• SCP: Containment Breach
    2,185 replies, posted
Let's face it the only reason people are considering adding 682 is because he's popular and has gained points as being "the cool SCP" so obviously he HAS to be added. You know I want in the game? Editor beetles.
If nothing else, it could be just a chase to the nearest door to escape, considering how big 682 is. The tension would rely on you to remember where you entered the room from. Is the door closed? Is it still open? Could 173 be there? God nows nothing would be worse than running from 682, passing through a door and having 173 snap your neck because you didn't notice him next to the door. :v:
Throw an editor bettle into 914 on very fine and you should be able to use it to hyper-clarify SCP documents to figure out crucial survival information
[QUOTE=Pennywise;35694872]Bullshit. Bear from [i]Condemned 2[/i].[/QUOTE] jumpscare in a glorified fighting game and/or FPS. There wasn't a single legitimately frightening moment in Condemned 2, just a long series of things going "Boo!" before you bashed their skulls in with a hammer. This game is much more like Amnesia than something like Condemned.
Or, alternatively, tuned up editor beetles could be used to remove expungments from various site documents, allowing you to figure out locations of important things or details you otherwise wouldn't have been able to see. [img]http://scp-wiki.wdfiles.com/local--files/scp-410/scp410beetle.gif[/img]
It would be awesome if [url=http://scp-wiki.wikidot.com/scp-096]SCP-096[/url] were added, but I doubt it would be very scary. Despite that, 096 is definitely one of my favorites. The worst thing would be accidentally flipping on a video feed to his containment and [sp]seeing his face[/sp]. At that point it's just hoping that death comes quickly enough. :v:
[QUOTE=Lankist;35695091]jumpscare in a glorified fighting game and/or FPS. There wasn't a single legitimately frightening moment in Condemned 2, just a long series of things going "Boo!" before you bashed their skulls in with a hammer. This game is much more like Amnesia than something like Condemned.[/QUOTE]...But he [i]didn't[/i] "jumpscare" you. You get leadups to encountering him throughout the level, finally meet him chilling in the rec room, and even get a head start since he has to notice you and get across the tables first. You don't fight him, he doesn't go booga booga, and he doesn't just come out of nowhere. [i]Nothing you just said actually relates to that scene[/i].
I think ultimately the game needs way more SCPs involving the really cool safe designated SCPs. Like this. [url]http://www.scp-wiki.net/scp-033[/url] What if one puzzle involved a security system still active (say, by a dynamo generator or some shit just ride with it) and you couldn't get past it, so you needed to destroy it. Assume it's some kind of security system that you can't destroy physically (maybe only the non-essential parts like monitor etc are actually accessible), so you have to disable it. You could try to fiddle around with it manually (which would work eventually), but 106 or 173 is on your tail. What if that seemingly useless piece of paper with mathematical bullshit scrawled on it was your ticket to completely overload and disable it? GENIUS.
I still want my accelerating joke tomatoes.
[QUOTE=Lankist;35695091]jumpscare in a glorified fighting game and/or FPS. There wasn't a single legitimately frightening moment in Condemned 2, just a long series of things going "Boo!" before you bashed their skulls in with a hammer. This game is much more like Amnesia than something like Condemned.[/QUOTE] The bear in Condemned 2 was definitely not a jumpscare. It actually had foreshadowing and buildup. Plus the actual moment when the chase started was not sudden or anything. It had some elements of a jumpscare, but I wouldn't call it one.
[QUOTE=EcksDee;35695196]The bear in Condemned 2 was definitely not a jumpscare. It actually had foreshadowing and buildup. Plus the actual moment when the chase started was not sudden or anything. It had some elements of a jumpscare, but I wouldn't call it one.[/QUOTE] Building of tension does not negate a cheap jumpscare. Simply because it is hinted that something is going to pop out and go "aboogie boogie boo!" does not make it any more valid. Condemned is a pretty poor example.
[QUOTE=Maximo13;35695188]I still want my accelerating joke tomatoes.[/QUOTE] Combine it so you can use your microphone to tell jokes.
[QUOTE=Lankist;35695305]Building of tension does not negate a cheap jumpscare. Simply because it is hinted that something is going to pop out and go "aboogie boogie boo!" does not make it any more valid. Condemned is a pretty poor example.[/QUOTE] It is, but I maintain that the bear was not a jumpscare. A jumpscare is the sudden introduction of an unexpected element into the scene. The bear was neither sudden nor unexpected.
