Here are a few suggestions for the guns players may find on random guards.
1: The gun is corroded and unusable
2: The gun appears to be broken
3: The gun is of ammo
This is just three I could come up with. Also some guards may not have had assault weapons. Some guards could have had tasers or tranquillizer guns.
Re: The New Suggestions Thread
#562Hey Stormy! It's a while since I've seen you round. As for guns being picked up, most of these ideas aren't new (it being broken/non-functioning, or getting an electric zap due to a DNA matching system), but I think just giving a message when interacting with it that says any of the above would be nice.
Regalis actually said he was going to do something along those lines, think that was around 0.6 though so he probably never got around to it.
Edit: Here we go http://scpcbgame.com/forum/viewtopic.ph ... ide#p17612
Regalis actually said he was going to do something along those lines, think that was around 0.6 though so he probably never got around to it.
Edit: Here we go http://scpcbgame.com/forum/viewtopic.ph ... ide#p17612
It slep time bunner.
Re: The New Suggestions Thread
#563Hey there Ominary, good to talk to you again. I've been pretty busy so it's good to be back.
I wasn't aware that Regalis had already addressed the issue of the guard's guns, so thanks for the heads up with the link. I decided to respond to this topic since I've seen many Lets Players complaining about guns not being able to be picked up, or at least something explaining to them why they can't be picked up. I definately think a simple text sentence is the way to go with this issue, especially since we all prefer the game to be without guns. It maintains the feel of helplessness and horror in the game. Oh and one other thing, I love the idea you listed about guns with DNA matching and minor electric shocks to deter the player from touching the guns in first place. With that idea, Regalis could [If he wanted] implement places like an Armory in the facility without the need to explain why unauthorized people can't use facility issued weapons.
I wasn't aware that Regalis had already addressed the issue of the guard's guns, so thanks for the heads up with the link. I decided to respond to this topic since I've seen many Lets Players complaining about guns not being able to be picked up, or at least something explaining to them why they can't be picked up. I definately think a simple text sentence is the way to go with this issue, especially since we all prefer the game to be without guns. It maintains the feel of helplessness and horror in the game. Oh and one other thing, I love the idea you listed about guns with DNA matching and minor electric shocks to deter the player from touching the guns in first place. With that idea, Regalis could [If he wanted] implement places like an Armory in the facility without the need to explain why unauthorized people can't use facility issued weapons.
Re: The New Suggestions Thread
#564Hmm, on the topic of DNA matching, perhaps some rooms might require a DNA pass via scanner, like an armory. Maybe to get in a special room with one of these locks you need to visit the PD and find a severed .
It slep time bunner.
Re: The New Suggestions Thread
#565Oooo, I really like that idea. It is definately a much needed departure from the simple key card and access code method that we're all used to. I am always of the opinion that variety keeps things interesting. I'm curious, I noticed that in one of the recent Containment Breach mods that there is a Medical Bay implemented. Do you think that Regalis will add a room like that in the base game? Before I took a hiatus from the forum, I recall people suggesting a room like that to be added. The only thing I would add to what I've seen is that the Medical Bay be larger in size. It can have an area for emergency medical treatment, surgeries and autopsies.
Re: The New Suggestions Thread
#566This idea would go along the lines of Gate C. Maybe you could enter the PD and find a severed hand that leads to an office room (Perhaps the office that doesn't have an interior) that has a paper with the keypad number for the Gate C exit.Omniary wrote:Hmm, on the topic of DNA matching, perhaps some rooms might require a DNA pass via scanner, like an armory. Maybe to get in a special room with one of these locks you need to visit the PD and find a severed .
I lost weight just by running up and down the stairs...
Re: The New Suggestions Thread
#567I think that a DNA or some other kind of Biometric test or password lock would be something you would get past using SCP-005. I think that it does not make sense that there are not more password locks or other kind of security in the facility. It is too easy to get through the whole facility just by stealing a few cards.
Let's throw everything in and see what happens!
Re: The New Suggestions Thread
#568Yes, there should be more passcode locked doors. Think of it: Get an omni keycard, get to almost every room in the facility. It would be interesting if you had to find certain codes to progress, like maybe the checkpoint rooms requiere a code instead of a keycard, and that code could be found in a room in LCZ which can only be accessed with a keycard.
