SCP-610
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Suggestions for SCP-610

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Dr. Heer
FusionPony
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That one guy
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Post  BJFowLer Wed Feb 27, 2013 9:49 pm

Thanks for the idea's really like semi-generated map idea. It's funny you mention Half Life as we're trying to get someone who use to work on it. Regarding the chaos theory i'll giv it some thought.
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Post  Dr. Heer Wed Feb 27, 2013 10:15 pm

Weapons

Types of guns.
1. Pistol
2. Shotgun
3. Auto shotgun (very nice Twisted Evil )
4. Sub-machine gun
5. Smaller assault rifle
6. Larger assault rifle
7. Light machine gun/chaingun
8. flame-thrower (even nicer Twisted Evil )

None of the above is that new (except for the auto shotgun). But heer is something that is (I fink)

Three types of ammunition
1. Normal- does little structural damage and 'true' damage.
2. Explosive- deals a LOT of structural damage. Little 'true' damage
3. Incendiary(fire)- Deals little structural damage upon impact. Large 'true' damage later on. Developed and issued as a direct response to SCP-610.

Ok. In the article, normal rounds do little damage to the infected. They enter, make a little splash, the thing heals, it keeps moving. The rounds do no true damage to the infected material. It's like shooting mud and expecting it to go away. Explosive rounds would blow the material all over the place. Infected bodies would lose their form. However, the explosive rounds still do not actually kill any of the infected material. It just blows away the 'mud'. So three infected come at you and trap you in a dead-end. You use explosive rounds and their bodies fall apart, blasting the infected material all over the walls. Very little of this stuff actually died however. The material oozes around, comes together, merges with the goo on the wall. It recycles and comes back with a vengeance. Now, how do you actually kill this stuff? Incendiary rounds burn... just like the uber flamethrower.

Final idea.
In the article, the task force inside the cave uses personal mini-flame units once the flamethrower units were over. A wrist operated mini-flamethrower could be found or issued to the player. These could be back-up weapons when the infected get really close. Juice on these units should run out fast, promoting its usage for only emergency (I'm f*ked if I don't use this) situations.

Thanks for reading all my ideas. I hope they will be useful. I can't help this project with anything except for ideas and promoting. Very Happy




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Post  ++Focus++ Thu Feb 28, 2013 7:36 pm

Steelpoint already pointed out some weapons... if you want to look back further in the post.

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Post  NekoChris Fri May 17, 2013 6:14 pm

Reading over the weapon talks I like where they are going. Here's some things to consider.
> Body shots with standard ammo probably won't do a damn. Consider it zombie like, aim for the head. The problem is the head may not always be the thing sitting up top, it could be in the chest, in a leg, in an arm...on the back. This could also vastly change the idea of line of sight.

> Explosive ammo is a great idea but it's going to make a mess. If you're uncovered you may have a problem with 'splatter'.

> Incindery ammo could definitely cause a problem for anything it hits, but while it's on fire, it means you could be on fire too if it gets too close.

> Consider the usefulness of cutting weapons. Hatchets, scythes, side swords, axes. Chopping off limbs may not kill the thing but it gives it fewer things to grab you with. You could end up with a limbless infected rubbing up against a MTF suited guard who looks rather distraught about the whole situation but is effectively, safe. Of course if you get too many of these on top you, even the suit won't help you from being enveloped.

> Electrical weapons are surprisingly effective. A good cattle prod could cause muscle seizures and give escape time or fry one if applied long enough.

One dynamic I expounded upon just recently was infection and how it transmits. Airborne takes time, and if you're on the edge of an area, you're fine. If you're in the center, you're going to have problems. In physical contact, it's fast, it dehydrates the body rapidly to spread. It /hates/ running water and cannot spread into even small streams. Stagnant water can be infected but it's subtle. Fine to look at, fine to touch, please don't drink it.
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Post  BJFowLer Sun May 19, 2013 9:42 am

Hi, Neko what are the symptoms of infection besides rash and such. Is there a noticeable way to know you're infected without the rash and scar tissue ?
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Post  NekoChris Thu May 23, 2013 8:27 pm

You can be 'infected' and show no symptoms. Consider it stages.
> Light Infection (0-10%): No symptoms, CAN infect others, if left outside a contagion area for a few hours, contagion dies off naturally, you might have some bathroom issues following but they'll go away. Reduced recovery time if well hydrated but don't make yourself water sick, it can happen, it sucks. I've done it. This is the infection you would get by walking around outside spore points without protection. It's possible, but the less you touch the better. This does not mean the infected area where even the ground is layered over. That's next tier. This is just in the vicinity of one, through buildings, on the borders, or in the heavier areas with a damaged but functional suit.

