[REDACTED]

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Everything posted by [REDACTED]

  1. The game is not meant to be balanced, it is supposed to force humans to work together. The SCPs are OP because if in real life they would be OP. Of course this doesn't mean that they can just hold LMB to destroy a large group. In real life killing takes time, that includes attacking and really any other action. Also SCPs won't be able to just do as they please. Most other SCPs will also be able to kill other SCPs. In short the idea is: Humans have to work together. SCPs are overbearing forces of destruction. The point of the game isn't to win. It's to be immersed in your position. Seeing an SCP should make you shit your pants. Killing does take time, not just in death animations but also in attacking and the like. SCPs still need to use strategy, other SCPs and environmental hazards exist. (I may have answered this question a bit poorly, I was working on stuff while typing this out. Hopefully I got the idea across.)
  2. You will be allowed to create modifications when hosting a server which should allow you to create factions. In all honesty it's completely up to the player to create anything that they want or need. So in short: how much you are able to customize anything is based on how well you can modify the game.
  3. Hello, welcome to our current plan for our upcoming gamemode "Blackout", a multi-part round-based gamemode set in Area 14 during a large site-wide containment breach. It is planned to be our first deeply detailed and content-packed gamemode and may take the longest to develop, as it will contain all the core assets, mechanics, and so forth we need for the rest of the project. Please duly note this represents the overall idea and may be reflected differently in early stages of development. Choosing your class When you manage to load into a Blackout session after matchmaking, you will be prompted to vote for up to 3 classes, your first clicked being your most preferred, the last being your least. Classes will sometimes be changed based on the specific scenario, each scenario will generally contain some story elements from our canon itself, and will add more detail to the overall situation. The more radical side of these scenario differences is some will contain Group of Interest factions such as the Global Occult Coalition in an attempt to destabilize the foundation as a whole to take control. Class D - Will be somewhat rare to play as compared to the other classes Some janitorial staff Test subjects Researcher - Makes up most of the foundation Junior Researchers 'Standard' Researchers Senior Researchers Security Division Standard Tactical Response Unit (TRU) Rapid Containment Force (RCF) Medical Division Field Medics Doctors Mobile Task Force - Comes into play post-breach Nu-7 "Hammer Down" Beta-7 "Maz Hatters" Epsilon-11 "Nine-Tailed Fox" Maintenance Division Janitorial Staff Site Engineers All the classes are not too different from each other and only really state your starting items. There is also a limit to how many people can choose the same thing. If too many people are one class then certain players will be randomly selected and given a different class. Some of you might be wondering about SCPs and D Class - these classes cannot be chosen and will instead be randomly selected from the players. This is for balancing reasons as well as an attempt to keeping immersion. This way you will not know who is a friend and who is a foe. The best example I can give for this is someone who is an SCP-940 host. SCP-940 hosts will still have the class that they chose... just with the added effect of 940. Spawning into the world Once you spawn into the game, you will be able to adventure in what is called the "lobby". The lobby will be a loading session as everyone connects to the server, where you can roam the are you are in freely and interact with a few things as you wait. You will not be able to use any items or weaponry outside of consumables. After the loading is complete, as well as the lobby time, the containm... read the next slide. Containment Breach This is when the game truly starts. The breach can happen for multiple reasons (which will not be listed here), however now that it has happened all of the SCP players have been released, the D Class that were being escorted either overpowered their captors or simply watched them die, and everyone else is watching as chaos begins. This will be most likely the second most adrenaline packed sequence during the game as you watch the NPCs meet their untimely deaths and a few naive players facing those deaths with them. During this point in the game, the focus is on running. Hiding will be hard but also much more rewarding since it is a highly chaotic situation. Getting to a safe place, staying quiet, and waiting for the storm to blow over is the safest play route, but if you want to be more ballsy, there will be other options for you to pursue. We plan on there being in-depth survival, stealth, and hiding mechanics to suit the route you want to take the most. If you are playing as the Security Division or Mobile Task Force, your first goal is going to where you are needed. That will sometimes entail a helicopter ride through the dark skies, repelling to the entrance, and going forth. Once/if you're in the foundation, your next objective is securing vulnerable personnel from danger, and bringing them to safety under escort. In order to accomplish this, you may have to fight through threats within the foundation by either killing or containing. Blackout, and Ascension as a whole is planned to have multiple in-depth containment/tracking devices to use in the field. You will be able to scan for anomalous locations, access security cameras on the go, as well as contain the unkillable by both temporary and permanent means. As for the SCP anomalies, the main things you want to take note is: Your specific goal (Is it to escape? To kill? To eat? To survive?) Hiding locations and containment chambers Enemy SCP anomalies (not all SCPs are friends. If you don't want to die then you better take note) Depending on what SCP you are playing, alternate hiding spots and routes (like a ventilation system) Bringing the Hammer Down The MTF has arrived. Whether or not they have come in a full group or separate squads they will begin cutting down the number of SCPs in the facility. Depending on the SCP, the MTF will be containing or killing different anomalies. In the case of something like SCP-058, they must be extremely diligent in order to successfully contain it. In 939 or 940's case, however, they can go in guns blazing. The MTF will be tasked with securing the facility and saving the remaining players. The remaining players may become armed at this point by the MTF themselves. If the MTF has a spare sidearm or simply a spare weapon they can give it to the hider and allow them to fend for themselves (still following the MTF of course). This phase is the most dangerous for D Class as they now have to worry about both SCPs and MTF. For this reason, it is preferable for a D Class to escape during the previous phase even if death is nearly certain. Finishing up The SCPs have been re-contained. The MTF now must keep the SCPs contained as they kill off the rest of the hiding D Class and restore vital resources to the facility. In the case that they fail in certain areas (or a D Class wants to save his own ass) an SCP may break out of the re-containment. This would cause the phase to backpedal back to the previous phase. Upon all of the vital resources being restored (power, camera systems, etc.) the game will end. Surviving D Class will gain points equal to the collective amount of points everyone else received while everyone else receives points based on their performance. These points can be later used to add certain bonuses to your character for future sessions, such as equipment, attachments, weaponry, etc.
  4. The latter. It is important to know that while the Foundation is expansive it is limited. If we are going for realism then it is a good assumption it'll be free for all.
  5. I do not have a specific faction or group that I personally enjoy more than others. I do find certain groups that interact with the Wanderer's Library to be specifically interesting. Information that you can find on Wanderer's themselves is quite interesting. There is an entire log describing objects and entities that a specific wanderer finds within the confines of his own mind.
  6. The MTF and the Chaos insurgency are pretty easy to explain mostly due to the fact that they both come from the Foundation. The Foundation has most of it's military procedures adopted from the US government. As for the Serpent's Hand and Anderson robotics, there is a much more esoteric choice in weapons and procedures. The Serpent's Hand will often use anomalous techniques to get what they want while Anderson robotics may use alterations of their own bodies or robotic minions. If other GOIs are implemented it is safe to assume that they would have the weaponry/magic that makes sense for them to use.
  7. While I do not appreciate the attempt to trigger my plot hole sensors, this would actually be a neat addition and wouldn't actually pose a plot hole. The easiest way to cause 173 to become super lethal is by limiting the amount of his body that you can see. So in short, it's your funeral
  8. Personally my favorite would have to be SCP-3001. Not because it gives a proper origin story for 106, but because it introduced me to Humes which are the measurement units for measuring reality. The amount of complexity in the nature of reality and reality benders makes the entire Foundation database take on a new perspective.