Re: SCPs in 914
#1I don't like this idea, putting scp in 914 will be invariabily a canon-breaker. And we want this game to be canon
God is perfect -> Nobody is perfect -> I'm nobody --> I'm perfect --> I'm God.
That.. actually could work. It's probable and could make the player fear for botching up a simple conversion in 914.Lusor1111 wrote:the testing logs said that sometimes, with dangerous objects, 914 vibrates strongly like it's going to break(it actually happened with 682). Make it so the keys can be turned in the oposite direction, and if someone puts an SCP in 914 make it so it starts making loud sounds and the screen trembles, accompanied by a message of "something is going wrong with this machine.". If the player turns the key backwards the procees will stop and nothing will happen, if not 914 explodes in gears and springs, killing the player.
how would it explode? also, you can destroy it if you leave the blast door open and run. :3 also, maybe find a piece of 682 flesh and put that in 914 to explode.Lusor1111 wrote:the testing logs said that sometimes, with dangerous objects, 914 vibrates strongly like it's going to break(it actually happened with 682). Make it so the keys can be turned in the oposite direction, and if someone puts an SCP in 914 make it so it starts making loud sounds and the screen trembles, accompanied by a message of "something is going wrong with this machine.". If the player turns the key backwards the procees will stop and nothing will happen, if not 914 explodes in gears and springs, killing the player.
The foundation itself said that experimenting with SCP could damage 914 in the testing logs, we should exploit that.