Maybe, It makes sense. I would like to see it moved a little off center so it looks like a true OVERRIDE keycard slot.That Same Anon wrote:The keycard level is so high because it's to OVERRIDE the doors, normally a guard would let you through with a button or something, as the booth shows.
Re: Keycards not realistic
#22It should be made clear that the Facility is on lockdown.nightscout01 wrote:Maybe, It makes sense. I would like to see it moved a little off center so it looks like a true OVERRIDE keycard slot.
Re: Keycards not realistic
#23Maybe give the keycard slots a red light to show that they're designated for emergency cases?mrpeanut188 wrote:It should be made clear that the Facility is on lockdown.nightscout01 wrote:Maybe, It makes sense. I would like to see it moved a little off center so it looks like a true OVERRIDE keycard slot.
Do you think NASA invented thunderstorms to cover up the sound of space battles?
Re: Keycards not realistic
#24MONORAILS?!
Damn yes! But Isn't that gonna have some issues with the random generation,the gameplay will also be slightly different!
I suggest Regalis aka. Joonas Rikkonen to use a mechanic where you must use scp 096 to open a door to keter level area (SCP 096 is Euclid level)or go to the remote door control room thing and enable the player to open the door with the keycard!He can also add a mechanic where you must lure scp 682 in the game to destroy the door!
Damn yes! But Isn't that gonna have some issues with the random generation,the gameplay will also be slightly different!
I suggest Regalis aka. Joonas Rikkonen to use a mechanic where you must use scp 096 to open a door to keter level area (SCP 096 is Euclid level)or go to the remote door control room thing and enable the player to open the door with the keycard!He can also add a mechanic where you must lure scp 682 in the game to destroy the door!
Re: Keycards not realistic
#25ummmm
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Last edited by nightscout01 on Sat Apr 19, 2014 5:13 pm, edited 2 times in total.
Re: Keycards not realistic
#26Those suggestions seem a little extreme. I don't approve.
I'LL GO NIGHTMARE MOON ON YOUR ASS!
Re: Keycards not realistic
#27Everyone likes it, I don't see the problem.Princess Luna wrote:Those suggestions seem a little extreme. I don't approve.
Re: Keycards not realistic
#28This is really not the correct thread to post your ideas, post them in the Suggestions Thread in Collaboration, it can be found here:
http://scpcbgame.com/forum/viewtopic.php?f=5&t=3210
http://scpcbgame.com/forum/viewtopic.php?f=5&t=3210
Re: Keycards not realistic
#29This is related to the keycard dilema, so I don't think that this is the wrong place to post their suggestions.nightscout01 wrote:This is really not the correct thread to post your ideas, post them in the Suggestions Thread in Collaboration, it can be found here:
http://scpcbgame.com/forum/viewtopic.php?f=5&t=3210
Re: Keycards not realistic
#30That's suggestions for new SCPs, they want to keep it contained in a simple thread instead of having it take over the collab subforum.nightscout01 wrote:This is really not the correct thread to post your ideas, post them in the Suggestions Thread in Collaboration, it can be found here:
The monorail idea could work, abeit it could kind of work like the switch from the facility to a gate, you could just go into the 'train', fade to black, and then unfade with the train in the next station.
Also you could implement loading screens inbetween the zones if you want to have a huge-ass map. (Additional Keter option?)