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Showing results for tags 'escape'.
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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)
My Idea Add More Exits to the Map How it can/would serve a purpose It would add more varied means of escaping the facility. A Helicopter Route, Ventilation Shaft, etc. I'm presuming the facility map will be much larger than SCP: CB or SCP Secret Laboratory, and much more complex, so here's some ideas: More Gates (Gate A, B, C, D, E, Etc) SCP-1021 SCP-120 Escape Route Through the Ventilation Shafts Spaceship Escape Evacuation Shelter Escape Sewer Escape Maintenance Tunnel Escape I'm sure you can think up many more. Of course, all of these require you to reach the top floor first as well as do all sorts of dangerous things. Perhaps SCP-005 is required for some of these? Why I think it should be done Adding more Escape Routes would add another layer of in-depth-ness to an already complex game. It makes sense that there would be as many escape routes as possible, right? The SCP Foundation would OBVIOUSLY include as many as possible. It would also give more incentive to head to the Sewer System, Maintenance Tunnels, and things that might otherwise be neglected by the players. How it can be done The Extra Gates are easy enough. Just more gates dotted around the large upper-layers of the facility. Not just Gates A and B, but C, D, E, and so on. SCP-1021 basically counts as escaping the facility. I'm presuming we have an 'escape' mechanic here, by the way. See, it would be very hard to access... Perhaps the way would be blocked off by debris, forcing you to travel a dangerous path. Maybe it can just be tucked away in a random location, simply hard to find rather than difficult to find. SCP-120 would be located in it's chamber in the top layer of the facility, as an easy escape route with a chance of death. Either it transports you to the Sahara, the Pacific, or elsewhere, or into space, where you die. A risk. Cool. Escaping through the ventilation shafts would be, of course, difficult. Very difficult. The Ventilation Shafts would be extremely dangerous, as SCPs could easily head through there and destroy you. The end of the shafts where you escape is extremely hard to find, and will take much resources and time to crawl through the cramped shafts to get there, meaning extensive preparation is necessary to escape this way. But the real danger comes from the SCPs, which can crawl faster and require almost no resources to navigate the shafts. SCP-058 can easily own this area with his size and speed, and either SCP-079 (presuming he will be added, please do) or another enemy with access to high-level computers could flood parts of the shafts with poison gas or shut them down entirely with skill. I'm thinking of a scenario of a D-Class going for this escape route and SCP-058 rounding the corner to obliterate them as well as make them shit their pants. I'm not sure on the spaceship escape. I recall that Lunar Area 32 is going to be added, and so I thought, 'hey, why not be able to escape with a Lunar Ascent Vehicle'? It will be an awesome way to evacuate the Lunar Base. You can come up with something, I'm sure. I'm not sure on the Evacuation Shelter escape path. Seems too... easy. The sewers? Oh, boy. I always loved the idea of a Foundation Sewer System being added. One of the lowest levels of the Facility, very hard to access, and in and of itself is dangerous. It's usually flooded with SCP-009 and other non-playable SCPs/environmental hazards, SCP-682 and other SCPs can lurk and thrive here with the system having dark, foreboding, shadowy, and slimy environments, not to mention having perfect hiding spots for SCP-682 and other horrifying abominations. You can probably get out here, finding a path that deposits you into a nearby lake. The Maintenance Tunnels have to be added, obviously. I hope they don't get neglected, they seem like the perfect spot for several SCPs, like SCP-049 to lurk, awaiting a foolish D-Class to stumble into the dark tunnels in an attempt to escape. The challenge here is the extreme complexity of the tunnels, with there being several layers accessed by Elevators/Elevator Shafts (I love the idea of being forced to climb up Elevator Shafts) and, of course, environmental dangers. A flood of SCP-009, an outbreak of SCP-008, a gas leak, a collapsed ceiling... And, of course, the playable SCPs themselves which would undoubtedly lurk here. Perhaps Maintenance Workers can spawn here. They would have an easy way out, just guarded by tons of dangers, listed above. I always liked the idea of Maintenance Workers being playables. All Escape Routes would be very hard to escape from, as they should, either requiring extensive preparation, only being accessible on the top/bottom layers, long and maze-like, full of roaming SCPs and Environmental Hazards, and so on. Obviously. Relevant images/concepts (Sewer Systems. Speaking of which, an SCP-035 infection could be very cool.) (Maintenance Tunnel Pic #1.) (Maintenance Tunnel Pic #2.)