Re: [0.9.1] SCP Box of Horrors - A Compilation Mod (with SCP
Posted: Mon Jan 20, 2014 8:20 pm
Hm, it'd be a bit annoying if that happened every single time. Perhaps a dice-roll to determine if it spawns in it's room or Dr Maynard's?Prune wrote:It would make more sense to put SCP-005 in Dr.Maynard's office, since he is the traitor responsible for the entire containment breach. It would look cool if there was evidence that he stole valuable equipment to help get his plan done efficiently. Plus, a code is required to enter his office, which is only accessible by entering the pocket dimension. If anyone's requesting a more challenging way to SCP-005, then that would be a good idea to consider.InnocentSam wrote:I put it in zone 1 which is the offices, isn't it? I wouldn't know, I've only ever actually played SCPCB once.Skin_ wrote: Concerning 005 -
Simply put, it is ridiculously overpowered. I actually avoid it when playing, because it takes away the challenge and fun of gradually getting better keycards (until you find 914 of course, but that's ok ). I'm not suggesting that you remove it, since it is a nice SCP. I just think it should either be very hard to get, OR have it placed near to the end of the game, since it wouldn't be too out of place around the offices. Preferably the latter though.
To make it more obvious that Dr. Maynard stole the key, put a note in place of where the key would be displayed reading something like: "I've just came along to 'borrow' the Skeleton Key, to take care of some important business. I'll return in soon. ~Maynard"