Re: The New Suggestions Thread

#622
SCP Number=001
SCP Nickname=Awaiting De-Classification
Ingame Mechanics= Same as First proposal for document (Jonathan Ball's proposal). Upon entering containment chamber, which can only be opened with an OmniCard from SCP-914, the briefcase will spring open, and papers will fly out.upon aquiring these papers and reading them, the player will read a report on SCP-2975, The [DATA EXPUNGED]. This being will manifest in either a blackout or a blinding light, and the player will subsequently die while hearing audio cues from many assorted SCPs mashed together. The death report will read, " :REDACTED: :REDACTED: :EXPUNGED: ".

Re: The New Suggestions Thread

#623
SCP Number: SCP-080
SCP Nickname: Boogie Man
Ingame mechanics: SCP-080 should randomly appear near the player and will disappear if the player leaves a certain radius. The intervals between it's appearances shouldn't be too short (at least 2 min). If the player stays near SCP-080 for too long his vision will turn blury and he'll start walking slower until he eventually falls asleep. If the player falls asleep there shall be a 50/50 chance of the player waking up at the same position or dying because he was consumed by SCP-080.
Sounds: A sound shall be played if SCP-080 is seen by the player after it has spawned (https://soundcloud.com/class401/080_spotted). If that has happened an ambience sound/music (https://soundcloud.com/class401/080_ambience) shall be played until the player leaves the radius of SCP-080 or starts falling asleep. There should also be a sound if the player starts falling asleep (https://soundcloud.com/class401/080_sleep).

Re: The New Suggestions Thread

#624
My Suggestion List
Most recent suggestion:

Both of these SCPs have recently been suggested by other people and I would like to say that I agree they should be added.

SCP-080 Dark Form
Ingame mechanics: Only appears in the darkest areas of the game. Will vanish if lured into into the brighter rooms. Causes sanity damage similar to SCP-895, but much slower, which increases the closer you are to it and especially when you are looking right at it. Vanishes when you are wearing SCP-714. It also temporarily lowers your stamina so that you cannot run as much for a few minutes after you encounter it.

SCP-569 Heads
Ingame mechanics: One or two of them may appear in random areas of the game. They will attack things that make sudden movements in their field of vision or loud noises. You can avoid them by not running when they are facing you. They may attack other SCPs although most of them will break free.


Top Suggestions

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. After it had done this a few times it's behavior will change. It will start appearing in various poses that are meant to be creepy, such as cowering as though in pain, or looking as though it is clawing at a wall.
(I have seen that a mod that adds this SCP to the game but it needs more work. Currently it teleports to scare you but the position of its limbs never changes.)

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-136 Naked Doll
Ingame Mechanics: Viewing 136-1 for too long or to many times will result in the appearance of 136-2. You may become temporarily paralyzed or lose control of the character, due to fright. If you see 136-2 too many times you will die, similar to 895. After you have seen it at least once it may attack you randomly in other areas. 136-1 is located in a glass case in a room with more than one exit. Inside the room you will find a researcher who is being effected by it, he will die shortly after you encounter him. You have a possibility of finding a key card on the dead researcher.

SCP 1021 Exit
Ingame Mechanics: SCP-1021-1 is used by the foundation as an emergency exit. Finding this SCP leads to an alternate ending. However, it is difficult to reach because it is heavily guarded.

SCP-280 Eyes in the Dark
In game mechanics: Appears late in the game either in the area with the offices. It will chase you and attack you, or will follow you pretending to be a shadow. It will attack MTFs. It is a little faster than 106 but has trouble going through doors. It can be driven off by MTFs or by any light source, such as SCP-640.

SCP 266 Will o' the Wisp
Ingame Mechinics: It will follow you around for a while if you encounter it. It drains your stamina when it is close to you. It also causes a small amount of health damage when you get very close to it. Can drive off or slow down SCPs that fear light.

