, when was the last time you entered 012's containment? It doesn't offer anything to the game other than killing you, so the only reason to ever enter the room again is if you want to watch the cutscene again. I'll say that the cutscene is cool and all, but I'd argue that it doesn't add any atmosphere if you have no incentive to ever go in the room.
I agree with that. That is part my reasoning behind several of the SCPs that I have suggested or supported after other people suggested them. These SCPs may be helpful to the player, but also come at some risk. For example, hiding inside of a containment chamber in order to escape from an encounter with 173, but at the cost of having to face whatever danger you have locked yourself in with until it is safe to leave. I think that the very best SCPs to add are ones that generate a feeling of uncertainty. a big kind of fear is having to make difficult decisions, where no matter what choice you make you will still face danger. You might decide to try to retrieve an item give you some safety from one danger, but at the cost of opening yourself to another. Another example would be encountering an unfamiliar creature and being unsure whether it is a good idea to risk approaching it in order to get past it or whether finding a different way around is the better choice. In other words, you need to know that there will be danger no matter what you do but you must never know just how much danger there is or what danger is the greatest. That is terrifying.

Also, even if an SCP isn't actually dangerous to you and even when you know that it is not dangerous to you, just the unsettling presence of something strange that you don't understand can add to the fear of the other things around it. That is why I suggest adding things like SCP-1404. It is not dangerous to you but finding something like it while facing real danger can add to the atmosphere.
Let's throw everything in and see what happens!

Re: The New Suggestions Thread

#424
Ravenxeo wrote:This entire game is fan-service.
Remove the ones that 'offer nothing more than fan service' and what would we be left with?
173 and 106; and 173 doesn't exactly do much either..

079 opens up an ending but you could just walk out the front door instead, rendering him useless, 035 tells you about 079 and you could go through 079's ending without ever SEEING 035.
Even 096 doesn't add anything particularly useful by your reckoning.
Atmosphere is about more than spookiness and scary goings on, its the environment and details you find aswell.
I mean, honestly what will The Blue Key add to the game? a forest that will be fun to go through once or twice and then never again because the door on the other side of the forest leads to the other side of the door you went through...which will be in the center of a containment room.

People need to relax with words like 'useless' because if you start throwing them around you never know where logic will cause them to land ;)
I agree with that. You should not criticize a suggestion just because it is not something "useful." Like I explained in my previous post, even if it doesn't really do anything, it can do a whole lot to affect the way the player reacts to the situation by adding more to the mood. Also, adding too many "useful" things can mess up the whole game by making it too easy or hard or complicated.


Although, I actually do somewhat agree with the criticisms towards having a lot of items that just hurt in different ways you if you mess with them and do nothing if you don't mess with them, because once the player knows that it won't do them any good they will simply ignore them when they encounter them and so they will end up doing little to effect gameplay. Maybe to counter this you could come up with some creative uses for them in SCP-914. Like placing SCP-1025 inside of it and seeing it turn into something unexpected and possibly useful or even something worse. I really thing that SCP-914 needs a lot more things you can discover with it anyway.
Last edited by legendaryweredragon on Mon Mar 17, 2014 3:06 am, edited 1 time in total.
Let's throw everything in and see what happens!

Re: The New Suggestions Thread

#425
I don't really need the SCPs to be "useful" but I would like a reason to enter their containment chambers. Like an idea with SCP-012: SCP-079 can broadcast SCP-012 over the radio, making it impossible to extract any data from the radio. You would have to turn off a "Remote File Access" lever to be able to use the radio.