Do you think NASA invented thunderstorms to cover up the sound of space battles?
Re: The New Suggestions Thread
#569My Suggestion List
Most recent suggestion:
I have a suggestion for an encounter with another human in the game. There should be a room where it is possible to encounter an unlucky level 1 personnel who is staring at 173, using his fingers to hold his eye open. In this room you have the option of helping him by keeping your eyes on 173 and timing you blinks so that 173 remains stuck long enough for him to escape through one of the doors, or you can abandon him and let 173 kill him. He will warn you when he is about to blink or turn away from 173 but the exact moment he blinks is slightly random. I was inspired to make this suggestion after I read the article for SCP-3467-J. Rescuing Him results in a reward.
I also have some suggestions for improving 106. I think that there should be areas in the game where 106 can ambush you really suddenly and give you a jump scare. After 106 has caught you at least once, he may suddenly drop out of the ceiling in front of you upside down right in your face if you are in one of the rooms with low ceilings. If you react quickly enough when this happens he will not catch you and then will start chasing you normally again after a short delay. Also, I have some ideas for improving SCP-106's dimension. I think that it should be possible to run while in 106's dimension but doing so will cause you to become dizzy and likely hurt yourself, so it would not be recomended. Also, I think that you should get to see more of 106 while you are trapped there. While in some of 106's rooms you should be able to see him or hear him. In some rooms he might just stand there, like he is going to attack but instead just watches you. And in some rooms he might chase you like he does outside his dimension, forcing you to run or suddenly jump out in front of you. and in other Rooms you might just hear him laughing.
I have a suggestion for some new rooms of 106's dimension. I suggest there be a room full of black puddles and pits in a location that seems to be outside. The way out is to reach a tunnel into the ground without stepping in the black puddles which is difficult because the safe places to step are very narrow. Another room is a staircase room, (Inspired by 087), it is a spiral staircase in a void that you have to walk up or down without falling off and then jump to a floating platform. 106 will try to scare you off. If you fall, you will fall for a very long time before ending up in a different room. Another room is a place where the walls slowly get narrower until they crush you, and the only way out is to find a hidden object. There should also be a room that is filled with bones (not sure what you would do in this one), a room full of threatening looking sharp objects that you must navigate, and a room of pulsing flesh that you have to climb to the top of, which is difficult because of the pulsating, like trying to climb up a giant beating heart. Somewhere there should also be at least one room that uses the sight mechanic in some way, either you have to look to something or try to NOT look at something. Finally, there should be at least one room that you can't escape from at all, but you will only end up in this room if 106 catches you too many times, each time he catches you, the probability of ending up their increases.
Most recent suggestion:
I have a suggestion for an encounter with another human in the game. There should be a room where it is possible to encounter an unlucky level 1 personnel who is staring at 173, using his fingers to hold his eye open. In this room you have the option of helping him by keeping your eyes on 173 and timing you blinks so that 173 remains stuck long enough for him to escape through one of the doors, or you can abandon him and let 173 kill him. He will warn you when he is about to blink or turn away from 173 but the exact moment he blinks is slightly random. I was inspired to make this suggestion after I read the article for SCP-3467-J. Rescuing Him results in a reward.
I also have some suggestions for improving 106. I think that there should be areas in the game where 106 can ambush you really suddenly and give you a jump scare. After 106 has caught you at least once, he may suddenly drop out of the ceiling in front of you upside down right in your face if you are in one of the rooms with low ceilings. If you react quickly enough when this happens he will not catch you and then will start chasing you normally again after a short delay. Also, I have some ideas for improving SCP-106's dimension. I think that it should be possible to run while in 106's dimension but doing so will cause you to become dizzy and likely hurt yourself, so it would not be recomended. Also, I think that you should get to see more of 106 while you are trapped there. While in some of 106's rooms you should be able to see him or hear him. In some rooms he might just stand there, like he is going to attack but instead just watches you. And in some rooms he might chase you like he does outside his dimension, forcing you to run or suddenly jump out in front of you. and in other Rooms you might just hear him laughing.
