Re: The New Suggestions Thread

#83
spartan322 wrote:173 doesn't spawn every, sure, but the way he works he could appear anywhere at any time. So I don't think there should be any change on his spawn pattern.
Yes but right now there is a bug were :173: doesn't disappear and reappear but instead falls through the map and noclips in the outer darkness. :173: then clips on the ceiling of the room you are in and kills you or scares the living crud out of you. :? If you set the camera fog to .99999 and turn on wire-frame you'll see what I'm talking about. Also, if you play the game long enough, you'll notice that there are only certain places were :173: is confirmed to spawn. He won't spawn in hallways and in 3 way rooms. What I am suggesting is that they add spawn points to EVERY room.
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History is written by the victor~Winston Churchill
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Re: The New Suggestions Thread

#84
Or instead, it would be better to fix the bug itself. Changing the way 173 spawns will mess the way he currently works. If he spawned in every single room, then he would be a great pain in the ass to deal with. 173 is the main enemy yes, but he isn't the only enemy. Leave room for the other SCPs as well.

Damn dude, give the smilies a rest will you? Makes your posts a bit hard to read.
-Resident Bacon Fanatic-

Re: The New Suggestions Thread

#86
This random list of suggestions just came around from the mention of giving some SCPs more purpose by Regalis. These are all suggestions towards SCPs that I think could be improved for CB.

Warning: Massive wall of unfiltered text follows, thoughts may be incoherent since I typed this all in one sitting on a phone
Spoiler
895: Extend its containment chamber, to resemble its actual appearance in the article. This way, there could be multiple cameras to toggle to in the security room, each progressively having more violent images. Of course there should be a warning that the 50 m camera should be the safety threshold for viewing. Of course, it'll be deadly instead as 895s effects are implied to be spreading. Also, make actual hallucinations for the cameras, not random shock gore or spooky pictures. For example, the normal screen can be just overlayed with a picture of a body to make it appear there's a corpse on the floor on the screen. Also, 106's spawning is too predictable, change things up.

914: The mechanics, even after being balanced are too easy on the player. People seem to get the wrong idea about 914. They think "Course = Bad version, Very Fine = Good version", when Very Fine usually ends up with a more dangerous and unpredictable output. Very fine should result in a random key card, whether it be L1, L5, Omni, Playing, L0, etc. Also, everyone seems to just empty their inventory into 914, when the result of very fine on all their objects would probably result in a gas mask key card navigator monstrosity. Make more possible object outputs when it comes to combinations, so people have to get creative or do the inputs separately.

513: Make the apparition an actual threat. The article mentions that people falling asleep under the effect of 513 awake to visions of it beating them. The player should lose sanity based on how much they see 513-1, sort of like how much they see 895's screens. When they lose enough, they'll awake to getting pummeled by 513-1, who'll make a hasty retreat. You'll suffer from some bleeding and other light injuries but that's it. If it happens again, the death screen should say the identified cause of death was an anxiety induced panic attack. The player should also hear things, like whispering and reverberating rings.

096: Give this guy a little more screen time. He should have a little office complex that he can patrol, with signs of a dozen or so butchered scientists (aka blood everywhere). That should suffice, as he's had his time in the spotlight for the moment being. Also, have his room with the guard not always having the event, it gets way too predictable after a while.

049: Unlike 096, this guy severely needs more use. It seems kind of pointless of having him be in the game if he's just gonna be in his little chamber out of the way. As mentioned before, a high security medical block after the Heavy Containment Zone would be great for him, where he and 106 could run rampant. He'd make for a rather interesting wandering SCP as well (wandering as in, like 173 and 106, you'll run into him in a scripted event and he'll chase you around for a bit.

1025 and 714: These two really kind of suck to be truthfully honest, no one wants to equip 714 because how situational it is and no one wants to open 1025 cause they are just gonna get screwed. 714 shouldn't limit the players sprint, but maybe apply that dizzy effect you get under blood loss. It can be useful once 895's feeds are broadcasted. For 1025, add more diseases that effect gameplay, like ones that make you run or blink faster or slower. Also, add some diseases that don't completely screw you over, ones with some situational positive effects. Also, move their containment chamber to light containment, it works a lot better there.

372: This one isn't too much of a problem since he's fine in-game. I do think the scare factor could be ramped up without the model as well, like quickly moving screen overlays that fly out of the corner of your eyes, so that his appearances could be a bit more frequent and unnerving.