Re: The New Suggestions Thread

#426
Ravenxeo wrote:This entire game is fan-service.
game's primary purpose is fan service =/= game consists only of fan service
173 and 106; and 173 doesn't exactly do much either..
079 opens up an ending but you could just walk out the front door instead, rendering him useless
My argument isn't that a large amount of objects offer very little, but that they offer nothing at all after the first play-through. 079 at the very least offers potential gameplay.
035 tells you about 079 and you could go through 079's ending without ever SEEING 035.
While I would say that 035 is pointless after one play-through, at the very least he isn't solely a beginners trap like many of the other items.
Even 096 doesn't add anything particularly useful by your reckoning.
The player still has an incentive to go through with the event though given that it's likely to be in their path. I'm not sure you understood what I said. If you mean the 012 thing, remember that 012's containment chamber is essentially just a dead end. If the player knows this they're unlikely to ever enter the room again.
Atmosphere is about more than spookiness and scary goings on, its the environment and details you find aswell.
I don't believe I've ever said the contrary.
I mean, honestly what will The Blue Key add to the game? a forest that will be fun to go through once or twice and then never again because the door on the other side of the forest leads to the other side of the door you went through...which will be in the center of a containment room.
See 096 comment above.
People need to relax with words like 'useless' because if you start throwing them around you never know where logic will cause them to land ;)
...

Don't get me wrong, I have nothing against adding things purely for atmospheric effect, but what's the point if the player will never enter the room in which it occurs in due to it effectively being a dead end.
nightscout01 wrote:I don't really need the SCPs to be "useful" but I would like a reason to enter their containment chambers. Like an idea with SCP-012: SCP-079 can broadcast SCP-012 over the radio, making it impossible to extract any data from the radio. You would have to turn off a "Remote File Access" lever to be able to use the radio.
Yea that sounds alright, it gives the player a reason to go there for reasons other than being killed.
M-x dingus-mode

Re: The New Suggestions Thread

#427
Here are some good new suggestions involving SCP-096 and others.
I have always though that SCP-096 :096: needed a somewhat bigger role in the game. For a while I thought that one possibility was that SCP-079 would try to kill you by showing you 096's face if you fail to complete a certain part of the game within a certain time, but I got a lot negative feedback on that idea. Well I just had another idea for a way to encounter SCP-096. I believe that one very unexpected and definitely scary way to encounter SCP-096 would be to encounter it inside of SCP-106's dimension. Since 096 looks a lot like a human it would make perfect sense for 106 to capture it and attempt to torment it the same way that it normally does to humans. Trapped inside of 106's dimension, 096 will appear to be extremely distressed and confused, although it is still possible to avoid like you would when encountering it normally. When you encounter it in the 106 dimension it will move around whatever room you meet it in and scream whole lot for a short time before quickly exiting. If you escape from 106's dimension after encountering 096 inside it, 096 may spawn in the corner of a nearby room and sit there for a few minutes facing the corner like it's scared before getting up and leaving in the opposite direction as you.

Following that same logic, I think that it would make sense that 173 and 106 would try to attack other humanoid SCPs as well. 173 is unable to damage 106 and will get trapped in the other dimension. While inside the 106 dimension 173 will move very sluggishly and sometimes will still be able to move when you are looking at it. After 173 encounters 106 it's body will be stained black because of the corrosion effect 106 has. If SCP 173 encounters 096, it will attempt to strangle 096. When this is happening you will hear a lot of disturbing noises and 096 will be left nearly dead, but will recover after a while, and it might or might not kill you if you saw it's face while it was struggling with 173 or unconscious.

One other thing about 096 is that you should be able to find a bag or head cover thing to place on it's head since that is how they keep it concealed when it is outside of it's containment room. If you place the bag thing on SCP-096's head it might or might not take it off after a while, or lose it when running into another SCP. You could find 096's head cover next to a dead body near where 096 spawns.

My Suggestion List
Click "show" to view
Spoiler
To see the most recent version of this list check page 37, or check most recent post containing this list

SCPs
SCP 472 The Bloodstone
Ingame mechanics: You can find it in its containment room. If you stay in its presence for too long or if you pick it up and take it with you, it will cause you to hallucinate blood on the walls, a loud heartbeat, and dead bodies, some of which move around and and others may appear suddenly when you blink, behaving similar to hostile SCPs but won't actually hurt you. It will also change the appearance of hostile SCPs to look similar to the halucinated bodies, making it difficult to tell what is real and what isn't. The advantage to doing this is that Hostile SCPs are also affected by it and may become confused when in your presence while you are carrying it. It will also drain your health and sanity, but at a rate that is so slow that it isn't really noticeable, but still enough to kill you if you don't pay attention.

