Re: The New Suggestions Thread

#112
SCP Number: 058
SCP Nickname: Heart Of Darkness
Ingame mechanics: Instead of being a roaming, interactive entity, this SCP could be seen in various scripted sequences that take place out of the player's reach. Through cracks in walls and windows, you could witness SCP 058 breaking walls and mauling personel along with it's creepy monotous voice echoing through the hallways. Some of the scripted sequences could have indirect effects over the player such as manipulating the environment for better or for worse.

SCP Number: 363
Nickname: Not Centipedes
Ingame mechanics: An instance of this creature could be located within a cold storage room feasting on meat and caged animals. When it sees you, a chase scene will initiate like the Rock Worm chase from Penumbra Overture and you must run away while creating obstacles to slow it down. To make the creature more terrifying, there could be scripted sequences of it's body slithering through corridors and hallways in the distance, leaving mutilated bodies behind with eggs planted in open wounds. In other parts of the facility, instances of SCP 363's "infection" could be seen; scientists and janitors with insect-like appendages and deformities would be found lurking about, watching the player without attacking, and occasionally saying things like: "Feed us your bodies. Purge the flesh. We are one, one is all."
ey b0ss, can I habe de pussi plz?

Re: The New Suggestions Thread

#113
SCP Number: SCP-076
SCP Nickname: "Able"
Ingame mechanics: Just like in the document.You could find the coffin the box is in and its broken and the box is out from either 682 stomping around the facility, or from the beginning of the Breach. If you stay next to the box or even in the room too long, Able will eventually wake up. And he could behave like a secondary 096 where he will hunt you until you're dead. And if the MTFs encounter him, they could turn their attention to Able and successfully kill him.
Artwork/Models: If this is green-lighted, these could possibly be used as reference for the model. http://th05.deviantart.net/fs70/PRE/f/2 ... 6l0z11.png http://th09.deviantart.net/fs71/PRE/i/2 ... 58ypr2.jpg
Check out my mod here! http://scpcbgame.com/forum/viewtopic.php?f=11&t=4136

Novice Sound Effect creator/Editor.

Re: The New Suggestions Thread

#115
I am suggesting SCP-113 aka 'The Gender-Switcher'

How it could appear in-game?:
-SCP-113 could be included with his containment chamber as an minor Addition(Maybe in an similar chamber as SCP-714 or 1025).
-You could collect it and if you use it you could become an woman and every sound of D-9341 would sound like an woman.

So how do you like this idea?
Playing SCP : Containment Breach since v0.6.5.

My favorite SCP's: Pretty much all of them

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Re: The New Suggestions Thread

#116
AveryLP wrote:I am suggesting SCP-113 aka 'The Gender-Switcher'

How it could appear in-game?:
-SCP-113 could be included with his containment chamber as an minor Addition(Maybe in an similar chamber as SCP-714 or 1025).
-You could collect it and if you use it you could become an woman and every sound of D-9341 would sound like an woman.

So how do you like this idea?
Not a bad idea. It would be a rather unique approach to concept of character design/customisation. Not all SCPs have to be useful, just there to be admired like in a museum.
ey b0ss, can I habe de pussi plz?

Re: The New Suggestions Thread

#118
Just going to dump the ideas i have off.

SCP number: SCP-1244
SCP nickname: Universal stopwatch
Ingame mechanics: When used it would spin and start counting down from 60 seconds, when the counter reaches zero, a scripted event will occur, it could be multiple things selected at random.

-Sudden appearance of 173, 106 or some other hostile SCP.
-Some sort of scripted event.

(Warning!, big image!)
Spoiler
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SCP number: SCP-1145
SCP nickname: Nagasaki teddy
Ingame mechanics: It could be found in it's containment cell, along with a switch to turn the lights on or off in a seperate room, if the player turns the lights off or maybe 079 could turn them off if the player remains in the room for too long, the bear will activate and begin pursuing the character, being too close to it or anything it has passed through will damage the player or make them ill, once it reaches the character they can pick it up the bear will damage them slightly less then if it was left alone, (It will still kill the player eventually, wearing the hazmat suit will stop the radiation from damaging the player for a short while until the radiation gets too powerful.
Spoiler
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SCP number: SCP-640
SCP nickname: Lucent beam
Ingame mechanics: It could be found roaming the facility after a certain point (Possibly a scripted event to warn the player about it) if they attack, you take moderate damage and flinch making escape extremely difficult, the damage heals itself, but they are hard to escape once they begin attacking you, if you find there containment cell you can lure them in and if you shut the door on them, they become recontained and you won't find them in the facility anymore (Unless you open the door again).
ERIC IS LOVE, ERIC IS LIFE.

Re: The New Suggestions Thread

#119
I don't think new rooms should be added into the game until the structure of most current rooms are improved, right now it is too basic, linear, and repetitive. The path is always straight with other paths joining at 90 degree angles halfway through. There's too many empty corridors and intersecting hallways with nothing that resembles a workplace for scientists and security guards. I think the layout of most rooms needs to be more complicated, the size of each section increased, and the amount of doors reduced so it doesn't begin to feel awfully repetitive walking from one place to another, and people won't get so lost from how similar rooms are. I would definitely use these videos of another WIP game based on SCP for an example of what I'm talking about http://youtu.be/8oj4CBqF1zM?t=9m56s http://youtu.be/vlFnn2F5xVo?t=1m35s
Notice how there are lot's of small rooms connected to each corridor, and they are basic rooms that personel would use, such as broom closets, security rooms and firing ranges. It definitely makes the foundation look more complicated and cluttered than the one from Containment Breach, which doesn't look like a workplace for hundreds of people. Instead of every room being a small hallway, expand the size of each corridor so that they take up the size of 3-4 individual hallways without having a door at every 5 meters or every left/right turn. Once you have more S shaped or C shaped sections, you can add small work places and rooms to fill up space and make it feel like a place that was once full of busy people. This would definitely make the entire game feel less dull because there would be variation to the overall appearance of the game, I can't help feeling that the continuous door opening and walking down hallways ruins the idea that you're in an advanced facility.
ey b0ss, can I habe de pussi plz?