Title: How about adding a flashlight?
Koolplix - June 29, 2012 05:53 AM (GMT)
Why not add a flashlight that could be found in the electrical center, the game is already dark and this would help out those like me who often miss things when its dark. Also, to make this idea better, why not add a couple of pitch black rooms that have 173 in them, but require a flashlight to even see. Also, the flashlight would run on batteries and could possibly have a meter in the corner to tell you the amount remaining. I think this game would be even scarier with this idea.
Masshorde - June 29, 2012 04:23 PM (GMT)
I think it should not have another bar because you wouldnt need it, just have it so it flickers, or slowly gets dimmer.
MrOats - June 29, 2012 06:10 PM (GMT)
Sounds good, since it runs off the batteries and I rarely find myself using the GPS hence not using the batteries either.
Masshorde - June 29, 2012 07:06 PM (GMT)
good point, thats another problem, there currently isnt enough electrical items to be used with batteries.
Cadaverous Coyote - June 29, 2012 08:25 PM (GMT)
| QUOTE (Masshorde @ Jun 29 2012, 04:23 PM) |
| I think it should not have another bar because you wouldnt need it, just have it so it flickers, or slowly gets dimmer. |
It'd definitely make batteries more useful.
Macgyverthehero - July 2, 2012 03:24 AM (GMT)
I was thinking maybe there could also be a Camera too as a light source, as a small weapon against SCP-106 that could stun him for a few seconds, since in the document it did mention that he reacts to bright lights.
Koolplix - July 2, 2012 04:37 AM (GMT)
It would be great to see this in the next release... :D
zemort91 - July 2, 2012 06:44 AM (GMT)
Joplerdink - July 3, 2012 03:45 PM (GMT)
Maybe it could be brighter or not require batteries if put into 914 on Very Fine?
Slagar - July 3, 2012 04:45 PM (GMT)
| QUOTE |
Perhaps at one point there would be a loose electrical wire in a pool of water making it impossible to pass without turning off the power, but you'd need to find a flashlight or something first so you could see with the lights off.
By the nine, that sounds terrifying. Imagine running into 106 in the dark with a flashlight that's slowly running out of battery. |
Here's what I posted in another thread related to this.
Personally I'd prefer flares that you can drop or throw and you have a limited amount since flares give you less control over where you can see and thus would increase the tension, but that may be more frustrating.
Koolplix - July 3, 2012 09:28 PM (GMT)
I would rather have a flashlight, it would give batteries more use. Good ideas everyone, I read them all and I like most.
Legion - July 6, 2012 02:40 AM (GMT)
On the topic of cameras, perhaps this could be a way to work SCP-978 into the game?
(http://www.scp-wiki.net/scp-978)
Mchccjg12 - July 6, 2012 06:18 AM (GMT)
| QUOTE (Joplerdink @ Jul 3 2012, 03:45 PM) |
| Maybe it could be brighter or not require batteries if put into 914 on Very Fine? |
Yeah, maybe putting a flashlight into 914 on Fine would make it require no batteries. On Very Fine however, it would create a VERY bright flash in front of you. Each flash requires one battery, but it repels 106 and makes him retreat back into his pocket-dimension.
mr_rowan13 - July 6, 2012 05:11 PM (GMT)
Flashlight idea FTW.
So the rooms would be a tad darker, and there would be corridors with 0 light source.
Awesomeguy147 - July 6, 2012 05:54 PM (GMT)
| QUOTE (Legion @ Jul 6 2012, 02:40 AM) |
On the topic of cameras, perhaps this could be a way to work SCP-978 into the game?
(http://www.scp-wiki.net/scp-978) |
That would be the only logical conclusion for the existence of a camera in there.
Seriously it is a secret base with secret items that can threaten reality itself. If they wont show you pictures of bin laden's corpse, they wont let you even bring a camera inside... unless it has supernatural powers and they get to keep it.
josh41898 - July 8, 2012 01:40 AM (GMT)
I love the idea. If he add's a flashlight it would be amazing if it slows down SCP-106.
:D
Slagar - July 8, 2012 03:00 AM (GMT)
| QUOTE (josh41898 @ Jul 8 2012, 01:40 AM) |
I love the idea. If he add's a flashlight it would be amazing if it slows down SCP-106. :D |
106 would have to not be slow as shit as he is now.
tgbtgbt - July 10, 2012 03:21 AM (GMT)
Maybe it might not add another bar. but instead the flash from the flash light can blink lightly.