SCP 479 Hallway 4, D-Class Dorms, Site 14
Ingame mechanics: This is just an atmospheric effect. Some of the hallways will have blood appearing on the floor in front of you with a sound similar to dripping or splashing water.

SCP 178 "3-D" Specs
Ingame mechanics: If you put these on you will see strange creatures. They attack you if you touch them, although they are easy to avoid because they usually move away from you if you get too close, although there is a small possibility that one will decide to follow you. If one does follow you, you can stop them by closing a door behind you.
(I have gotten word that somebody has created a mod that includes this SCP although I have not seen it yet.)

SCP 1404 Cereal Bowl
Ingame mechanic: mostly the same as its article. it will exist in the game just to creep you out. I think it would be best if you found it in an unexpected place.

SCP 1090 Cordless Headphones
Ingame mechanics: make you hear unsettling music and sounds. if you wear it for too long the music will continue even after it is removing it.

SCP 627 Perpetual Circle
Ingame mechanics: Found in is containment room, surrounded by a lot of equipment, but does not do anything other than look unsettling.

SCP-572 Katana of Apparent Invincibility.
Ingame Mechanics: Causes you to die stupidly if you obtain it. If you pick it up, you will receive a message saying, "Katana of Apparent Invincibility Obtained: Victory is Certain, Nothing Can Stop You Now, You Win!" The game's music will change to an epic song, such as "Indestructible" by Disturbed, which fits because this is how SCP-572 makes its holder feel. SCP-173 will spawn at the entrance to the room and your character will automatically attempt to attack it with SCP-572, only to get killed by it. In your dying moments the music changes back to normal and you receive the message, "I lied"

SCP-002 The "Living" Room
Ingame mechanics: You can find it inside of a large room, which has more than one exit, so you can pass through it to reach other rooms. While you are inside of the room containing SCP-002 it is possible to enter SCP-002 and look around inside of it. While you are inside the room containing 002 your sanity meter will drain, but at a very slow rate, and so you actually can stay in it for several minutes safely.

SCP 017 Shadow Person
Ingame mechanic: The same as it's article, although it might be difficult because it uses shadows and I am not sure if the game would support something like that. It might possibly be used as a way of trapping other SCPs.

SCP 650 Startling Statue
Ingame mechanic: same as its article. Unexpectedly appearing behind you when you turn around and causing you to jump backwards in fear.

SCP 743 A Chocolate Fountain
Ingame mechanics: Heals the player and boosts stamina if they drink from it but this will increase the probability that it will attempt to hunt them down.

SCP 718 Eyeball
Ingame mechanics: Works very similarly to its article. A large group of them is found in a heavily secured room, attached to the walls, floor and ceiling, plus a few that are mobile. If look at them for too long, you will be drawn towards them and will attack them, causing them to explode and replicate. You can use them for trapping 173, although this is very risky. When you cause 718 to explode it is possible that new ones with form on your body, which can be helpful to you because it will improve your vision and make you incapable of blinking. The cost of this is that you are much more vulnerable to sanity damage and if you reach the end of the game with 718 on your body it will cause a bad ending.

SCP-1129 Hyperarousal Response
Ingame Mechanincs: I am not entirely sure if this one would work but it is a good idea. Read the article. If you don't want to read article, basically it is a bizzare looking creature that causes extreme fear in anybody who sees it and may cause permanent paralysis if you see it too many times. In the game, if you encounter it, you would have to avoid looking at it to get around it. If it is added it might have to work somewhat differently than the article says.