SCP 796 River Cat
In game mechanics: When you start a new game there is a small probability of this thing stalking you throughout the game. You can see it when you are in dark areas, usually following a short distance behind you, sometimes making soft footstep sounds.


Other SCP Suggestions
Spoiler
SCP 472 The Bloodstone
Ingame mechanics: Very slowly drains health and sanity when you are close to it and causes you to hallucinate.

SCP 312 Atmospheric jellyfish.
Ingame Mechanics: Found inside of a large chamber in the light containment zone. It will attack you if you see it's core eye, similar to 096 except that it can be escaped. You can find a key card in it's chamber and some other useful items, dropped by somebody it recently killed.

SCP 162 Ball of Sharp
Ingame mechanics: Similar to 012. Looking at it causes you to be drawn to it and touching it will result in entrapment and death. Can temporarily trap 106 if you lure it into the chamber. (106 can't be injured by it apparently but it still can effect it's mind) Located in light containment.

SCP 122 No More Monsters
Ingame Mechanics: Somebody tampered with it in order to release 122-1. You will have to avoid them and pick up 122 to restore it back to power. If you don't move around enough while near 122-1 or 122 you will fall asleep, resulting in a game over. 122-1 will try to block your progress and will sing lullaby songs to you.

SCP 451 Mister Lonely
Ingame Mechanics: Wanders around randomly. Unaware of what is going on.

SCP 244 Ice Fog Jar
Ingame Mechanics: You must place the cap back on 244-1 to prevent the fog from escaping in order to progress. You must avoid 244-2.

SCP 1770 The Maker of Chains
Ingame Mechanics: You can find it in a humanoid containment Cell in the heavy containment zone. It is harmless and usually unresponsive. You can let it out and it will wander around a little bit. it may be attacked by 106.
(I plan on making a model for this scp as practice in a few months, before i start working on 136)

SCP 988 Unopenable Chest
Ingame Mechanics: Attempting to open the box or even just approaching the box will immediately trigger an event that will prevent you from opening it or reaching it such as spawning 173 or 106 in the room.

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 it 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. The monsters were not detailed enough and did not look like the description in the article and their behavior needed more work.)

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: obtain this item to unlock new music.

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 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.

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.

SCP-682 Hard-To-Destroy Reptile
Ingame Mechanics: There is a possible event where SCP-682 will burst out of the floor of one of the large rooms in the game. During this event the goal is do avoid being seen by 682 otherwise he will chase you. If he doesn't spot you, he will eventually climb up the walls of the room and break out through the ceiling. His gaze can stop 173 and if he spots 173 they both will be stuck for a while.

SCP-749 Raindrops
Ingame Mechanics: Wanders around randomly, making raindrop sound effects. It is harmless.

SCP 1616 Nibbles
Ingame Mechanics: It is found in an opaque box in a simple containment room. It escapes out of the box if you disturb the box or take too much time. If it has seen you it is possible that it will steal items out of your inventory by teleporting them into its mouth, or cause injuries to you, or even teleport your whole body into it.

SCP 104 The Lonely Ball
Ingame Mechanics: Follows you around if you touch it.

SCP 1934 Absence of Absence
Ingame Mechanics: You can find SCP-1934 in the entrance area where all the other office rooms are. You can open the door and look inside and see weird stuff going on.

SCP 2077 Miracle Stuff
Ingame Mechanics: Similar to the effects of SCP-500 but less powerful.

SCP-965 The Face In The Window
Ingame Mechanics: Found in a containment chamber. If you have looked at SCP-965 you may start spotting it in your peripheral vision or on other windows for a few minutes.

SCP-048 The Cursed SCP Number
In game mechanics: Only appears as a document, found in one of the offices.

SCP-2357 The Perfect SCP
In game mechanics: Only appears as a document, found in one of the offices.

SCP-1839 Reproductive Methods of Bony Fish
In game mechanics: Only appears as a document, found in one of the offices.