012: I don't really think there's much to save this one, I kind of feel that 012 is completely out of place in CB, the protagonist speaking, the pointlessness, it just doesn't fit together like the rest of the SCPs, don't know what to say for this one. Maybe make it equipable when wearing 714, making you a walking cognitohazard, so the MTF would retreat from you when spotted.

008: Zombies, lots of them dotted around heavy containment, which makes it necessary to go into the chamber and take the hazard suit. They could also be found in the aforementioned medical compound.

079: Sounds like the appropriate changes have been made. Maybe make his presence in the facility a bit more prominent, occasionally hearing glitches over the intercom and failing lights.

682: Have some ideas for some appearances that don't require a model, I'll post them a separate time.

106: Change him back to his old appearance, as in keep the model and texture, just get rid of the 'glossy' effect added in 0.7.2, which really just makes him look extremely undetailed and dull. Maybe add specular maps for him so in the light he looks greasy, but not blurred out like he does now.

173: Make its spawns less predictable, add more possible spawns for him, though take down the general probability of him spawning. Keep us on our toes.
Hopefully Regalis sees this, I think it'd be helpful on many levels if he did.
It slep time bunner.

Re: The New Suggestions Thread

#87
Omniary wrote:This random list of suggestions just came around from the mention of giving some SCPs more purpose by Regalis. These are all suggestions towards SCPs that I think could be improved for CB.

Warning: Massive wall of unfiltered text follows, thoughts may be incoherent since I typed this all in one sitting on a phone
Spoiler
895: Extend its containment chamber, to resemble its actual appearance in the article. This way, there could be multiple cameras to toggle to in the security room, each progressively having more violent images. Of course there should be a warning that the 50 m camera should be the safety threshold for viewing. Of course, it'll be deadly instead as 895s effects are implied to be spreading. Also, make actual hallucinations for the cameras, not random shock gore or spooky pictures. For example, the normal screen can be just overlayed with a picture of a body to make it appear there's a corpse on the floor on the screen. Also, 106's spawning is too predictable, change things up.

914: The mechanics, even after being balanced are too easy on the player. People seem to get the wrong idea about 914. They think "Course = Bad version, Very Fine = Good version", when Very Fine usually ends up with a more dangerous and unpredictable output. Very fine should result in a random key card, whether it be L1, L5, Omni, Playing, L0, etc. Also, everyone seems to just empty their inventory into 914, when the result of very fine on all their objects would probably result in a gas mask key card navigator monstrosity. Make more possible object outputs when it comes to combinations, so people have to get creative or do the inputs separately.

513: Make the apparition an actual threat. The article mentions that people falling asleep under the effect of 513 awake to visions of it beating them. The player should lose sanity based on how much they see 513-1, sort of like how much they see 895's screens. When they lose enough, they'll awake to getting pummeled by 513-1, who'll make a hasty retreat. You'll suffer from some bleeding and other light injuries but that's it. If it happens again, the death screen should say the identified cause of death was an anxiety induced panic attack. The player should also hear things, like whispering and reverberating rings.

096: Give this guy a little more screen time. He should have a little office complex that he can patrol, with signs of a dozen or so butchered scientists (aka blood everywhere). That should suffice, as he's had his time in the spotlight for the moment being. Also, have his room with the guard not always having the event, it gets way too predictable after a while.

049: Unlike 096, this guy severely needs more use. It seems kind of pointless of having him be in the game if he's just gonna be in his little chamber out of the way. As mentioned before, a high security medical block after the Heavy Containment Zone would be great for him, where he and 106 could run rampant. He'd make for a rather interesting wandering SCP as well (wandering as in, like 173 and 106, you'll run into him in a scripted event and he'll chase you around for a bit.

1025 and 714: These two really kind of suck to be truthfully honest, no one wants to equip 714 because how specific an item it is and no one wants to open 1025 cause they are just gonna get screwed. 714 shouldn't limit the players sprint, but maybe apply that dizzy effect you get under blood loss. It can be useful once 895's feeds are broadcasted. For 1025, add more diseases that effect gameplay, like ones that make you run or blink faster or slower. Also, add some diseases that don't completely screw you over, ones with some situational positive effects. Also, move their containment chamber to light containment, it works a lot better there.

372: This one isn't too much of a problem since he's fine in-game. I do think the scare factor could be ramped up without the model as well, like quickly moving screen overlays that fly out of the corner of your eyes, so that his appearances could be a bit more frequent and unnerving.

