What does this suggestion change/add/remove:
This Suggestion would add a Static NPC within the control room of most if not each SCP's Control room (non spec containment would have 1 NPC for each 4 of the cells) with a small dialog branch explaining the SCP a little bit and / or some goofy dialog for humour such as maybe a researcher losing his mind at 966's CC because he doubts the SCP is even there most of the time.
Made a list of all the SCP's with a example screenshot of where the NPC could be
https://docs.google.com/document/d/1lARJ7UTQL1ax6yFS_LFfCoJJtLFWJdiNCwKW9p9JJ_g/edit?usp=sharing [Updated to work]
Side suggestion that does not require to be added with this at the same time but could be nice in the future:
Could have it to be animated so if the SCP is breached, The NPC in his area could cower on the floor.
Possible Positives of the suggestion:
- Would make the map look a lot more alive in-terms of activity instead of researchers usually walking into an empty room if it isn't. already being used.
- could help out newer researchers who don't know much about the SCP they went to (if went the full factual route).
- Easy to implement as it does not require dev work
Possible Negatives of the suggestion:
- Could add entity lag for HCZ as these static NPC's would add up with the props within hcz.
- Could be UNIMMERSIVE AS F#$% given the NPC's don't react to a breached SCP.
- Could get in the way during a test where a lot of people are involved.
- Would be a waste of time for whoever places & sets the dialog for the NPC given the HCZ update is upon us.
Based on the Positives & Negatives, why should this suggestion be accepted:
I Believe this should be added as currently there are not a lot of interactions around the map itself without other players involved and could be a nice and "unique" feature that other SCP-RP servers don't have (at least not yet) Could Also bring the map to life a bit more. This could also be nice for newer players who don't know about some of the lore with SCP's (or the servers edited lore for them) given they go through their dialog branches.
This Suggestion would add a Static NPC within the control room of most if not each SCP's Control room (non spec containment would have 1 NPC for each 4 of the cells) with a small dialog branch explaining the SCP a little bit and / or some goofy dialog for humour such as maybe a researcher losing his mind at 966's CC because he doubts the SCP is even there most of the time.
Made a list of all the SCP's with a example screenshot of where the NPC could be
https://docs.google.com/document/d/1lARJ7UTQL1ax6yFS_LFfCoJJtLFWJdiNCwKW9p9JJ_g/edit?usp=sharing [Updated to work]
Side suggestion that does not require to be added with this at the same time but could be nice in the future:
Could have it to be animated so if the SCP is breached, The NPC in his area could cower on the floor.
Possible Positives of the suggestion:
- Would make the map look a lot more alive in-terms of activity instead of researchers usually walking into an empty room if it isn't. already being used.
- could help out newer researchers who don't know much about the SCP they went to (if went the full factual route).
- Easy to implement as it does not require dev work
Possible Negatives of the suggestion:
- Could add entity lag for HCZ as these static NPC's would add up with the props within hcz.
- Could be UNIMMERSIVE AS F#$% given the NPC's don't react to a breached SCP.
- Could get in the way during a test where a lot of people are involved.
- Would be a waste of time for whoever places & sets the dialog for the NPC given the HCZ update is upon us.
Based on the Positives & Negatives, why should this suggestion be accepted:
I Believe this should be added as currently there are not a lot of interactions around the map itself without other players involved and could be a nice and "unique" feature that other SCP-RP servers don't have (at least not yet) Could Also bring the map to life a bit more. This could also be nice for newer players who don't know about some of the lore with SCP's (or the servers edited lore for them) given they go through their dialog branches.
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