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However, the issue comes from when either an SCP is even a class D is trapped somewhere and is stuck there for the whole match.
Perhaps there can be a lengthly minigame with 079 once it's readded. But that would only work while the computer is still alive. Maybe a minigame to hack keypads for all teams? Something that would be not too difficult yet take about 2 mins to do would probably work (basically I'm thinking of rotating pipes in a network to have ponts A and B connected). That way anyone on a keypad has to watch their backs and start over if they get interrupted and anyone trapping someone in a room can have a head start in fleeing before the SCP opens the door.
This is a bad idea and completely ruins what 106 is about.
SCP's fault for falling for an obvious trap. Heres a tip. NEVER enter an area where you can be locked in. Simple as that.
the door should reopen on its own 5-10 minutes after it's closed (assuming that 079 can control the door). this can prevent players camping inside or got trapped in the room forever.
SCP-049? Emmm... That SCP probably not... Unless there will be some sort of suit for that... Or even "lucky" D-Boi
SCP-079. Wait. It's not even in game. Welp. Whatever.
SCP-096 - it would be hard... But possible! With "volunteer" from D-Biz it would be easy to drag him to his containment room.
So there are possible ways to contain these SCPs but now in game it's not possible... Maybe in future? Hmmmmmmm... (*THINKING INTENSE*)
1) You can lock an SCP in what is essentially a storage closet. This is pretty far from proper "containment" and anyone who claims it is needs to read the ACTUAL SCP wiki for a refresher on what is meant by containment.
2) The game mechanics were basically ported from the ORIGINAL game, SCP: Containment Breach. This includes the SCP mechanics, keycards and doors, the nukes, etc. However, that was a single player game balanced solely for single players. As with most single player mechanics, they instantly fall apart in multiplayer. Plus, in the original game, a decent amount of SCPs could actually open keycard doors. 173 in particular is capable of opening anything short of a blast door AND can travel through vents anyways. Where's THAT ability?
There were a decent amount of good solutions going around on the original forum for this idea before all the people who actually develop the game probably got scared off by the sheer scale of trolls and flamers. I still think there can be a good solution if people would just admit there is a problem whether they like it or not, and "git gud" isn't a valid solution.
Another issue with letting the scp respawn is it (scp) would have no reason to spare the person who trapped it in the room as it could just kill them and teleport away. But as it is there are already multiple ways to leave as an scp. The first time the nuke timer starts all doors open, the person in the room with you (if they didnt sneak out) will free you when the inevitabley have to leave, 079 when he's re-added, and the MTF which will open the door to kill you.
One idea that i had was the LCZ control room from the original game, it would be an area with a couple secruity cameras and 2 swithces to turn off the lock down on LCZ and HCZ the heavy button was broken in the game so it only worked for LCZ, maybe it would be a room that would require an 05 card or Facility Manager Card that would permently or maybe temporarily unlock all locked doors in LCZ (armory, scp012, scp914 ect) and the checkpoint