012: I don't really think there's much to save this one, I kind of feel that 012 is completely out of place in CB, the protagonist speaking, the pointlessness, it just doesn't fit together like the rest of the SCPs, don't know what to say for this one. Maybe make it equipable when wearing 714, making you a walking cognitohazard, so the MTF would retreat from you when spotted.

008: Zombies, lots of them dotted around heavy containment, which makes it necessary to go into the chamber and take the hazard suit. They could also be found in the aforementioned medical compound.

079: Sounds like the appropriate changes have been made. Maybe make his presence in the facility a bit more prominent, occasionally hearing glitches over the intercom and failing lights.

682: Have some ideas for some appearances that don't require a model, I'll post them a separate time.

106: Change him back to his old appearance, the glossy effect really just makes him look extremely undetailed and dull. Maybe add specular maps for him so in the light he looks greasy, but not blurred out.

173: Make its spawns less predictable, add more possible spawns for him, though take down the general probability of him spawning. Keep us on our toes.
Hopefully Regalis sees this, I think it'd be helpful on many levels if he did.
Except for 106 and 012, I agree. These changes could really improve the game (and make some "Naah, 895/012 is useless, I will not go in it's room anymore!" stop...)
Great ideas, though! I would really love to see these changes in-game! :D
I really liked 895's one, that could give him a real purpose in the game (other than allow you to summon 106... :106: ).
Last edited by Mr. Shy-Guy on Fri Dec 27, 2013 11:43 am, edited 1 time in total.
:173: :106: <Please, give us a hug!)
:096: <Do you think my face is ugly? RHAAAAAR!! )
:049: <I sense the Desease in you! Take a nap and you'll get better...)

Re: The New Suggestions Thread

#88
I feel like there's a restriction on how big we can make the facility since it is basically compacted into a large box, eventually the facility will be too big and we might need to do something about that. I propose the the different zones in the foundation and the pocket dimension are organised into their own levels just like Gate A and B. It would work like this:
-Behind the checkpoint doors should be a set of elevators with a map showing where the elevators lead to in the facility.
-The elevator that leads upwards to the office complex at light containment zone should be broken, forcing you to take a detour through heavy containment.
-The elevators at the end of heavy containment should consist of a working elevator to the offices and broken elevators to unknown parts sections of the facility.

The benefit of this system will make it possible to greatly expand each zone with the risk of them running into each other. It would be especially helpful for the pocket dimension when trying to make it much larger. Of course there's probably some issues that this could create, so I'd like to know what problems it would cause so I know why the system won't work.
ey b0ss, can I habe de pussi plz?

Re: The New Suggestions Thread

#89
Prune wrote:I feel like there's a restriction on how big we can make the facility since it is basically compacted into a large box, eventually the facility will be too big and we might need to do something about that. I propose the the different zones in the foundation and the pocket dimension are organised into their own levels just like Gate A and B.
It doesn't quite work like that. Understandably, it seems like they're their own levels, but they're programmed the same way as rooms, they just require a load screen due to the number of resources exclusive to that part:

Code: Select all

			Case "gatea"
				If PlayerRoom = e\room Then 
					If e\EventState = 0 Then
						DrawLoading(0)
						[load the gatea b3d file and collisions]
						DrawLoading(30)
There is indeed a restriction on how big the facility could be, however it is quite unlikely to be reached.
On the other hand, a vertically-based facility would be good to see; rather akin to the Van Staten museum in Doctor Who, where the various levels of the facility co-ordinate to the value (or in this case, danger) of the SCP being stored.

So ground level = offices, low level SCPs, etc.
Below that = Euclid SCPs, the ones slightly more dangerous.
Below that = High level containment
Below that = Sewer system

In regards to the pocket dimension, it would be possible to unload the entire map, and replace it with the pocket dimension for the duration of your presence there, and load the map back in when you escape. Only drawbacks of that would be that any items dropped by the player will disappear and that there would be a few extra loading screens.
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Re: The New Suggestions Thread

#90
Omniary wrote:This random list of suggestions just came around from the mention of giving some SCPs more purpose by Regalis. These are all suggestions towards SCPs that I think could be improved for CB.