SCP-956 The Child Breaker
In game Mechanics: it somehow got loose during the massive containment breach due to the fact that it was being tested on when the attack occurred. It wanders around the facility and can be randomly encountered similarly to 173 although much less frequently. It is possible but unlikely to see it moving on the security cameras. While you are in the same room as it, or in any adjacent room as it when the door is open, it will not move. It is able to open doors but it will not open any door leading to the room you are in if it is in an adjacent room the way 173 will. It is possible to discover the room where it was contained along with it's SCP document. Near the end of the game you may hear that the MTFs have contained it, or that it has escaped from the facility.

Joke Items
SCP 001-J The Big Red Button
Ingame mechanics: Causes the game to immediately crash if you push it. I think it will work best if it shows up somewhere that seems out of place. It might or might not have a "do not push" sign. Either that or you should be able to find it at the end long and heavily secured hallway that is difficult to unlock to and takes several minutes to reach the end of.

SCP 006-J WHAT THE ____ IS THAT THING
Ingame mechanics: You can find them in containment and also you might see them crawling on the walls or floor.

SCP 014-J A Fork
Ingame mechanics: It is heavily contained although it does not appear to do anything. Although if you have it in your possession at the end of the game it causes a silly alternate ending.

SCP 536-J It's On The Back Of Your Head.
Ingame mechanics: You can find a document similar to this one. If you read this document it and then make a sudden move it will kill you.

SCP 2558-J Pufferkittens
Ingame Mechanics: You can find one of them wandering around. It will act cute and will puff up when dangerous SCPs are nearby.

Other Suggestions
I have some suggestions for some possible events involving SCP-035. SCP-035 has a lot of potential as a character and so I hope to see a lot more possible ways he could be involved with the story.
I think that it should be possible for SCP-035 to have interactions with other SCPs. An excellent idea would be for SCP-035 to take possesion of SCP-173 or SCP-106. It has been noted in the Article for SCP-035 that it is able to posses not only humans but also humanoid objects. Here is how an interaction between 173 and 035 would go. If 173 and 035 encounter each other 035 will stare at 173 for several minutes and will speak to it in a strange language before 173 kills 035's current host and puts it on. This is good for the player because 173 will no longer be aggressive to the player while possessed by 035. However, doing this will have consequences later in the game. Most likely what will happen is resulting in an alternate bad ending where SCP-035 helps the player escape only to betray you in the end. Similarly it also is possible for SCP-035 to encounter 106. 106 will attack 035 and they will both disappear only for 106 to later appear possessed by 035. If this occurs the ending is even worse than what happens when 035 possess 173. 035/106 will escape from the facility with you, managing to avoid the trap than normally stops 106 and you will be caught by it and tormented by it for a much longer period of time than that what 106 normally puts you through before eventually 106's body gets too weak to continue and 035 takes your body as it's new host.
I also would like to suggest that some conversations between 035 and 079 be possible to occur.

Another idea I have is that there should be an option to adjust how many and how often Joke items and silly events will be encountered. If a whole lot of joke items and silly events get added to the game i think it would make sense for players to be able to make adjustments to how often they show up so they won't be distracting.

I think that the room where SCP-008 is store should have its appearance changed to look more like what a room for storing Biohazardous materials would actually look like. And I think it would be good if it were also possible to find other SCP diseases along with it. I imagine you would find a collection of containers of anomalous diseases inside a refrigerator in a laboratory with the type of equipment you would expect to find in a laboratory studying diseases.

Add the phrases "are we cool yet?", "does the black moon howl?", "Can't fit round pegs in square holes", and other weird and unsettling quotes from the SCP Foundation into the game. This will make the game feel weirder, kind of like in the game Portal when you find the weird messages written on the walls.

I really think that the game needs to have at least one or two events involving 096. My current idea is an event where under certain circumstances there is a very small possibility of 096's face showing up on a screen if you take to long to complete a certain area, (I had a long discussion about this with some other people on this forum and I think that this could work if it is done in a way that is extremely easy to avoid). I also had an idea for an event where 096 would unexpectedly run past you towards an unknown target. I simply think that 096 the way it currently is in the game is too easy to avoid and needs to have at least a few more ways to encounter it. Another idea is to change how SCP-096 is encountered. Instead of simply finding it in a room facing the corner, you might walk into it while it is in the middle of attacking a group of people and seeing what it does to them.
By the way, what happens if another SCP sees 096's face?
Let's throw everything in and see what happens!