BroMcBadAss - July 11, 2012 08:08 AM (GMT)
Maybe to downplay the flashlight and to make it more frightening, while equipped you should be able to do NO actions, this will prevent overuse of it. I think its a great idea but honestly when you add things like this the game can be less of a horror and more of a quick thriller. Or when approaching SCPs the light will flicker out. These are just suggestions to need the proposed light, I really appreciate criticism so I can reflect back and refine ideas. Anyways, here is a good model for the light. It's a little different from the conventional light but displayed on the back could be a power meter.
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BroMcBadAss - July 11, 2012 08:11 AM (GMT)
Ok this is my favorite idea, when a monster is directly in your sight the flashlight should flick off this would scare the **** out of most people just starting. (Possible Nerf to the light.)
aTrenchedOwls - July 11, 2012 10:22 AM (GMT)
It would be cool if you put the flashlight in the machine on "very fine" I turns it into, a tool that creates a bright flash of light ( sort of like a camera flash, without the photo) that can be used to make scp-106 stop chasing you. So you trade your light source for a tool to defend your self against scp-106. Of couse the screen will have some visual blurring when you use it. Since it's such a bright flash that it scares scp-106 away.
And I don't think scp-106 will be phased by a flash light. I also think having rooms with flickering lights would be good addition to the game. Not only will it create atmosphere, but if scp-173 is in there.. Well your abillity to stare at him won't be much help. Well unless you've got a flashlight.
Oh, and just as a pre-entice strike. I know that scp-173's article is worded in such a way that if you where in a pitch black room, but still looking at him, he could'nt move because his in your "direct line of site", but it's alot more fun to think that he can only move when no one can see him.
Mikaoj - July 11, 2012 03:05 PM (GMT)
| QUOTE (Legion @ Jul 6 2012, 02:40 AM) |
On the topic of cameras, perhaps this could be a way to work SCP-978 into the game?
(http://www.scp-wiki.net/scp-978) |
haha, if SCP 978 was added and could be used to stun 106 and take pictures. It would be fun if you could look at thoose pictures thus making it even mre creepy as the camera shows what you wanted to be doing, so taking an picture of SCP 173 for example, shows a picture of it snapping your neck
BroMcBadAss - July 11, 2012 06:03 PM (GMT)
aTrenchedOwls, I agree with all of that. Regalis announced that he is going to form a chamber to hold SCP-106 in which you can cut off a blindfolded D-class's limbs and attract SCP-106 in to capture it or you can let it follow you forever. Because of this, the best idea would be to have the (camera) on very fine just stun him for around 5-10 seconds instead of getting rid of him completely. Then you could lead him back to the room and capture him yourself if the prisoner torturing method doesn't work out, Regalis if you read this it provides an alternative capture to SCP-106 without torturing a D-class, even though this might be tougher... And when you get him in the room it would be possible to stun him, then run and shut the door. This would all be a lot of coding, but if you add the flashlight it's an idea. :D
Masshorde - July 11, 2012 06:04 PM (GMT)
| QUOTE (aTrenchedOwls @ Jul 11 2012, 10:22 AM) |
It would be cool if you put the flashlight in the machine on "very fine" I turns it into, a tool that creates a bright flash of light ( sort of like a camera flash, without the photo) that can be used to make scp-106 stop chasing you. So you trade your light source for a tool to defend your self against scp-106. Of couse the screen will have some visual blurring when you use it. Since it's such a bright flash that it scares scp-106 away.
And I don't think scp-106 will be phased by a flash light. I also think having rooms with flickering lights would be good addition to the game. Not only will it create atmosphere, but if scp-173 is in there.. Well your abillity to stare at him won't be much help. Well unless you've got a flashlight.