Warning: Massive wall of unfiltered text follows, thoughts may be incoherent since I typed this all in one sitting on a phone
Spoiler
895: Extend its containment chamber, to resemble its actual appearance in the article. This way, there could be multiple cameras to toggle to in the security room, each progressively having more violent images. Of course there should be a warning that the 50 m camera should be the safety threshold for viewing. Of course, it'll be deadly instead as 895s effects are implied to be spreading. Also, make actual hallucinations for the cameras, not random shock gore or spooky pictures. For example, the normal screen can be just overlayed with a picture of a body to make it appear there's a corpse on the floor on the screen. Also, 106's spawning is too predictable, change things up.

914: The mechanics, even after being balanced are too easy on the player. People seem to get the wrong idea about 914. They think "Course = Bad version, Very Fine = Good version", when Very Fine usually ends up with a more dangerous and unpredictable output. Very fine should result in a random key card, whether it be L1, L5, Omni, Playing, L0, etc. Also, everyone seems to just empty their inventory into 914, when the result of very fine on all their objects would probably result in a gas mask key card navigator monstrosity. Make more possible object outputs when it comes to combinations, so people have to get creative or do the inputs separately.

513: Make the apparition an actual threat. The article mentions that people falling asleep under the effect of 513 awake to visions of it beating them. The player should lose sanity based on how much they see 513-1, sort of like how much they see 895's screens. When they lose enough, they'll awake to getting pummeled by 513-1, who'll make a hasty retreat. You'll suffer from some bleeding and other light injuries but that's it. If it happens again, the death screen should say the identified cause of death was an anxiety induced panic attack. The player should also hear things, like whispering and reverberating rings.

096: Give this guy a little more screen time. He should have a little office complex that he can patrol, with signs of a dozen or so butchered scientists (aka blood everywhere). That should suffice, as he's had his time in the spotlight for the moment being. Also, have his room with the guard not always having the event, it gets way too predictable after a while.

049: Unlike 096, this guy severely needs more use. It seems kind of pointless of having him be in the game if he's just gonna be in his little chamber out of the way. As mentioned before, a high security medical block after the Heavy Containment Zone would be great for him, where he and 106 could run rampant. He'd make for a rather interesting wandering SCP as well (wandering as in, like 173 and 106, you'll run into him in a scripted event and he'll chase you around for a bit.

1025 and 714: These two really kind of suck to be truthfully honest, no one wants to equip 714 because how specific an item it is and no one wants to open 1025 cause they are just gonna get screwed. 714 shouldn't limit the players sprint, but maybe apply that dizzy effect you get under blood loss. It can be useful once 895's feeds are broadcasted. For 1025, add more diseases that effect gameplay, like ones that make you run or blink faster or slower. Also, add some diseases that don't completely screw you over, ones with some situational positive effects. Also, move their containment chamber to light containment, it works a lot better there.

372: This one isn't too much of a problem since he's fine in-game. I do think the scare factor could be ramped up without the model as well, like quickly moving screen overlays that fly out of the corner of your eyes, so that his appearances could be a bit more frequent and unnerving.

012: I don't really think there's much to save this one, I kind of feel that 012 is completely out of place in CB, the protagonist speaking, the pointlessness, it just doesn't fit together like the rest of the SCPs, don't know what to say for this one. Maybe make it equipable when wearing 714, making you a walking cognitohazard, so the MTF would retreat from you when spotted.

008: Zombies, lots of them dotted around heavy containment, which makes it necessary to go into the chamber and take the hazard suit. They could also be found in the aforementioned medical compound.

079: Sounds like the appropriate changes have been made. Maybe make his presence in the facility a bit more prominent, occasionally hearing glitches over the intercom and failing lights.

682: Have some ideas for some appearances that don't require a model, I'll post them a separate time.

106: Change him back to his old appearance, as in keep the model and texture, just get rid of the 'glossy' effect added in 0.7.2, which really just makes him look extremely undetailed and dull. Maybe add specular maps for him so in the light he looks greasy, but not blurred out like he does now.

173: Make its spawns less predictable, add more possible spawns for him, though take down the general probability of him spawning. Keep us on our toes.
Hopefully Regalis sees this, I think it'd be helpful on many levels if he did.
I really agree with everything you have said Omni. It feels that a lot of the SCPs are either not given enough screen time (096 or 049) or are just completely useless (012, 1025, or 714). There are a lot of ways that all of these guys can get spiced up. And like you said, hopefully Regalis does see this because there is still a lot of work to be done with the SCPs (Especially 096 and 049. I feel like there can be much more done with these guys.)

Also, all of your typing was written on a phone? You deserve a medal.
Heheh, you said a bad word.

All of you guys really are special. Did you guys know that? Yes you guys are! Each in your own special way.