Re: The New Suggestions Thread

#429
Irontaco wrote:Most of your main-scp-vs-main-scp ideas are pretty good if you remove the parts where they break the common lore of it, example 173 moving sluggishly on direct line of sight or 096 being able to be damaged.

The Reason why 173 would behave differently than normal is because normal rules do not apply in 106's dimension. it says in the article, 106 has full control over time, space, and perception in its dimension. It makes sense that this would mess up 173 since it's ability to move is affect by perception and since 106's dimension causes the player to move slowly it is fair that it would slow down 173 too.

096 is unstoppable, NOT indestructible or immortal. It can be injured and possibly killed, but it's injuries never seem to slow it down when it is in berserk mode.
Let's throw everything in and see what happens!

Re: The New Suggestions Thread

#430
I have an idea for a new room in the game. I think that at some point in the game there should be some kind of room containing a trap. I think that It would make sense for the foundations sites to have booby traps for catching intruders and escaped d class and SCPs during an emergency. Does anybody else have ideas for a trap room? It probably would have to be something that you can avoid if you know where it is or how to recognize it, but would require some skill to get around it, and if you don't know where the trap is and you get caught in it, it would take a while to escape from. You could also use the trap room for catching 173 so that it will not bother you for a while.

My Suggestion List
Click "show" to view
Spoiler
To see the most recent version of this list check page 37, or check most recent post containing this list

SCPs
SCP 472 The Bloodstone
Ingame mechanics: You can find it in its containment room. If you stay in its presence for too long or if you pick it up and take it with you, it will cause you to hallucinate blood on the walls, a loud heartbeat, and dead bodies, some of which move around and and others may appear suddenly when you blink, behaving similar to hostile SCPs but won't actually hurt you. It will also change the appearance of hostile SCPs to look similar to the halucinated bodies, making it difficult to tell what is real and what isn't. The advantage to doing this is that Hostile SCPs are also affected by it and may become confused when in your presence while you are carrying it. It will also drain your health and sanity, but at a rate that is so slow that it isn't really noticeable, but still enough to kill you if you don't pay attention.

SCP 479 Hallway 4, D-Class Dorms, Site 14
Ingame mechanics: This is just an atmospheric effect. Some of the hallways will have blood appearing on the floor in front of you with a sound similar to dripping or splashing water.

SCP 178 "3-D" Specs
Ingame mechanics: If you put these on you will see strange creatures. They attack you if you touch them, although they are easy to avoid because they usually move away from you if you get too close, although there is a small possibility that one will decide to follow you. If one does follow you, you can stop them by closing a door behind you. A possible use for this item is that you can refine it in SCP-914 to turn into something more useful.
(A mod has been created that as this SCP to the game but I didn't think it was done well enough.)

SCP 1404 Cereal Bowl
Ingame mechanic: mostly the same as its article. it will exist in the game just to creep you out. I think it would be best if you found it in an unexpected place.

SCP 1090 Cordless Headphones
Ingame mechanics: make you hear unsettling music and sounds. if you wear it for too long the music will continue even after it is removing it.

SCP 627 Perpetual Circle
Ingame mechanics: Found in is containment room, surrounded by a lot of equipment, but does not do anything other than look unsettling.

SCP-572 Katana of Apparent Invincibility.
Ingame Mechanics: Causes you to die stupidly if you obtain it. If you pick it up, you will receive a message saying, "Katana of Apparent Invincibility Obtained: Victory is Certain, Nothing Can Stop You Now, You Win!" The game's music will change to an epic song, such as "Indestructible" by Disturbed, which fits because this is how SCP-572 makes its holder feel. SCP-173 will spawn at the entrance to the room and your character will automatically attempt to attack it with SCP-572, only to get killed by it. In your dying moments the music changes back to normal and you receive the message, "I lied"

SCP-002 The "Living" Room
Ingame mechanics: You can find it inside of a large room, which has more than one exit, so you can pass through it to reach other rooms. While you are inside of the room containing SCP-002 it is possible to enter SCP-002 and look around inside of it. While you are inside the room containing 002 your sanity meter will drain, but at a very slow rate, and so you actually can stay in it for several minutes safely.

