SCP: Secret Laboratory

SCP: Secret Laboratory

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Hmmm 18 ABR 2021 a las 6:31
Some ideas of new things/changes to SCP: SL
Not all my suggestions need to be accepted by everyone, you can like one of those ideas but reject one of them, but this is only what i think should be added/changed in the game, my English isnt the best btw

1st- Enabling opening door backwards, and adding something not the same as the one in Scp: CB but just to say that is very useful, and that would help when against scp-173 and when trying to run away from any other scp.

2nd- Making blinking global and not only when near scp-173, to complement this i can give the idea that you can change the lights in the whole light containment zone (to a more darker color, and making the lights flicker sometimes to avoid everyone camping when against scp-173), and as the map of light containment zone is a little small, you can add an extra room with a generator that can restore those lights.

3rd- Finishing scp-102, you can add a hand or something important inside the scp-102 room, for example, you can make a severed hand on that room (to counter scp-102 you only dont look at it),but as i was saying, needing that hand to open the fingerprint secured door (the guards can open the door too) to access the generator and restore it.

4th- Make the whole lights a darker, and adding fog and only make the brightness you can change little, to sync with the monitor brightness.

5th- Trying to add more scps, both items and entities, like adding scp-714, and scp-457.
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The Ghost™ 18 ABR 2021 a las 15:29 
1st suggestion I think should be added with the 173 rework.
+1


2nd sugg. I am a bit mixed on this one. As this can sometimes ruin the flow of a game and in some scenarios the blinking can get ya screwed over. Camping in LCZ with 173 really only happens with keycard locked doors otherwise 173 has some strategies it can do like if they keep going on a path they just take another way around for a surprise, get help if 173 has teammates, or just go find someone else until they get out.
Mixed on this one +0


3rd sugg. When you say 102 did you mean 012 ? 102 is a location SCP and is contained where they stand and cannot get inside the facility. They even answered this in their recent QnA regarding NPC SCPs which I will quote here from my QnA post awhile back.

Q19: Has game design thought about hostile AI SCPs or maybe just unplayable and static SCPs that stay in a specific area ?

A: Starting with AI SCPs, I feel that would violate the point of the game. You fight against intelligent enemies. AI is also incredibly difficult to program.

Hubert then says : AI is simple, but making good AI is difficult and can make the game predictable and boring. We did consider things like the 049 rework that the zombies will be AI controlled. Dedicated SCPs probably no, however parts of playable SCPs there is a slight possibility. However it is unlikely and the 049 rework is a distant plan for now. We would like to rework the others before him.

The original person who was answering this question (Cross) jumps back in and she says : Another reason is that some people will want to play as that SCP (AI controlled)

Hubert then says : Maybe if there is an SCP that is really boring to play as that might be the only situation we will make it AI controlled and we cannot make them more fun to play as. Like SCP-008 could be a good candidate. AI is more predictable so it could be easier to balance but, we're just talking about theoritical stuff. There is no plan to add any AI to the game.

I would say -1 as they plan to eventually remove and replace that room which means 012 may or may not remain when they replace it.



4th sugg. I want this in as well. While I am fine with my settings some others might want this or even beg for this. +1


5th sugg. At this point in time they are NOT gonna add any more playable SCPs until all the others in game get their reworks, currently 096 has theirs and 079s return could count as a rework. Next is 173. Item SCPs they can add if they find interesting suggestions or interesting SCPs on the wiki to add if viable.
+1 since this game introduced me to SCP-268 which was interesting. They will add more item and playable SCPs but for now reworks first.
Hmmm 19 ABR 2021 a las 12:26 
Publicado originalmente por The Ghost™:
1st suggestion I think should be added with the 173 rework.
+1


2nd sugg. I am a bit mixed on this one. As this can sometimes ruin the flow of a game and in some scenarios the blinking can get ya screwed over. Camping in LCZ with 173 really only happens with keycard locked doors otherwise 173 has some strategies it can do like if they keep going on a path they just take another way around for a surprise, get help if 173 has teammates, or just go find someone else until they get out.
Mixed on this one +0


3rd sugg. When you say 102 did you mean 012 ? 102 is a location SCP and is contained where they stand and cannot get inside the facility. They even answered this in their recent QnA regarding NPC SCPs which I will quote here from my QnA post awhile back.

Q19: Has game design thought about hostile AI SCPs or maybe just unplayable and static SCPs that stay in a specific area ?

A: Starting with AI SCPs, I feel that would violate the point of the game. You fight against intelligent enemies. AI is also incredibly difficult to program.

Hubert then says : AI is simple, but making good AI is difficult and can make the game predictable and boring. We did consider things like the 049 rework that the zombies will be AI controlled. Dedicated SCPs probably no, however parts of playable SCPs there is a slight possibility. However it is unlikely and the 049 rework is a distant plan for now. We would like to rework the others before him.

The original person who was answering this question (Cross) jumps back in and she says : Another reason is that some people will want to play as that SCP (AI controlled)

Hubert then says : Maybe if there is an SCP that is really boring to play as that might be the only situation we will make it AI controlled and we cannot make them more fun to play as. Like SCP-008 could be a good candidate. AI is more predictable so it could be easier to balance but, we're just talking about theoritical stuff. There is no plan to add any AI to the game.

I would say -1 as they plan to eventually remove and replace that room which means 012 may or may not remain when they replace it.



4th sugg. I want this in as well. While I am fine with my settings some others might want this or even beg for this. +1


5th sugg. At this point in time they are NOT gonna add any more playable SCPs until all the others in game get their reworks, currently 096 has theirs and 079s return could count as a rework. Next is 173. Item SCPs they can add if they find interesting suggestions or interesting SCPs on the wiki to add if viable.
+1 since this game introduced me to SCP-268 which was interesting. They will add more item and playable SCPs but for now reworks first.

ill reform the idea of what i tried to say

2nd- Make you blink everytime, and not only when near scp-173, that about the generator and the lights flicker is to avoid camp scp-173 to dont move (like everyone looks at him and they're blinks are timed so that everytime atleast someone is looking at him)

3rd- My idea for scp-012 is only to add an animation to kill someone that tries to go near it, they can add something useful in the room, just to having a point to exist other that killing new players that dont know what 012 does.
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Publicado el: 18 ABR 2021 a las 6:31
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