Now I'm having Command & Conquer flashbacks. Does the Foundation have Tesla Troopers in rubber suits to charge up the coils with their electricity guns?mrpeanut188 wrote:Should be those ones that just shoot out lazars everywhere.Glitch wrote: Also, tesla coils, because everyone loves tesla coils.
Re: Power plant/generator
#12Yes.Tomgrakk wrote: Now I'm having Command & Conquer flashbacks. Does the Foundation have Tesla Troopers in rubber suits to charge up the coils with their electricity guns?
Re: Power plant/generator
#13Love the ideapenguin321 wrote:I always found it weird that there was no Power plant or generator situated in the facility.
I mean, I don't think that the SCP foundation sites would have access to the national grid or to even be located within a country's borders.![]()
I think that adding some sort of nuclear power plant or just some power generator in-game would be cool because it could potentially lead to a tertiary ending or be a spawn point for larryor maybe some new SCP?
Also it would be a nice aesthetic feature and maybe it would give the player a better idea of what an SCP site works like![]()
Basically the main point of this topic is to discuss if such a thing should be considered to be added into the game and what other SCP's or events could be associated with it or why it should not and/or what aspects of the idea should be implemented, for example a cameo or suggestion of a generator in a note or random power cuts related to the
generators failure.
As for the possible ending the player could maybe lower the fuel cells into the reactor and switch off the coolant fully in order to fill the facility with nuclear fallout in an
attempt to kill the scp's, which I know wouldn't work on most of them but then again D-9341 is just a death row inmate so how would he know?
Please discuss the idea I would love to see some of your opinions
Re: Power plant/generator
#14I know im gonna get houneded for bringing this thread back but I really think this idea could go somwhere.
Re: Power plant/generator
#15Nah, no worries, I've seen people bring back months old threads and get away with it. I really like the generator idea too - there has to be SOME kind of main power source somewhere in the facility....mrslig100 wrote:I know im gonna get houneded for bringing this thread back but I really think this idea could go somwhere.
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Re: Power plant/generator
#16
A room like the 682 gas room like now, but without stairs going down and filled with water, and something that looks like this at the bottom. The room's ambiance would be an electrical low hum and you'd have to solve a puzzle or something to cross over to the other side, like extending a bridge. For context, that's cherenkov radiation/glow caused by radioactive particles.

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Re: Power plant/generator
#17Wow, now that thing looks like some kinda wacked out mako reactor designed by eiffel 65!
I LOVE IT
I said it on one thread and im gonna say it on this thread!
This thread + this thread:
http://scpcbgame.com/forum/viewtopic.ph ... 129#p47129
Half the facility should be unlit and to get it back on you have to go to the generator room to fix somthing and then head back to the elerical center to swith the fusebox back on. So you have to get a torch, barreries and maybe a few resources to quickly run to a sub level of some sort, fix the generator, go back up, go to the electrical center, flick the switch back on and have the next half of the facility or a new portion of it lit up. its split in three sections now so why not.
Will make the gameplay much longer and more fun.

I LOVE IT

I said it on one thread and im gonna say it on this thread!
This thread + this thread:
http://scpcbgame.com/forum/viewtopic.ph ... 129#p47129
Half the facility should be unlit and to get it back on you have to go to the generator room to fix somthing and then head back to the elerical center to swith the fusebox back on. So you have to get a torch, barreries and maybe a few resources to quickly run to a sub level of some sort, fix the generator, go back up, go to the electrical center, flick the switch back on and have the next half of the facility or a new portion of it lit up. its split in three sections now so why not.
Will make the gameplay much longer and more fun.
Re: Power plant/generator
#18that looks pretty cool and even fits in with the style of the foundationDestructoid wrote:
A room like the 682 gas room like now, but without stairs going down and filled with water, and something that looks like this at the bottom. The room's ambiance would be an electrical low hum and you'd have to solve a puzzle or something to cross over to the other side, like extending a bridge. For context, that's cherenkov radiation/glow caused by radioactive particles.

But there should be no visible water graphics as they can seriously decrease fps so a blue/green-ish fog inside would do fine.
On topic of the generator/plant itself:
It would be good if it was situated in a fourth zone which could also house all those weird maintenance/piping areas and the electrical center.
I think some of the current 4 door hallways in light containment don't really fit the theme of secure containment and there should be more like the hallway containing the jade ring and the encyclopedia of common diseases since it fits the theme better.
any thoughts?
Re: Power plant/generator
#19I like this idea. maybe call it the maintenance zone?.penguin321 wrote:On topic of the generator/plant itself:
It would be good if it was situated in a fourth zone which could also house all those weird maintenance/piping areas and the electrical center.
I think some of the current 4 door hallways in light containment don't really fit the theme of secure containment and there should be more like the hallway containing the jade ring and the encyclopedia of common diseases since it fits the theme better.
any thoughts?
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Re: Power plant/generator
#20I like the idea of a generator, it would make sense because what exactly is powering the facility? an SCP generator not added in game yet? I really like the Idea
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