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Galopus

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Galopus last won the day on June 6

Galopus had the most liked content!

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  1. I still think that the idea of an object, that will never get bored of stationing an tight corridor is just frustrating, and unfun, but that's my opinion.
  2. They would be neat, but it would be another feature that would motivate players to campling, because they can just hold 1 choke for hour straight and even if turret get's destroyed then can just switch to other one, or just then go manually.
  3. Galopus

    Perks

    You need to somehow make players stick with the game for longer. This can be done by just giving them some kind of goal (in this situation getting a perk). And something to make them feel even more powerful, like there isn't an end of how good you can be, and in realistic game it's hard to be done, because there will be a lot of pubg factor where you can often get shot through 35 opened doors, before you even have a chance to see an enemy. Also let's not make the same mistake that scp breach in gmod did where the game is boring as hell after 3-4 games because of it being repetitive.
  4. if 079 would take it over, it would be boring to just sit for like 10-15 minutes straight on turret camera waiting for some one to pass by
  5. Galopus

    Beyond Ascension

    I mean, we all would probally love it anyways
  6. Galopus

    Perks

    Jester probally intented that already but I was like fuck it let's post it anyways. (Also probablly*)
  7. Galopus

    Perks

    This feature will probally be blackout only My Idea Add perks to the game How it can/would serve a purpose Perks would be a feature that would unlock itself, over time. It would unlock faster the better you do in the game. Perks itself wouldn't be too big of help in an actual game. And most of the time they are just passive effects like you get tired slower or your breath is 50% more silent. Playable SCP's would have their own perks. The perk system can be compared to blood web in Dead by Daylight. Humans would be able to have few perks at the same time, although playable SCP's will be able to only have one perk at the time. But it will be more game-changing Why I think it should be done Perks would give a player a feeling of accomplishment, by allowing them to feel more powerful the better they are. And would give the game more variety every game. It can be frustrating to newer players because they wouldn't know why someone has better stats than them. But it's a small price to pay for salvation. And to keep that from happening just simply making them not matter that much (at least for humans, SCP's can be more game-changing). It would also allow players to do some funny and interesting builds, that YouTubers and Twitch streamers would upload. Making the game more popular. Summarizing, it would make the game more interesting every game and would help it gain some popularity. Relevant images/concepts
  8. tbh I wasn't sure how would you enter sewers in a first place. Because just face planting into toilet doesn't seem releastic 2 much.
  9. Could people who want to change little things about it specify what they want to change?
  10. No clowns included though.
  11. My Idea How exactly sewers would work How it can/would serve a purpose We know sewers will be here, but I want to make sure how they will work, and if devs aren't sure yet, to perhaps guide them in certain direction. How it can be done Sewers are a complex and hard idea, so I suggest adding them after release, simplified or just as a update all centered around them. Sewers will be accesible through pumping systems, outside, and through small ladders scattered around facility. Smaller scp's will be able to go in there through toilets. Sewers will go through almost whole facility (not counting zones which contain dangerous scp's which would be able to naturally escape through them. They are really tight and claustrophobic, and will be randomly generated. It will be possible to find map of it though. Getting through them to escape will be difficult because: 1) Sewers can be closed through control room, so if servers won't be destroyed (if the server room mechanic will be in game), you could be trapped in the sewers. 2) It will be the main transport for smaller SCP's. 3) People can "release" content of sewers, through control room. Drowning everything inside. This would be also a way to stop unkillable scp's for big while. But everyone there who wouldn't get out in time will die as well. 4) Going there without a gas mask or a hazmat suit will first make people puke, which will make them stop for a momment, slow them down, and make their vision distorted, and after a long time slowly kill them. 5) As I said earlier sewers would be randomly generated, getting lost in there and slowly dying is a big possibility. 6) After leaving sewers, person will attract all SCP's who have sense of smell. (If it is unknown all humanoid). 7) Sewers have increased chance of getting infected with Virus SCP's. Why I think it should be done We knew sewers will be in game, but here I try to give them more attention. It will give players more of a choice between escape routes. And it will be an diffrent escape route from others, because you can use it from the very first zone to the last one, but you won't know if you won't be closed inside and live an frustrating death. You may think it's an RNG feature, but it isn't. Most of dangers here can be avoided when control room is down, or in control, and you can avoid dangers of dying in there with hazmat suits, and only small SCP's will be an issue but comparing to other places it will have less dangerous SCP's. Relevant images/concepts (showcase of how big sewers can really be)
  12. Galopus

    Test

    no
  13. We all know that the anwser is 1004 and SCP 714 so the negative effects won't work on you. Also some coffe but that ain't really scp but still. Having 914 would be neat I mean, you can just put your sandwich there and you get extra tasty sandwich, after putting it on Super Fine. That's a win win
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