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Re: [Suggestion] More traps
Posted: Tue Aug 27, 2013 6:57 pm
by Glitch
I'm liking the spotlight trap idea, I think the player should have more of a chance to explore the surface of the facility. I'm not sure about randomizing day and night though.
Re: [Suggestion] More traps
Posted: Tue Aug 27, 2013 7:37 pm
by Omniary
Liking the ideas here. I think it could be neat if the 895 trap was in some sort of lobby, with a flat screen TV playing a simple screensaver of the Foundation logo, with some calming music, then to flash to 079's face quickly, before a camera of 895's feed comes up.
Also, I think in another surface area, there should be a rooftop where you encounter a sniper (on another rooftop far away), and have to hide behind AC units and time your running to safely reach the gate. To hint you off, you could see a red lazer where it's currently aiming.
I also like the idea of more stealth mechanics. There should be a storage bay with motion activated sentries that you have to sneak around, crouching will minimize the movement that they detect, and there'll be plenty of crates and shelving units to hide behind.
Re: [Suggestion] More traps
Posted: Tue Aug 27, 2013 10:07 pm
by Lotims
Glitch wrote:I'm liking the spotlight trap idea, I think the player should have more of a chance to explore the surface of the facility. I'm not sure about randomizing day and night though.
The spotlight idea is a nice give. The night and day idea I guess would only count for realism and polish for the game.
Omniary wrote:Liking the ideas here. I think it could be neat if the 895 trap was in some sort of lobby, with a flat screen TV playing a simple screensaver of the Foundation logo, with some calming music, then to flash to 079's face quickly, before a camera of 895's feed comes up.
I like that. Where would the lobby fit in though? Would be a more civilian friendly lobby? Or an office lobby?
Omniary wrote:I think in another surface area, there should be a rooftop where you encounter a sniper (on another rooftop far away), and have to hide behind AC units and time your running to safely reach the gate. To hint you off, you could see a red lazer where it's currently aiming.
That would be cool. Reminding me of Splintercell already haha.
I like the idea of multiple snipers in different areas. Such as one sniper covering one area, and another sniper covering the other area. That way instead of it being one sniper total, you would have to evade several. It seems more likely the foundation would put on more snipers to increase possibility of target takedown.
Omniary wrote:I also like the idea of more stealth mechanics. There should be a storage bay with motion activated sentries that you have to sneak around, crouching will minimize the movement that they detect, and there'll be plenty of crates and shelving units to hide behind.
I like the location idea for the storage bay. Maybe the farther you go the more difficult and more common dangerous areas become.
Re: [Suggestion] More traps
Posted: Wed Aug 28, 2013 12:15 am
by WhiteAce
So I had a better idea, what if the green highlighted spots were tall grass the player can crouch through? it would make more sense.
Re: [Suggestion] More traps
Posted: Wed Aug 28, 2013 7:36 pm
by SCP-500
I know it's probably been suggested a million times, but what if similar to the 895 trap it displayed a room with 096 in it, it would be back facing the camera but would turn around soon after the feed begins, so if the player didn't avert there eyes soon enough they would see it's face.
Re: [Suggestion] More traps
Posted: Sun Sep 01, 2013 10:58 am
by garbo
WhiteAce wrote:
Watch tower/spotlight trap:
I really like this trap. It should be near the end of the game
Re: [Suggestion] Garbage shute trap
Posted: Wed Sep 18, 2013 7:45 am
by I'mNotBlappy
Glitch wrote:Maybe some cognito-hazard type traps? There was a suggestion a while back where SCP-079 would play footage of 895 on random monitors around the facility.
Rooms with SCP-012 inside,I think?
Re: [Suggestion] More traps
Posted: Sun Oct 13, 2013 6:40 am
by WhiteAce
First of all, sorry for the bump but this is going to be my last post for a while.
Here is a trap I made in my absence, a kind of plain trap if I do say so myself:
Re: [Suggestion] More traps
Posted: Sun Oct 13, 2013 11:44 am
by Nightmare Tank
Not sure how this'd fit in with the rest of the facility. The only way it could be considered to fit in, is if there was a passageway underneath, fairly close to the bridge.