> Mild Infection (11-30%): Rash, itching, buzzing in ears, light headed, frequent urination. Irritable, chest pains, pelvis pains. If left outside a contagion area and kept hydrated, infection dies on its own in 7 days approx, 3 at the low, 10 at the high. Give or take. Soup and fluids friends, soup and fluids. This is the most common stage after prolonged unprotected combat or exposure with the walking infected. You can dance with one and not die but you're going to regret it later.

> Cause for Concern (31-50%): Life expectancy halves here. Bones will begin to malform, scars become numerous, physical appearance irrevokably changed. Bloodshot eyes, tunnel vision, whispering in ears, sensitivity to light, consistantly dehydrated, dyssentry, frequent urination, lots of typos, aggression has a hair trigger. Survival outside contagion zone possible if given 24/7 medical attention for the next month, surgery may repair changes. Getting to this stage of infection takes more than just BEING in a zone. You would have to be adjacent to a spore point with no clothes and sucking in the air or have an infected pinning you down shoving its tongue in your throat.

> Old Yeller (51-75%): Life expectancy about 10%. Human only in the vaguest of ways. Still capable of some rational thought but inability to communicate makes it worthless. Body will often function on autopilot, driven by other systems, secondary organs may form, extra limbs, this is the mutation stage and you should probably be put down as a mercy. If subject has any cognitive abilities at all it will be overwhelmed by helplessness as your body does its own thing. If you're at this stage you lost the fight and the infected got to second base.

> Get The Axe (76%-100%): You're already dead. The body will go through its own desires, shambling, attacking, sporing and may even eventually be absorbed into the primary mass of SCP-610 to join its communal mind or just to sustain the source. SCP-610 has no respect for its own, and all serve the source.

> Not Spending All Night Tied to This Fucking Couch: (110%) >1% of infected cases show exactly no outward signs of infection but can spread the infection through physical contact. Who is to say who is running the show upstairs in the head case but sometimes that smile may seem a little too eager to buy you a drink. Exceedingly rare, but, life evolves.

BJFowLer wrote:Hi, Neko what are the symptoms of infection besides rash and such. Is there a noticeable way to know you're infected without the rash and scar tissue ?
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Post  Mackenzie Tue Jun 11, 2013 8:04 pm

If it takes hours/days to become fully 'infected' then the intro should be you and a squad enter to find something/kill something but you get separated from your squad

EDIT: I guess the endings would be you make it out alive and well OR if u get out infected you start with the normal ending and as your walking away you collapse
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Post  Lotims Mon Jul 15, 2013 2:48 pm

Maybe one of the bad endings could pertain to your character actually escaping the perimeter the SCP foundation has put up. He has gotten on the outside, walking towards another town or something, and it ends up he is infected. He could be the cause of a new spread that will almost certainly cross the globe.
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Post  BJFowLer Thu Sep 26, 2013 1:51 am

Lotims wrote:Maybe one of the bad endings could pertain to your character actually escaping the perimeter the SCP foundation has put up. He has gotten on the outside, walking towards another town or something, and it ends up he is infected. He could be the cause of a new spread that will almost certainly cross the globe.
That's depressing as all hell....I like it.
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Post  Villdyret Thu Oct 03, 2013 7:03 pm

I think it would be nice to have some D-class around, that follow the character, even if they get killed easily. perhaps itd be good to have a more significant/important NPC who becomes infected, and the player has to decide whether to keep or kill them?

I also think actual story, especially about the infected, should be left completely apart from documents, or at least let out slowly. Dont wanna ruin the tension. im sure youve got all this covered. A plot twist should be introduced once or twice too, to stop it being predictable.

The protagonists sanity could be involved a lot, especially with his past (family issues), perhaps that could be an alternate end -the infection is stopped/character escapes, but is now insane.

will the game feature "infected" environments still, like the actual SCP document mentions?
 It could be really creepy, especially to discover an outpost you visited earlier in the game is completely changed, all the inhabitants dead or worse...

Try keeping supplies scarce, except perhaps near the end, where the character gets the flamethrower and is powerful, can finally take revenge.

Just brainstorming. Smile
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Post  Night Shadows Thu Oct 03, 2013 10:39 pm

It would be very nice and spot on if the caves mentioned in the document part of scp-610 were added,including the now caved in church and the human trapped in sp-610.That part could really be intense and eerie.
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Post  Lotims Fri Oct 04, 2013 12:33 am

Night Shadows wrote:It would be very nice and spot on if the caves mentioned in the document part of scp-610 were added,including the now caved in church and the human trapped in sp-610.That part could really be intense and eerie.
mmhm Wink
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Post  Villdyret Fri Oct 04, 2013 6:04 am

Underground ruins would be really atmospheric. It would be cool for it to be a ghost village and then you get stuck in the church somehow, the bell ringing and all the infected surrounding it.
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Post  Night Shadows Fri Oct 04, 2013 10:20 am

Exactly what I wold want to see.Maybe even The Reaper guy............
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