SCP-640 Lucent Beams
In game mechanics: Follows you around and causes injuries. If it runs into SCP-640 or 106 it may cause them to retreat.

SCP-469 The Many-Winged Angel
In game mechanics: Contained in heavy containment. It is dormant and will only hurt you if you touch it.

SCP-2019 Gelatinous Brain Cube
In game mechanics: Contained in light containment. You can see the room it is in but you cannot enter it.

SCP-087 The Stairwell
In game mechanics: SCP-087 itself does not appear in the game, however, it would be great if SCP-106 had a room in its pocket dimension that worked similarly to SCP-087

:duck: Anomalous Duck 7
Ingame Mechanics: Touch it to stop bleeding

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.

SCP-999-J Creepy Speedo Man
In game mechanics: I got the idea from a line the youtube celebrity PewDiePie said while playing a horror game: "Teleporting Naked Guys!!!!! I Hate Teleporting Naked Guys!!!!!" So lets add SCP-999-J to give players some Jump Scares. In some areas of the game you might see a poster with the words "Caution, please report any sightings of Teleporting Naked Man."
Other Suggestions
Spoiler
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.

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.
I have an idea for an alternate ending to the game. It will be the only good ending to the game, but it will be the hardest to get. In the alternate ending to the game, the player discovers a portal leading into the Wanderer's Library. The portal is invisible and can only be found by obtaining several secret items, and in a regular map this requires that the player go back through areas that you have already been through in order to unlock the items.

I have a suggestion for an encounter with another human in the game. There should be a room where it is possible to encounter an unlucky level 1 personnel who is staring at 173, using his fingers to hold his eye open. In this room you have the option of helping him by keeping your eyes on 173 and timing you blinks so that 173 remains stuck long enough for him to escape through one of the doors, or you can abandon him and let 173 kill him. He will warn you when he is about to blink or turn away from 173 but the exact moment he blinks is slightly random. I was inspired to make this suggestion after I read the article for SCP-3467-J. Rescuing Him results in a reward.

I think that there should be areas in the game where 106 can ambush you really suddenly and give you a jump scare. After 106 has caught you at least once, he may suddenly drop out of the ceiling in front of you upside down right in your face if you are in one of the rooms with low ceilings. If you react quickly enough when this happens he will not catch you and then will start chasing you normally again after a short delay. Also, I have some ideas for improving SCP-106's dimension. I think that it should be possible to run while in 106's dimension but doing so will cause you to become dizzy and likely hurt yourself, so it would not be recomended. Also, I think that you should get to see more of 106 while you are trapped there. While in some of 106's rooms you should be able to see him or hear him. In some rooms he might just stand there, like he is going to attack but instead just watches you. And in some rooms he might chase you like he does outside his dimension, forcing you to run or suddenly jump out in front of you. and in other Rooms you might just hear him laughing.
I have a suggestion for some new rooms of 106's dimension. I suggest there be a room full of black puddles and pits in a location that seems to be outside. The way out is to reach a tunnel into the ground without stepping in the black puddles which is difficult because the safe places to step are very narrow. Another room is a place where the walls slowly get narrower until they crush you, and the only way out is to find a hidden object. There should also be a room that is filled with bones (not sure what you would do in this one), a room full of threatening looking sharp objects that you must navigate, and a room of pulsing flesh that you have to climb to the top of, which is difficult because of the pulsating, like trying to climb up a giant beating heart. Somewhere there should also be at least one room that uses the sight mechanic in some way, either you have to look to something or try to NOT look at something. Finally, there should be at least one room that you can't escape from at all, but you will only end up in this room if 106 catches you too many times, each time he catches you, the probability of ending up their increases.

also add a document with the words "And then the sun went out." A reference to this tale: http://www.scp-wiki.net/the-death-of-alto-clef-etc
Please reply if you like any of my suggestions
Let's throw everything in and see what happens!

I GOT AN IDEA!

