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You can have a useful item spawn in SCP 012’s room and have it be a gamble like you can try to get it before someone locks you inside.
SCP 008 sounds really neat because I love being part of the SCP team and listening to the banter, but at the same time I think it could be abused easily.
SCP 1025 sounds like something people would just ignore.
SCP 1074 would just be frustrating.
SCP 420-J healing you completely wouldnt make sense, what if they added SCP 500, but made it incredibly rare?
Regardless, they still need to re-add SCP 079 and with talk of SCP 939 being added and how it would work, not to mention balancing and bug squashing, they should refine what’s already in the game before adding more.
I still like some of these ideas, and I’d love to see them later in development.
Exactly.
So , now to you , I agree but , for example if in the room or containment chamber of SCP 1074 is a Level 3 or a Containment Engineer card , but its not easy to find and always spawns somewhere else , and you have a limited time until you will get unconscious in the room and die.
To SCP 012 , thats a really good idea , they should do it exactly like that.
Like I said , these SCPs could be just there , to enhance the game a bit
Or to increase fun.Imagine a NTF goes in , picks up 1025 , finds a D boi trieng to escape , and force him to read it until he dies xD
The 420-J should be kind of an easter egg in my opinion , that is always in a different position , but really nice.Maybe the SCP 420-J music from original Containment Breach ? An Easter Egg like I said.
And all these non playable or "Object" SCPs , are of course just to spice up the game , not to make it really much harder , and should not be really strong or overpowered.
But for fun.
And to your SCP 500 , I would like that too , but with a really rare chance like u mentioned.
I forgot to say , to your SCP 008 , yes , but I got a good idea fixing that
One of this :
Either entering SCP 008 Chamber requires 2 people , one going in and one pressing the buttons in the safe room next to it
Or a Containment Engineer or higher keycard.or Even an 05 ?
All this however is up to the devs ofc if they would decide to do anything like/of this whole stuff and ideas.
Would spice up the game , make it more funnier and slightly more dangerous and more like Containment Breach.
I feel like they should also possibly add some sounds of SCP 682, just to give the place a little ambience.
Now for SCP 372, since their cell is in Light Containment, it would probably have to be client sided. It’d be great to hear someone get spooked and say how the saw something out of the corner of their eye.
This would not only gives class Ds more of an advantage early game, it could also help the MTF and Chaos fighting SCPs as well as each other. Since more SCPs are going to be added into the game (who of course won't use the items) it should help with keeping the game balanced out and be more then a simple run and gun shooter (of which it already is. But can always improve).
Right now if items are just added into the game without multiple locks. One black keycard, of which, let's face it, is EASY to obtain (1:1 hacking device as Chaos then fine commander keycard, or otherwise just fine commander keycard as MTF. And even the red/pink keycards will get to the control room with two upgrades. Not even counting finding one in cabinets. Nuff said) kind of makes it a little easy to get everything. Due to this I think that 1: The black keycard should be harder to get (much harder later on once more keycards are needed for different doors for items and side objectives and the like). And 2: There should probably be some doors that need a quick timer for two card swipes at once (the control room for the warhead is a perfect example where this can apply). This way more powerful items are harder to obtain if they're added too. Perhaps there can be a secondary control room inside the base. 30 seconds to hit both switches or something? Just spit balling ideas at this point.
It might also help if SCPs could destroy keycards somehow. But the issue here is with keycards running out. Maybe they can teleport them to light containment somehow? Perhaps 106 could pocket dimension them to the bottom floor of his containment area, or perhaps that other big room in heavy containment. This way ambushes could be set up while players have to get them if none are lying around. Counter ambushes could also be set up. In other words it might increase tactics, which in turn can increase the "fuc factor". Items could of course help counter being in a killzone. Or even help with setting one up with MTF+Chaos fighting each other.
I'm mainly trying to think of abilities that don't directly affect another player.
I forgot the most important SCP Object that could be just standing around somewhere , like all others Ive listed , just to spice up the thing a lil bit
SCP-330.
If players take more than 2 , their hands fall off , and they cant open any doors anymore or pick anything up and loose 50-75HP and the HP goes down very slowly until they died.
None threatening , thats a problem.
They should be threatening , but not too hard , for example SCP 012.The doors close 10-15 seconds after openibng , but inside its chamber is a useful item , maybe move the 03 keycard from the table to inside the chamber
Granted, it's not a super serious game in the first place, but it at least tries to give a use for everything ouside of a single funny joke that stops being funny after the first time.
yea but scp 330 is great