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Also, add in mod support. Good things happen to games with a lot of moddability.
Yes, definitely. There are 2000+ SCPs just waiting to be modded in.
Well, alright then.
Wouldn't it be cool if we had some sort of control over the actual methods of containing the abnormalities? The biggest inspiration here, SCP, was entirely founded on how to best contain them. Actually it's named after the contaiments. SCP stands for Special Contaiment Procedures. The motto is Secure, Contain, Protect. The containment is really important to the point that SCP was named after it, but most of the monsters in Lobotomy Corp are just in rooms. There's nothing about the actual containment that we get to influence, just how we treat them while they're in there.
Here's what I would do: Start each anomaly off in a "standard" cell with only basic traits. Basically the cells we have in the game already. Then give each cell a menu with traits you can add to it in exchange for the energy you've collected. Say an anomaly is happiest in the dark, use a little bit of energy to give the cell a "no lights" trait. Say the creature can absorb metal and use that to escape, use a lot of energy to give the cell a "no metal" trait and replace all the metal with concrete or plastic or what have you. There's immediately a lot of thought that goes into this with the creatures already in the game. No need to expend energy to make the doors stronger for passive entities like One Sin or Teddy, so you can hold on to that energy and use it somewhere else. Use that energy to enhance the locks on an agressive entity that's likely to escape. Suddenly the value of the energy factors significantly into how you play the game, and how you deal with abnormalities becomes more than repeating its favourite action over and over. I think this would add a lot to the game.
Maybe even give the player the ability to impose rules on the containments on the same menu, which don't cost any energy. Check the little "no male employees" button on Spider Bud's room and it will make sure no male agents enter. Maybe get some more complex things in the mix. With the metal absorbtion guy I made up before, obviously even if his cell doesn't have any metal, an agent entering with a gun would be bad news since it has metal in it. So tick the "no guns" rule. When sending in an agent with a gun, they can leave it outside and be temporarily unarmed. Maybe use some energy to supply that room with wooden or plastic weaponry so that agents don't need to go in totally unarmed, so that they can retaliate if the abnormality tries to attack them and they can't bring their gun.
Then, going with point 6.75 in my post, have everything be in one procedurally generated document that updates as you learn more about the anomaly, and have all the rules and cell changes you've made be reflected in the document with a little "how to deal with anomaly" section. If you can't bring in metal, add the line "The anomaly is not to be exposed to metal." If there are no guns, "agents carrying guns are to leave them outside of the abnormality's room." If two things go together, like my weapon example, add a conjunction to the procedural generation. "Agents carrying guns are to leave them outside of the abnormality's room AND self-defense weapons are provided on entry."
Then you can add especially monsterous anomalies, along the lines of SCP-106. If you have a ton of energy, you can outfit the room with electric barriers. This would keep most creatures in, but cost a lot of energy so you would have to decide on which creatures it's worth using. It's a last-ditch effort for the absolute monsters. Apply the rule "no agents can enter the cell," or put the electric wall between where the agent stands and where the monster stands so the agent can still talk to it. Maybe spend a lot of energy to get the "food dispenser" trait. You would still need an agent with the feeding ability to activate it, but since they would die if they tried to feed it normally then you need to change your containment approach to find the solution.
Maybe even have routines you need to set up. Let's consider One Sin (the floating skull) in terms of what the SCP Foundation might do. And assume that they only have access to researchers and not D-Class.
One Sin feeds on human sin, which he does by accepting confessions.
But, problem: A person only has so many sins, and sins that aren't considered as horrible by One Sin don't feed it as much. If there are only a few agents, they'd only be able to feed him a few times before all the really good sins are gone.
What would the Foundation do?
Well... Maybe they would use their resources to "acquire" an innocent human child from somewhere. Then have an agent murder it.
Basically "farm" sin.
Then the agent can go to One Sin and confess the new murder, feeding One Sin well.
Now let's translate that into the game. Give each agent a hidden "sin value." There's no way of knowing what it is, but it's there. Say my agent's number is 1-3. That's 1 huge sin that would feed One Sin really well, 3 decent sins that would feed him decently well, and infinite tiny sins that would barely feed him at all. Eventually this number would decrease to 0-0, and the agent could only feed him tiny sins.
To increase this number, give the option to deliver a person to the agent and have them kill it. This changes their sin value to 1-0 (or, so that the effect lingers a bit instead of having one dead kid = one feeding session, 1-2) but also causes psychological damage. It also costs energy. You can keep doing it to keep a steady supply of sin for One Sin to eat.
And then intergrate the sin value in a number of other places, so buying the kids isn't necesarry. Killing other agents, using the violence skill on innocent abnormalities, killing people under the influence of mind control... This means that sometimes making the decision to do the wrong thing for one abnormality is the right thing for another. By this model, everything becomes part of sort of a big, interconnected net where the decisions you make for one abnormality have the potential to change another. That's what meta is all about. You end up with a game where there's no one right answer, but dozens of answers, each with their own positives and drawbacks. Suddenly the game would have STRATEGY, meaningful decisions, a whole heck of a lot to think about and a whole lot more under your control. It makes the game more replayable, since no strategy is perfect, but many of them work. Even if you have all the information on one abnormality, how you deal with it is affected by what other abnormalities you have, how you deal with them, etc. FTL managed to do this by just giving the Kestral two starting weapons that work differently and a bunch of systems to fire on. Do you use the shield-penetrating weapon to bring down the shields first? Or do you use it to bring down the weapons and use your other weapon to break down the shields before the weapons are fixed? Do you take another shot on the oxygen system to make fixing the weapons take longer? There's a lot to consider, and that's what makes FTL so great. There's no one strategy that's the best one, there are many. This game could have that too.
This whole game is about learning how these creatures work, and as the game is right now the most interesting part of the game is finding out how the creatures react to different traits of agents. I think having more traits and giving you more to think about, plus giving a unique value to the energy you're collecting as a resource you need to spend and save and manage, would definitely compliment the basis the game is built on. There would be more to experiment with than 5-6 interactions, two genders and 4 (I think) lifestyles. It would be more than just "send this guy in and do the same thing six times until it's happy," and it would mean that even on runs where you already know how to deal with the abnormalities you would have more set up to do than just immediately going back into the routine you already know works. You would have to get the energy to build up the optimal containment, and make due with what you had before that.
I, personally, would love this. But I don't think that's the direction the devs plan to go with it so I don't know. At any rate they should definitely fix what they've started making before adding anything new.
Your idea is ♥♥♥♥♥♥♥ amazing, I'd love to be able to customize containment chambers and add containment procidures.
Seriously like send that idea directly to the devs because it's ♥♥♥♥♥♥♥ awsome.
Why isn't this guy the lead design Developer of Lob Corp?
Or why isn't this pinned on top of the Forums?