Game Improvements (MTF, Guards, SCP's, Rooms)
Posted: Sat Oct 18, 2014 8:34 pm
Let's get to the point, shall we?
M.T.F's AND FOUNDATION GUARDS
1. Mobile Task Force Should have multiple weapons. Isn't it annoying how the M.T.F ALWAYS have a FN P90? Well, I think they should have Pistols they can use if there P90 Ammo runs out. Or, When they run out of ammo, they can beat you to death. Here is a diagram:
Detect's Player --> Pulls out P90 --> Can Reload if shoots and misses to much --> If P90 is out of ammo, pull out pistol. --> If out of ammo, walks up to the player and Punches/Kicks/SomeJudoMoves him dead.
2. M.T.F and Guards should have shifts. Let me explain. So, let's say I was at the 4 way intersection room. Well, you could hear a M.T.F saying when you get too close, when they spawn, this: "Sir, I hear movement through the halls in <AREA NAME HERE>. I'll Patrol for a Minute." Then, when he does, he can walk around the area for a while through rooms, trying to find you.
3. In the 4 way Intersection, WITH the walkway above, M.T.F, or Guards, could walk on the walkway and if they see you, they can Run through the other door, and find a way down to you, or just blast your head off. Since SCP-049 does that, or at least I think, I thought it would be cool to see a Staff member do it.
4. M.T.F Should interact with SCP's more. I mean, M.T.F's never walk to 106's room and contain him when I am playing. So, that should be a Main priority. Plus, they can talk to their leader through a intercom, so, they could possible have a map in their goggles, like, digital glasses, leading to it. They should also interact with SCP-173 more. Also, I found some sound files, that have the M.T.F saying, "SHIT, IT'S THE OLD MAN, RUN!", but that never seems to happen to me. When 106's nearby, they don't say that, and they don't run away. Maybe that should be a feature. Also, when the M.T.F's or Wandering Guards, if that is ever implemented, look at 096's face if he can wander the facility, he can get enraged at them, and kill them.
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SCP's
1. SCP-096. Let's talk about him for a while. 096 should have a Containment Chamber, with him sitting in there, like the original lockroom, but something a bit different. In the article, it states that 096 DOES have a containment chamber, but with no cameras. Instead, it has motion sensors that tell the foundation where he is. In the chamber, if you go in, you can see him pounding, or pacing the Eastern , or western, forgot which one, walls. Here are some Sketches:
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1.
2. Near 096's containment chamber, should be a room full of SCRAMBLE goggles. When you put them on, they block 096's face, but they don't quite work, and he kills you anyways. A unique Death message should be put. SCRAMBLE Incident
3. Next to 096's containment chamber should be the control office for it. IN there, are monitors with the X, Y, and Z frames from the Motion Sensors, and a Control Panel, with a Document on 096 and his Incidents. On the control panel is a lever. One is to fully open the doors, (since the Key Pad doesn't work, or 079's keeps shutting the doors), then 096 can get out. But, if you do that, then you can't close them again. There should also be a "Freeze the Room" lever. In the Incidents, 096's room was once frozen to a SUPER low temp to see if it survived. This is where the vents take place. If you jump in the room when you unlock the door, and turn freeze on, the doors should shut, and you freeze to death in there. Then, a Unique death message in there too. Article. No Sketches for this one. Imagine as you wish.
4. SCP-106. He should have a hard time in his containment chamber. If you fail to capture him, it should take a minute for him to get out, since he has to materialize and de-materialize from the layers his cell has. Plus, when you do capture him, some Calming music should come on, even when the M.T.F capture him. Or, when you capture him D-9341 says, "Got that slimy bastard", or, "Got that Corrosive Bitch", or, "Got Him! Haha."
5. Maybe SCP-999. You can see him follow a D-Class into a room you can't get in, then you hear hysterical laughing for a while, then you hear it fade, showing the D-Class Dieing.
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ROOMS
1. There should be a few new rooms. Like, the Medical Bay from Box of Horrors, only without the Zombie in it. There should be a wall lined with Med Packs, then in a Heavily Contained room, SCP-509 with at least 37 of SCP-500-01.
2. There should be Evacuation Rooms. At least 2 should spawn in maps, and when they do, they can not be opened. They have a Key Pad, and can't be opened.
3. Maybe 939's containment chamber? I don't know.... Running out of room Ideas...
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D-CLASS
1. There should be wandering D-Class around the Facility. You can also see them get killed by guards, or M.T.F or SCP's in special events.
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Thats's All I have, I hope you take time to read this.