Oh, and just as a pre-entice strike. I know that scp-173's article is worded in such a way that if you where in a pitch black room, but still looking at him, he could'nt move because his in your "direct line of site", but it's alot more fun to think that he can only move when no one can see him. |
this game is to be as canon as possible, not to make it better, because by having a whole lights go out thing would mean there would be a VERY small chance of surviving, and so makes you want to continue play and not just go ''oh its that room, im quitting''
BroMcBadAss - July 11, 2012 06:38 PM (GMT)
A thought to that would be, maybe the flickering lights are not specific rooms but more by a set time like every 30 seconds. And this can be counteracted by adding a solution in the electrical room, like a shot fuse which can be replaced by one on the floor you have to find, the fuse would be an actual item and so would the alternate fuse, but when you puff the other fuse off the facility goes into pitch black and noises play but no spawns, this is where the flashlight idea comes into play, then you replace the fuse and no more flickering... A lot for a small difference, but it could mean a huge difference to SCP-173 :D
aTrenchedOwls - July 11, 2012 08:28 PM (GMT)
| QUOTE (Masshorde @ Jul 11 2012, 06:04 PM) |
this game is to be as canon as possible, not to make it better, because by having a whole lights go out thing would mean there would be a VERY small chance of surviving, and so makes you want to continue play and not just go ''oh its that room, im quitting'' |
My point of the flickering lights is that you would need a flashlight to get through. Sort of like how you need the gas mask to get through certain rooms in the current version. I think that if more survival critical equipment was added it would make the game very tense, because you need soo many items, but only have the five slots.
HeroPietro - July 12, 2012 03:47 AM (GMT)
I have an idead with maybe a sequence in game, somehow you gotta get passed by a floaded maintece tunnels part where u have to turn off all light switches, and that makes you need a flashlight, in these area 106 appareance may be scripted and a Very Fine flashlight on 106 may weakin him?
BroMcBadAss - July 13, 2012 01:28 AM (GMT)
Sounds good or the AI turns off the power and the lights so you have to use the light for a while... But good ideas! 106 can only be slowed by a QUICK and UNEXPECTED flash so this would render the flashlight useless for navigation, and make it more of a camera.
Narrowmullen - July 13, 2012 04:26 AM (GMT)
I don't think a flashlight is really important to the game. The ambient light is all ready pretty bright, definitely not dark enough to warrant a light. As well, why do we need to stun SCP 106? He's pretty easy to get away from at the moment, and he'd be made worthless if there was a way to stun him.
Masshorde - July 13, 2012 08:14 PM (GMT)
I still think there should be no difference in light WITH a flickering light room, because without a flash light you would be dead, that's unless you can keep him there even you don't know you can see him because your in the dark.
Its a bit like what the person who was talking about Project Zomboid, there's a 96 percent chance of survival so you don't just quit when your bitten, same here.
Make it so you can keep him where he is and not just quit. This would make suspense because it would be luck and your a clueless Class-D who isn't very intelligent, and so it would be luck if you survived.
If it was included it should only be ONCE, because it would very repetitive having to do it every time.
Namehobo - July 17, 2012 01:09 PM (GMT)
How about its partially broken and doesnt even work unless you put it on fin in 914 making it flicker/dim out it on superfine it takes 2 batteries and is a good flashlight and if pointing it at 106 you make him go slower BUT it makes you blink a wee bit faster
aTrenchedOwls - July 17, 2012 04:04 PM (GMT)
| QUOTE (Namehobo @ Jul 17 2012, 01:09 PM) |
| How about its partially broken and doesnt even work unless you put it on fin in 914 making it flicker/dim out it on superfine it takes 2 batteries and is a good flashlight and if pointing it at 106 you make him go slower BUT it makes you blink a wee bit faster |
I like the idea of it being Brocken when you find it, but instead of setting scp-914 on fine and that, you just set to "1:1" to fix it, or maybe even needing two flash light that you have to deconstruct using rough and then the use the two deconstructed ones on fine together to get a working one.
Raphael - July 19, 2012 06:35 AM (GMT)
Lots and lots of possibilities with 914 in regards to this. I'm up for a flashlight, but I think the battery drain shouldn't be insane. With only 5 item slots and at least one occupied by the flashlight itself, scavenging for batteries can easily become frustrating if it drains too quickly.
ndi05 - July 25, 2012 06:07 PM (GMT)
i was thinking about flashlights and i found a good idea i guess ok.flashlights would appear in the room same as the gasmask and the batteries so you will have a chance to get it and after you play the game for a long time scp-079 would close all the lights in the facility and you have to make your way to the electrical room to open the lights back on that would be a really scary part and i would like to see it in the game thank for reading my opinion.