SCP 017 Shadow Person
Ingame mechanic: The same as it's article, although it might be difficult because it uses shadows and I am not sure if the game would support something like that. It might possibly be used as a way of trapping other SCPs.

SCP 650 Startling Statue
Ingame mechanic: same as its article. Unexpectedly appearing behind you when you turn around and causing you to jump backwards in fear.

SCP 743 A Chocolate Fountain
Ingame mechanics: Heals the player and boosts stamina if they drink from it but this will increase the probability that it will attempt to hunt them down.

SCP 718 Eyeball
Ingame mechanics: Works very similarly to its article. A large group of them is found in a heavily secured room, attached to the walls, floor and ceiling, plus a few that are mobile. If look at them for too long, you will be drawn towards them and will attack them, causing them to explode and replicate. You can use them for trapping 173, although this is very risky. When you cause 718 to explode it is possible that new ones with form on your body, which can be helpful to you because it will improve your vision and make you incapable of blinking. The cost of this is that you are much more vulnerable to sanity damage and if you reach the end of the game with 718 on your body it will cause a bad ending.

SCP-1129 Hyperarousal Response
Ingame Mechanincs: I am not entirely sure if this one would work but it is a good idea. Read the article. If you don't want to read article, basically it is a bizzare looking creature that causes extreme fear in anybody who sees it and may cause permanent paralysis if you see it too many times. In the game, if you encounter it, you would have to avoid looking at it to get around it. If it is added it might have to work somewhat differently than the article says.

SCP-956 The Child Breaker
In game Mechanics: it somehow got loose during the massive containment breach due to the fact that it was being tested on when the attack occurred. It wanders around the facility and can be randomly encountered similarly to 173 although much less frequently. It is possible but unlikely to see it moving on the security cameras. While you are in the same room as it, or in any adjacent room as it when the door is open, it will not move. It is able to open doors but it will not open any door leading to the room you are in if it is in an adjacent room the way 173 will. It is possible to discover the room where it was contained along with it's SCP document. Near the end of the game you may hear that the MTFs have contained it, or that it has escaped from the facility.

Joke Items
SCP 001-J The Big Red Button
Ingame mechanics: Causes the game to immediately crash if you push it. I think it will work best if it shows up somewhere that seems out of place. It might or might not have a "do not push" sign. Either that or you should be able to find it at the end long and heavily secured hallway that is difficult to unlock to and takes several minutes to reach the end of.

SCP 006-J WHAT THE ____ IS THAT THING
Ingame mechanics: You can find them in containment and also you might see them crawling on the walls or floor.

SCP 014-J A Fork
Ingame mechanics: It is heavily contained although it does not appear to do anything. Although if you have it in your possession at the end of the game it causes a silly alternate ending.

SCP 536-J It's On The Back Of Your Head.
Ingame mechanics: You can find a document similar to this one. If you read this document it and then make a sudden move it will kill you.

SCP 2558-J Pufferkittens
Ingame Mechanics: You can find one of them wandering around. It will act cute and will puff up when dangerous SCPs are nearby.