M.T.F's AND FOUNDATION GUARDS
1. Mobile Task Force Should have multiple weapons. Isn't it annoying how the M.T.F ALWAYS have a FN P90? Well, I think they should have Pistols they can use if there P90 Ammo runs out. Or, When they run out of ammo, they can beat you to death. Here is a diagram:
Detect's Player --> Pulls out P90 --> Can Reload if shoots and misses to much --> If P90 is out of ammo, pull out pistol. --> If out of ammo, walks up to the player and Punches/Kicks/SomeJudoMoves him dead.
2. M.T.F and Guards should have shifts. Let me explain. So, let's say I was at the 4 way intersection room. Well, you could hear a M.T.F saying when you get too close, when they spawn, this: "Sir, I hear movement through the halls in <AREA NAME HERE>. I'll Patrol for a Minute." Then, when he does, he can walk around the area for a while through rooms, trying to find you.
3. In the 4 way Intersection, WITH the walkway above, M.T.F, or Guards, could walk on the walkway and if they see you, they can Run through the other door, and find a way down to you, or just blast your head off. Since SCP-049 does that, or at least I think, I thought it would be cool to see a Staff member do it.
4. M.T.F Should interact with SCP's more. I mean, M.T.F's never walk to 106's room and contain him when I am playing. So, that should be a Main priority. Plus, they can talk to their leader through a intercom, so, they could possible have a map in their goggles, like, digital glasses, leading to it. They should also interact with SCP-173 more. Also, I found some sound files, that have the M.T.F saying, "SHIT, IT'S THE OLD MAN, RUN!", but that never seems to happen to me. When 106's nearby, they don't say that, and they don't run away. Maybe that should be a feature. Also, when the M.T.F's or Wandering Guards, if that is ever implemented, look at 096's face if he can wander the facility, he can get enraged at them, and kill them.
---------------------------------------------------------------------------------------------------------------------------------------------
SCP's
1. SCP-096. Let's talk about him for a while. 096 should have a Containment Chamber, with him sitting in there, like the original lockroom, but something a bit different. In the article, it states that 096 DOES have a containment chamber, but with no cameras. Instead, it has motion sensors that tell the foundation where he is. In the chamber, if you go in, you can see him pounding, or pacing the Eastern , or western, forgot which one, walls. Here are some Sketches:
----------------------------------------------------------------------------
1.
Spoiler
2. Spoiler
3. Spoiler
------------------------------------------------------------------------2. Near 096's containment chamber, should be a room full of SCRAMBLE goggles. When you put them on, they block 096's face, but they don't quite work, and he kills you anyways. A unique Death message should be put. SCRAMBLE Incident
3. Next to 096's containment chamber should be the control office for it. IN there, are monitors with the X, Y, and Z frames from the Motion Sensors, and a Control Panel, with a Document on 096 and his Incidents. On the control panel is a lever. One is to fully open the doors, (since the Key Pad doesn't work, or 079's keeps shutting the doors), then 096 can get out. But, if you do that, then you can't close them again. There should also be a "Freeze the Room" lever. In the Incidents, 096's room was once frozen to a SUPER low temp to see if it survived. This is where the vents take place. If you jump in the room when you unlock the door, and turn freeze on, the doors should shut, and you freeze to death in there. Then, a Unique death message in there too. Article. No Sketches for this one. Imagine as you wish.
4. SCP-106. He should have a hard time in his containment chamber. If you fail to capture him, it should take a minute for him to get out, since he has to materialize and de-materialize from the layers his cell has. Plus, when you do capture him, some Calming music should come on, even when the M.T.F capture him. Or, when you capture him D-9341 says, "Got that slimy bastard", or, "Got that Corrosive Bitch", or, "Got Him! Haha."
5. Maybe SCP-999. You can see him follow a D-Class into a room you can't get in, then you hear hysterical laughing for a while, then you hear it fade, showing the D-Class Dieing.
----------------------------------------------------------------------------------------------------------------------------------------------
ROOMS
1. There should be a few new rooms. Like, the Medical Bay from Box of Horrors, only without the Zombie in it. There should be a wall lined with Med Packs, then in a Heavily Contained room, SCP-509 with at least 37 of SCP-500-01.
2. There should be Evacuation Rooms. At least 2 should spawn in maps, and when they do, they can not be opened. They have a Key Pad, and can't be opened.
3. Maybe 939's containment chamber? I don't know.... Running out of room Ideas...
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D-CLASS
1. There should be wandering D-Class around the Facility. You can also see them get killed by guards, or M.T.F or SCP's in special events.
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Thats's All I have, I hope you take time to read this.