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I was asked to move my SCP requested features (from SECMOD) to a new thread, so I thought it would be a good idea to just make a general suggestions thread. Voodoo and the other developers should probably take control of this at some point.
Container opening animations: Love the idea in theory, but
Mantle grunts.. IIRC Voodoo is against this.
1) yeah this is pretty nice (but not completely without problems), and there is a good chance it will make it into SCP eventually.
3) not too fond of adding random/non canon junk objects, but some toilet necessities will probably make it in someday.
8 ) spawning decals is a bit problematic in the Dark Engine, as it can end up looking really bad, so it should be avoided unless the decals are really small (bullet holes). also organs, once taken out of a corpse, are actually pretty dry, so them leaving a blood pool each and every time they are dropped onto the ground is pretty over the top.
13) we are aware (that's why powering up the rec1 transmitter has been made a requirement for completing the quest), but adding more of power cell locked doors is currently out of scope.
as mentioned, a very good reason needs to exist to justify a complete change or addition of something (be it a mechanic or an effect), and one person thinking that something looks cool is usually not enough. basically, linking the already existing power cell slot to the transmitter is ok, popping a battery locked door in the middle of some level just because we can isn't. the bullet holes are a good example as well - yes, they are a straight addition, but there is overwhelming evidence in the editor that they were originally supposed to be in the game, and just weren't ready when the deadline hit.
bad things happen to community projects that present themselves as true to the original but go nuts with everything.
Container opening animations: Love the idea in theory, but the SecMod animations are a bit too clunky for SCP's "official but better" mandate. The crate in particular looks like it's about to eat you when it opens, and it's obviously just a hollow shell inside. Even if someone could come up with a realistic opening animation for it, the crate is placed in so many different positions in the game that it would inevitably end up looking weird and wrong for some of them.
New props: I've actually thought about this a lot. I wouldn't advocate the really obvious new props like some that SecMod uses, but instead more subtle ones that would feel like they always should have been there-- plates and flatware on the mess hall tables, sheets of paper, loose clothing, ashtrays, etc. Stuff that would blend seamlessly into the environments, like the duct connectors we added a while ago.
Psi visual effects: I wouldn't mind juicing them up a bit. The trick is making them look better, not just "more".
Eating sounds: Yes, SCP already has its own sounds. In fact I was thinking about adding a belch if the player drinks a ridiculous amount of alcohol at once, like 10 or more bottles in under 5 seconds. Almost more of an Easter egg. We're on the fence about it.
Skipping the Many cutscene: Seems too gamey to me.
The problem with crates is that there's no way to have them "open" without many of them ending up opening into a wall, the floor, or another object. Repositioning every single crate in the game to avoid problems with an opening animation is not an option. And even then, none of the SS2 crates look like they have hinged lids. The rounded grey crate looks like it's designed for the lid to be completely removed when opening, and the small crate doesn't have any apparent way to open it at all!Desks... well, one of them has an obvious side drawer that could be animated sliding out. That would work well. But the other kind of desk appears to have a flip top, which couldn't be animated because it would clip through anything sitting on top of it. I guess you could give it a front drawer, but it wouldn't really match the texture.Eggs... no. Lockers... yes. Robot debris... no. Bodies... no.So yeah, out of all the searchable objects in the game, it seems like only maybe two or three could be given a practical opening animation. That seems like the sort of interface inconsistency that would just draw attention to itself, hurting immersion instead of helping.
yadda yadda
Y'know, it been bugging me for a while that there's nowhere obvious on the sim units for the player to plug in the sim cards. Thoughts?
Just to put my two cents in, I'd be against new mantling sounds and more drawn out eating/drinking sounds. At the very least, I don't care for Secmod's grunting sound. It's frankly distracting -- Goggles is a quiet guy and only really produces vocalizations when he's being shot full of lead (to the point that I kinda forget he has a voice at all before the end cutscene). And the current consumption sounds are snappy and to the point -- they communicate what you just did by clicking on the object and don't outstay their welcome.