I have a suggestion for some new rooms of 106's dimension. I suggest there be a room full of black puddles and pits in a location that seems to be outside. The way out is to reach a tunnel into the ground without stepping in the black puddles which is difficult because the safe places to step are very narrow. Another room is a staircase room, (Inspired by 087), it is a spiral staircase in a void that you have to walk up or down without falling off and then jump to a floating platform. 106 will try to scare you off. If you fall, you will fall for a very long time before ending up in a different room. Another room is a place where the walls slowly get narrower until they crush you, and the only way out is to find a hidden object. There should also be a room that is filled with bones (not sure what you would do in this one), a room full of threatening looking sharp objects that you must navigate, and a room of pulsing flesh that you have to climb to the top of, which is difficult because of the pulsating, like trying to climb up a giant beating heart. Somewhere there should also be at least one room that uses the sight mechanic in some way, either you have to look to something or try to NOT look at something. Finally, there should be at least one room that you can't escape from at all, but you will only end up in this room if 106 catches you too many times, each time he catches you, the probability of ending up their increases.
Spoiler
Let's throw everything in and see what happens!
Re: The New Suggestions Thread
#570I have some suggestions I'd like to share that involves various sounds that can be added to the game. After listening to Prune's alarm fighting sequence sound clip, I thought to myself, Containment Breach can use more of that. However I don't suggest that it happen constantly throughout the game. I suggest that it start off frequent, before tapering off until finally the facility goes silent. Let me explain. First containment is breached and the SCPs escape as they do in the game now. The sounds of guards fighting and people dying is the first sounds the player hears. Gunfire will be the most common sound at the initial breach but then it is eventually replaced with people running, screaming, crying, pleading or even praying, which ever works best. The sounds of Class Ds, SCP employees and guards should be used in the game strategically. For example, there is an elevator with blood in the game. What if the player walks up to elevator only to hear the sounds of people trapped inside? They cry out for someone to get the door open before they all are killed by some unknown scp. The doors finally open to reveal blood inside but no bodies. Another example could be rooms with doors that never open, but it allows the player to hear voices on the other side. This is where we can get creative. Perhaps the people in the room talk about waiting for help to arrive, or they could warn the player that they won't open the door under any circumstances. I would suggest getting some female voice actors to contribute as well since there are no women represented in the game as it stands. There should also be sounds without dialogue like that of people's footsteps as they run for their lives. You hear them rush by, while breathing hard before they run out of earshot of the player. I would hope that this would help make the facility feel active without necessarily showing it. One last suggestion. Decrease the frequency the player hears these sounds until it eventually goes silent. Do this gradually. Eventually, this will indicate that most of the employees in the facility are either dead or hold up in some kind of safe zone.
A few suggestions for dialogue
1: People plead for help escaping a damaged elevator
2: A woman is heard talking on her cell phone to a loved one
3: A group of people can be heard frantically running from an unknown SCP [They would be on the other side of the wall]
4: A group of people are praying in a locked room
5: Survivors can be heard discussing a plan to get past SCP 096
6: Screams echo through the hall from a distance
7: Employees tell the player that they won't open the door during a breach
8: A group of people is heard crying in a room
9: A Class D is heard being shot to death by Nine Tail Fox [Can be from a door to a room]
10: SCP 049 is heard talking with a victim, comforting him/her before doing his surgery. [This is heard but never seen]
These are just a few examples. I am aware that the game does have this to a limited degree but the voice clips I suggest is for the purpose of making the game feel active at the start before silence sets in making the player feel alone and abandoned. I'm also confident that others can come up with better dialogue then I have offered. Anyway, this is my suggestions for the game for now.
A few suggestions for dialogue
1: People plead for help escaping a damaged elevator
2: A woman is heard talking on her cell phone to a loved one
3: A group of people can be heard frantically running from an unknown SCP [They would be on the other side of the wall]
4: A group of people are praying in a locked room
5: Survivors can be heard discussing a plan to get past SCP 096
6: Screams echo through the hall from a distance
7: Employees tell the player that they won't open the door during a breach
8: A group of people is heard crying in a room
9: A Class D is heard being shot to death by Nine Tail Fox [Can be from a door to a room]
10: SCP 049 is heard talking with a victim, comforting him/her before doing his surgery. [This is heard but never seen]
These are just a few examples. I am aware that the game does have this to a limited degree but the voice clips I suggest is for the purpose of making the game feel active at the start before silence sets in making the player feel alone and abandoned. I'm also confident that others can come up with better dialogue then I have offered. Anyway, this is my suggestions for the game for now.