Re: Removal of 372.

#61
MetroDelta wrote:
FireFox wrote:
OnyxDarkKnight wrote:372 should be rewritten imo, not removed. In the document it states that 372 attacked the class D's that were in his containment because he could not go behind anywhere to hide, they broke him, so he got angry and started attacking them. So maybe it can be changed so that if you stay in a corner, after a longer period of time he'll start attacking you?
Not entirely sure about that. Unless you could view the Ceiling right above you, the Floor below you and the Walls on either side of you, He could still hide in any of those places. Basically, The Player doesn't have Fish Eye Vision, If that is the correct term.
In this case,SCP-372 should attack the player and the MTF if he encounter them in a small room. :)
Not really. In order for that to happen, the room would have no doors, and both the MTF and the player would have to be in a corner each and face each other. If not, 372 would have many places to hide.

There is no need to make him attack the player. The point of him is to just unnerve the player.
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Re: Removal of 372.

#66
Yes, I wish to echo soem of the posts in this topic calling for the model of 372 to be upgraded/updated. It has the potential to be really scary but due to how rare it is, and how dated the model is, it is not all that effective. For example, even though I find it somewhat early on here - [youtube]UiiFYiX_EYM[/youtube] - I don't recall it actually popping up for me.
[youtube]UiiFYiX_EYM[/youtube]
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Re: Removal of 372.

#69
Cridone wrote:372 attacking CAN be put in this game, but only when he's trapped with other humans.
Sort of like Instinct self defence due to being in a confined area? Makes sense, but im not sure how this could be implemented correctly.

I do think he should make sounds, but subtle, quiet ones, maybe the quick footsteps of him scampering on the walls.
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