Re: SCP Suggestions General

#831
106phobia wrote: Maybe you guys will disagree with me on this, but I say keep 173 out of the first room. I think it's scarier when the player has time to wonder when the hell he's going to appear next.
^THIS.
"Yes, it's a goddamn nuke, but if 682 survives and adapts we'd be boned beyond belief."
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Re: SCP Suggestions General

#832
scpharrisee wrote:
106phobia wrote: Maybe you guys will disagree with me on this, but I say keep 173 out of the first room. I think it's scarier when the player has time to wonder when the hell he's going to appear next.
^THIS.
That new room seems designed for experienced players and not new players.
A huge flaw is the paper on 173 is guarded by 173.

Re: SCP Suggestions General

#833
I think the game could use SCP-017
It can spawn in the acrylic chamber as described in the article http://www.scp-wiki.net/scp-017
I also think that when you find his chamber it should have a generator to power the arc lamps, doing this will give the player the choice of releasing this monster

For sounds I think sharp whispers of gibberish or a kind of ambient background noise, when attacking something I suggest a loud horrifying noise that gets quieter as it consumes the object then continues to quiet down until it resumes making the it's idle noise, However when it's you that is being attacked I would suggest a more louder disturbing noise.

And the model I would suggest something that is a jet black color but if it blends in too well with the environment I think a greyish black color would do

The speed should be a moderate speed of something like SCP-106 when idle (I think 017 should move when idle not just sit there) But when attacking the speed of 017 should be fast but not to fast to make this SCP to overpowered, so something around the current attacking speed of SCP-096

LASTLY I THANK YOU FOR TAKING TIME TO READ THIS!

Re: SCP Suggestions General

#834
@BurningPaper

I believe i was told one time somebody was making a mod for this, but that doesn't really stop it from being officially added though, SCP-008 was a mod before being added.

If your shadow is cast over it, its attack is "Immediate and swift" as described in the article, so i doubt it would be slow once activated, it would basically be an instant death.

Heres a video i found that most accurately showcases 017's ability
[youtube]WGefPCtpx9s[/youtube]

(Don't know how to embed the video or i would have done it.)
ERIC IS LOVE, ERIC IS LIFE.

Re: SCP Suggestions General

#835
Embedded for you.

While I like this idea, Containment Breach doesn't really have dynamic lighting for this to work.
I'm not here as much right now, mention me on our Discord server if you need anything.

Re: SCP Suggestions General

#836
Glitch wrote:Embedded for you.

While I like this idea, Containment Breach doesn't really have dynamic lighting for this to work.
True. It's same thing why not have flashlights in the game...

Re: SCP Suggestions General

#837
Dynamic lighting isnt needed, you just have to find ways round these things,
Not an easy task yes, but impossible no.

Re: SCP Suggestions General

#838
Glitch wrote:Embedded for you.

While I like this idea, Containment Breach doesn't really have dynamic lighting for this to work.
Thank you!. :)

It would be interesting, but along with the lack of dynamic lighting, what purpose would it serve in the game?, would it be another SCP-895 room or would there be something of use in there?.
ERIC IS LOVE, ERIC IS LIFE.

Re: SCP Suggestions General

#839
FIrst of all, dynamic lighting is a MUST especially with 017, considering he's going to be surrounded in light and you need somewhat accurate shadows to be cast in this light in order for him to attack. 017 is an awesome SCP, but I agree with the purpose argument that was brought up; how many hostile SCPs are we going to keep adding, especially if they just stay in one room and wait for the player to screw with it....
"Yes, it's a goddamn nuke, but if 682 survives and adapts we'd be boned beyond belief."
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Re: SCP Suggestions General

#840
It would be interesting, but along with the lack of dynamic lighting, what purpose would it serve in the game?, would it be another SCP-895 room or would there be something of use in there?.
Maybe some scripted event? Like a bunch of surviving guards near it's room, protecting their wounded counterparts and therefore blocking player's way through. In this case they could be heard through radio transceiver, requesting help.
Player can get to the controls of the containment cell if have enough clearance and cause system overload. It will lead to the shutdown of light in the cell for 3 seconds. Then it automatically restores, but during the process the light in the corridor "blinks", whereupon player can see that all guards were wiped out and 017 let loose.

As for the mechanics, I think, that it's implied that people and objects are casting shadows anyway. So, maybe it will just cover the target that will come close enough as shown in the video, consume it and return to normal form? In such case player can cheat it by leaving objects on the floor, waiting for 017 to react and sprinting past it while it is busy. I know, that it simplifies concept of 017, but IMHO this might work.

P.S. Sorry for my English, I'm from Russia.
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