Other Suggestions
I have some suggestions for some possible events involving SCP-035. SCP-035 has a lot of potential as a character and so I hope to see a lot more possible ways he could be involved with the story.
I think that it should be possible for SCP-035 to have interactions with other SCPs. An excellent idea would be for SCP-035 to take possesion of SCP-173 or SCP-106. It has been noted in the Article for SCP-035 that it is able to posses not only humans but also humanoid objects. Here is how an interaction between 173 and 035 would go. If 173 and 035 encounter each other 035 will stare at 173 for several minutes and will speak to it in a strange language before 173 kills 035's current host and puts it on. This is good for the player because 173 will no longer be aggressive to the player while possessed by 035. However, doing this will have consequences later in the game. Most likely what will happen is resulting in an alternate bad ending where SCP-035 helps the player escape only to betray you in the end. Similarly it also is possible for SCP-035 to encounter 106. 106 will attack 035 and they will both disappear only for 106 to later appear possessed by 035. If this occurs the ending is even worse than what happens when 035 possess 173. 035/106 will escape from the facility with you, managing to avoid the trap than normally stops 106 and you will be caught by it and tormented by it for a much longer period of time than that what 106 normally puts you through before eventually 106's body gets too weak to continue and 035 takes your body as it's new host.
I also would like to suggest that some conversations between 035 and 079 be possible to occur.

Another idea I have is that there should be an option to adjust how many and how often Joke items and silly events will be encountered. If a whole lot of joke items and silly events get added to the game i think it would make sense for players to be able to make adjustments to how often they show up so they won't be distracting.

I think that the room where SCP-008 is store should have its appearance changed to look more like what a room for storing Biohazardous materials would actually look like. And I think it would be good if it were also possible to find other SCP diseases along with it. I imagine you would find a collection of containers of anomalous diseases inside a refrigerator in a laboratory with the type of equipment you would expect to find in a laboratory studying diseases.

Add the phrases "are we cool yet?", "does the black moon howl?", "Can't fit round pegs in square holes", and other weird and unsettling quotes from the SCP Foundation into the game. This will make the game feel weirder, kind of like in the game Portal when you find the weird messages written on the walls.

I really think that the game needs to have at least one or two events involving 096. One idea is an event where under certain circumstances there is a very small possibility of 096's face showing up on a screen if you take to long to complete a certain area, (I had a long discussion about this with some other people on this forum and I think that this could work if it is done in a way that is extremely easy to avoid). I also had an idea for an event where 096 would unexpectedly run past you towards an unknown target. I simply think that 096 the way it currently is in the game is too easy to avoid and needs to have at least a few more ways to encounter it. Another idea is to change how SCP-096 is encountered. Instead of simply finding it in a room facing the corner, you might walk into it while it is in the middle of attacking a group of people and seeing what it does to them.
By the way, what happens if another SCP sees 096's face?
Here is another idea, I believe that one very unexpected and definitely scary way to encounter SCP-096 would be to encounter it inside of SCP-106's dimension. Since 096 looks a lot like a human it would make perfect sense for 106 to capture it and attempt to torment it the same way that it normally does to humans. Trapped inside of 106's dimension, 096 will appear to be extremely distressed and confused, although it is still possible to avoid like you would when encountering it normally. When you encounter it in the 106 dimension it will move around whatever room you meet it in and scream whole lot for a short time before quickly exiting. If you escape from 106's dimension after encountering 096 inside it, 096 may spawn in the corner of a nearby room and sit there for a few minutes facing the corner like it's scared before getting up and leaving in the opposite direction as you.
Following that same logic, I think that it would make sense that 173 and 106 would try to attack other humanoid SCPs as well. 173 is unable to damage 106 and will get trapped in the other dimension. While inside the 106 dimension 173 will move very sluggishly and sometimes will still be able to move when you are looking at it. After 173 encounters 106 it's body will be stained black because of the corrosion effect 106 has. If SCP 173 encounters 096, it will attempt to strangle 096. When this is happening you will hear a lot of disturbing noises and 096 will be left nearly dead, but will recover after a while, and it might or might not kill you if you saw it's face while it was struggling with 173 or unconscious.
One other thing about 096 is that you should be able to find a bag or head cover thing to place on it's head since that is how they keep it concealed when it is outside of it's containment room. If you place the bag thing on SCP-096's head it might or might not take it off after a while, or lose it when running into another SCP. You could find 096's head cover next to a dead body near where 096 spawns.
Let's throw everything in and see what happens!