Re: Some ideas

#1
Idea A:
Verdict- Can not be added;the engine SCP:CB runs off has no dynamic lighting.

Idea B:

While I agree and like this one a thread about Flash Bangs was brought up a while ago kinda became a small time flame war.

Verdict-Unlikely, however is a good idea.

Idea C: This is something you would have to bring up with Regails ( The Developer) It's a simply idea that would not be that hard to code or script just some simply camera and A.I changes. Verdict- Maybe

Idea D: Again something that should be brought up with Regails,it's very easy to add and and a nice sounding Game Play mechanic.
Verdict- Maybe

Idea E: This has already been discussed and is very likely to be added.
Verdict: Very Likely.

Idea F: ........Talk to Regails about this one. Good but creeps me out.
Verdict-Maybe ( I hope not.... creepy)

P.S Would you like to help come up with ideas for my game.

Re: Some ideas

#4
Dr. Heer wrote:
Idea A: Flashlight/various light-source items.
Many of you might cringe when you hear the word 'flashlight' in SCP:CB. However I have some ideas that would let a flashlight be added without ruining the favor of the game.
1. The battery life, like the radio and the electronic map, would be extremely limited. This would pressure players to use the flashlight as little as possible.
2. A new room in which would require a flashlight to get through. This 'dark room' would have generated differences in it every time it is made during a new game. Because of this, it would be impossible to memorize the layout of the room and therefore not have to use a flashlight. SCP-106 could be the main threat in this room (similar to the access tunnels).
3. Different types of light-source items. These could be found in various areas or made using SCP-914.
(a) Incandescent light bulb flashlight. This would have the best looking and brightest light but would guzzle batteries very fast.
(s) LED flashlight. Uses less batteries than above but has a short range to the beam.
(c) Glowstick. Call me a Prenumbra fanboy but ehh maybe? ehh, no this wouldn't be no good.
(d) Oil lamp. Made using SCP-914?
(e) Flare? Droppable once activited?
No. As Regalis said that the main lightning is bright and everything is good to be seen.
Dr. Heer wrote: Idea B: Flash Grenades
I don't like the idea of guns in SCP:CB but I think this could work. They would be extremely rare with one or two able to be found off the bathroom guard's body. Loud bang, bright flash- It would disable MTFs long enough to move past them or escape them. They would affect you just as much and would be foolish to use around SCP-173.
Other idea. Shock grenades. They would deal a large electric shock to anything within a certain distance, immobilizing MTFs and stunning SCP-106.
These, if implemented correctly, wouldn't break the game's style. They would be survival tools and not a cheap alternative to stealth.
Guns would break the scary atmosphere for the game and it would be 100% chance of surviving. And about the shock grenades - I should agree about dat.
Dr. Heer wrote: Idea C: Leaning
A simple idea. Leaning would let you move the top half of your body over to peak around corners. While leaning, your movement speed could be halved or you would not be able to move at all. Leaning could be made to decrease visibility in a way similar to crouching. Leaning while crouching can decrease your chances of being spotted even further. The Q an E keys could be the default keymapping.
Agreed with dat. Leaning will increase a 75% chance of hiding of any agressive SCP's (not SCP 173 and SCP 106.) and MTF's.
Dr. Heer wrote: Idea D: Backpacks/sling-bags
Items that give you four or so extra item slots. Can be dropped with all items in it. As of right now, there is no need for such an item. There is a nearly perfect number of item slots compared to the number of items needed for comfortable progress through the game. If, far into the future of the game's development, there comes a time in which this ratio isn't comfortable, this item might be good. Right now you have to make decisions as to what items to keep and what items to leave behind. If the game is expanded to be larger, with more essential items (gasmask, keycard, etc.), this idea would add to the game more than just giving the player more item slots from the start. Later into the game, the player will be motivated to find a backpack. It could be hard to find, require a high-level keycard, or be located in a dangerous room; but it must be found later in the game.
Well... it could be a good idea to increase the capacity on inventory.
Dr. Heer wrote: Idea E: A new room for SCP-96
That room isn't permanent right? It just doesn't look polished by the Foundation's standards. We need one of those pictures on the wall before we enter the room and a nice new document that describes SCP-96. I am sure this is not anything new to hear, but I have some other ideas for the final room for SCP-96.
I love that SCP-96's room has two doors. This causes SCP-96 to be an necessary encounter besides just some unneeded sideshow. But it just doesn't seem like the Foundation would build SCP-96's containment room as if it is apart of a hallway. I know that SCP-96's current room was not meant to be final, so hear is my idea for it.
It is permanent for a while... we could find a way to do a containment cell for 096.
Dr. Heer wrote: CCCCCC
AABBDD
*AABBDD*?
CCCCCC

A= First room. Connected to hallway.
B= SCP-96's containment room. Has two doors leading to rooms A and D.These doors have been opened thanks to SCP-79.
C= Hallway-like rooms that connect room A to room D. Access to room D can be (are) blocked by some debris or a high-level keycard/broken door.
D= Main study room. This room would hold the document. The player would want to get to this room for there could be some item or switch in heer; or, like before, it could lead to another room.
In rooms A and D there would be monitors displaying SCP-96's position in the room by means of a blinking dot. SCP-96 could assume different behaviors (pacing back and forth, standing, sitting like he does), this would lead to a truely dangerous and strategic walk everytime you enter his containment area.
Approved.
Dr. Heer wrote: Idea F: The Doorman.
Adding SCP-303 is not an original idea of mine. One can only look on the foundation's website to understand why that pervert would be wonderful to add to SCP:CB.

OK. That's it. Thanks for reading my ideas and please remember that I don't have a 'they must add this... and this...and it would be cool if they added this' type attitude. All of these ideas (i'm lookin' right AT you idea A) could potentially break the game. Again, thanks for the time and keep up the excellent work all who are developing this game. :D
And the Doorman.... Maybe it would possible to find a way to implement it.

Cheers.

Re: Some ideas

#5
Dr. Heer wrote:Thanks SCP 513 for your reply. Sorry for starting this on the wrong page. I'll put any future ideas I have into the suggestion thread.
I could be wrong, but I think you misunderstood what I meant for idea B. After stating that I hate the idea of guns in the game, went on to say that flash grenades and/or shock grenades might be a good idea.
Yes, yes and yes. It's okay if you are a new member if you don't understand the rules. Everything is fine. :)

Note.: Trying to be a moderator

Re: Some ideas

#6
I don't like the idea of a cell for 096. According to 096's foundation article, 096 moves a lot. Even if he hasn't been aggro, he will move about trying to find a way to its natural habitat. I think having him moving around in different locations would suit him more for both his aggro side and his docile side. With that said, I always assumed that 096 ended up where he is after tearing through his containment cell. He then went on to chase and kill whoever 096-1 happened to be.