SCP-682 is one of the flagship SCP articles, Iconic yet not widely popular. Sure he's not necessary to the game but a lack of him would just feel a bit wrong. Adding 682 to the game is simply a matter of working within anything within the article. I can envisage a few ways in which he can be implemented. First method is whereby you use him as a series of independent game mechanics for different situations. Thus restricting his screen-time to something a little less offensive and tension shattering. SCP-682 can tunnel and generate long prehensile libs to reach trough holes. this can work as an anti "stay in room" mechanic. Basically just have the floor shake and if you hang around too long the bugger reaches through the floor and rips you a new one. He could also work as a sort of room transition point. You come to a T-Junction with two blast doors. One of them starts getting pounded in., green lizardy blur goes by, breaks down the other door. The second method is something i like to call the "oppressive entity" idea. Basically SCP 682 is in this area somewhere and you have to sneak by unnoticed, cocking up will result in swift and untimely termination. To put this in perspective, think of a mix between the hl2:ep Antlion guardian and the amnesia monsters. I would advise against a chase sequece, because they may catch you off guard at first, but after a few tries they get swiftly dull. They end up becoming trial and error exercises, (The rock-worm chase from penumbra, shit my pants first time it appeared, soon became a glorified QTE with physics boxes.) Chasing is much better when it's unscripted and just "happens", being perused by 173 as you frantically look for the door controls is tense because the only way for it to end is when you think of a solution. 106's chase scenes are tense as they have no end in sight, and can happen anywhere without warning or any form of foreshadowing. TL;DR, SCP-682 could be implemented, just very carefully.
If 682 is included it shouldn't notice you at all, let alone have a stupid chase scene/hide from me!!! scene. It should be something fleeting like you hear a massive ruckus, in the distance, and when you arrive you see a series of mangled walls that you have to walk through, with the player wondering what caused them, with maybe some clues scattered about like scales. Even though it is basically a masturbatory SCP it shouldn't be used as one, if included it should be some kind of reminder of how weak you are. Even being able to evade it in a stealth minigame style thing would disenfranchise 682 because, well, you managed to evade it (and it's a mary sue so that should not bea ble to happen) Ultimately though you should never add an SCP because it's popular. The staff admit 682 is a sub-par idea so why on earth would you add it just because it's KEWL
Something as big and violent as that regenerating life-hating lizard doesn't fit the current game at all.
[QUOTE=Maximo13;35695188]I still want my accelerating joke tomatoes.[/QUOTE] combine it with a microphone, duct tape, and a Dane Cook CD then, if you can somehow get behind 173, you can use it on him to knock him over for ten minutes
would probably shatter it
it'd be cool if there were very rare opportunities to damage or even break SCPs, but you're executed at the end for your lack of understanding for Foundation procedure it'd really make you work for a good ending
i want the ability to push that goddamn feotus statue over.
[QUOTE=Cone;35695825]it'd be cool if there were very rare opportunities to damage or even break SCPs, but you're executed at the end for your lack of understanding for Foundation procedure it'd really make you work for a good ending[/QUOTE] But you're a D-Class, I don't think you're limited by foundation procedure like an Agent would be.
You are permitted to destroy SCPs during a serious outbreak if there's a legit chance they're gonna escape for real
[QUOTE=EcksDee;35695855]But you're a D-Class, I don't think you're limited by foundation procedure like an Agent would be.[/QUOTE] Well yeah, but who exactly are you going to run to to escape? The GOC? The Foundation aren't going to be happy when they discover that D-Class they picked up from Site 19 just happens to be responsible for the destruction of SCPs that, for all they knew, could have had the cure for cancer if they just researched it enough.
Uh, if the Foundation finds you they will kill you, do you seriously think they want a D-Class (a convicted criminal) around them during a containment breach who could fuck everything up at the drop of a pin? The ultimate point is to escape from the site and from the Foundation.
[QUOTE=CheeseMan;35696010]Uh, if the Foundation finds you they will kill you, do you seriously think they want a D-Class (a convicted criminal) around them during a containment breach who could fuck everything up at the drop of a pin? The ultimate point is to escape from the site and from the Foundation.[/QUOTE] I was thinking more like some random doctor guy considers dropping you off somewhere using whatever method of escape you're using (a car or whatever), and how you acted affects whether he'll return you or drop you off outside a town or something. I don't know, it just seems like it'd be the kind of choice that would affect your chances of escaping alive.
You're a D-Class, and the world of The Foundation is shit - they have to have serious thought on whether to let civilians be if they know too much, let alone what is basically a slave who has knowledge of one of the biggest facilities they got, and of multiple SCPs and how to operate them.
still waiting for 946 to be added [url]http://www.scp-wiki.net/scp-946[/url]
[QUOTE=No Party Hats;35696143]still waiting for 946 to be added [url]http://www.scp-wiki.net/scp-946[/url][/QUOTE] A political debate about things to come? Sounds kind of funny, but wouldn't fit the game.
also, you should be able to find 131 and place -1 or -2 in front of 173, effectively disabling him. [url]http://www.scp-wiki.net/scp-131[/url] [editline]24th April 2012[/editline] [QUOTE=DrasarSalman;35696166]A political debate about things to come? Sounds kind of funny, but wouldn't fit the game.[/QUOTE] Nah man it'd be like in some observation chamber, and you can watch them debate over shit, and sometimes they'll be like "What would be the benefits of 173 being behind you?" or some shit like that.
Or as I said, have them accompany you throughout the facility
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