#626
https://www.youtube.com/watch?v=vMau8kqe-oM :035:
Ok, Jokes aside, There HAS TO BE A GOOD ENDING after the HELL :twisted:/:173: I just went through! Look at :REDACTED:, It ends on 2 good endings, and you feel like, "Yea! I'M THE MAN!" So add an ending that has you enter a forest after leaving Gate-B, What you do is you need to enter a code on the computer before the warheads go off, (yes you leave them on...) and that opens a door that leads you to the secret ending. This forest shows that you are running in a NORMAL FOREST away from the facility, and then shows you turning around and seeing the facility blow the hell up! :D You can see SCP-682 fly in the air, and then drop. Then you walk away in the forest and you see credits as this happens. That would be a epic ending!

Re: The New Suggestions Thread

#627
kapamikey222 wrote:-snip-
You either don't know what makes a good game or are incredibly stupid. And word of advice to other people on this thread, please don't make your posts obnoxiously large and bolded with loud text colors. You'd be doing my eyes and judgement a favor. And don't change the subject title. Now, back on topic.

Jammed doors
I'd suggest doors that have been either damaged shut or jammed, which requires you to take an alternate route. These can usually be usually found near zones that contains violent SCPs such as SCP-173 or those red dragon things down in the lower levels of the containment facility. There can be special things behind these doors. Or a safer route, but you can't get through there without a physical leverage tool.

Crowbar:
A utility item that is solely used for prying open things such as doors, crates, etc. Its location would be in a room that contains various maintenance work materials, most likely in the maintenance tunnels so there would be a purpose of venturing into there in the first place. It would pry open jammed ordinary doors to allow access to unique areas and/or items. You can also shove it between a door so it wouldn't function until you or someone else pulls it back out. This can be used to lose certain entities such as 173 or the MTF squad from opening the door, but the MTF will eventually pull out the crowbar. If you want to remove the crowbar, it will take time for you to pull it out.
"Checklist completed, S.O.B."

Re: The New Suggestions Thread

#628
Spiffycat wrote:
kapamikey222 wrote:-snip-
You either don't know what makes a good game or are incredibly stupid. And word of advice to other people on this thread, please don't make your posts obnoxiously large and bolded with loud text colors. You'd be doing my eyes and judgement a favor. And don't change the subject title. Now, back on topic.

Jammed doors
I'd suggest doors that have been either damaged shut or jammed, which requires you to take an alternate route. These can usually be usually found near zones that contains violent SCPs such as SCP-173 or those red dragon things down in the lower levels of the containment facility. There can be special things behind these doors. Or a safer route, but you can't get through there without a physical leverage tool.

Crowbar:
A utility item that is solely used for prying open things such as doors, crates, etc. Its location would be in a room that contains various maintenance work materials, most likely in the maintenance tunnels so there would be a purpose of venturing into there in the first place. It would pry open jammed ordinary doors to allow access to unique areas and/or items. You can also shove it between a door so it wouldn't function until you or someone else pulls it back out. This can be used to lose certain entities such as 173 or the MTF squad from opening the door, but the MTF will eventually pull out the crowbar. If you want to remove the crowbar, it will take time for you to pull it out.
I think that this is a pretty cool suggestion but the game is already in the late beta stages.
Also...WHY DOES EVERYBODY KEEP POSTING AND REQUESTING NEW SCP ADDITIONS?! IT'S TOO LATE FOR ALL THAT CRAP! GIVE REGALIS A BREAK!!! :682:
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History is written by the victor~Winston Churchill
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Re: The New Suggestions Thread

#629
Sooo… What you are saying is that people aren't allowed to suggest because it is ''too late''? I do not see it being too late as the game still can be offered SCPs, it's still pretty empty if you ask me. Also please do not get an attitude like that.
"You could possibly add something I just shit out."

~ Agent Ulgrin 2014

Getting hit by vehicles ever since -69