I’m making an SCPF, and i’m trying to solve the age old problem of SCPFs becoming prison gun games, instead of horror/research/RP games. I saw a video on YT explaining Isles gun system, and I was wondering if this might solve this problem, as it’ll still keep combat in the game, and it could help players RP more instead of just getting constantly shot.
Before this idea, I was working on my gun system and I’m using an attachment system where players can build their entire gun from scratch, including choosing what receiver, barrel, stock, and magazine. You could make a Heavy Ammo Drum Magazine Sniper. I’m also wondering if this would be something I could still implement with the idea I stated above.
Pros:
No More CONSTANT Combat
More RP Opportunities
Easier For New Players, Hard To Master
Never Done In Any Other SCP Games
Cons:
Less Realistic( Pushes Away A HUGE Portion of the SCP Community )
Less Tactical RP Options ( No More Milsim Operations, etc )
Game Feels Childish ( Pushes Away Older Players, Brings In Younger Less Educated Players )
That is a great idea!! Another idea I have to put more emphasis on the testing/horror aspect of your SCPF game. You could offer more rewards to players for testing or participating in tests to focus less on fighting. Hope this helps
I’m not sure what your problem is. Are you referring to when SCPF games just have dozens of Class-D players sitting in a locked room for hours until somebody buys a gun?
I don’t intend to watch the video provided, so I have no idea how the gun system works or how it might solve your problem.
This also means I don’t understand your cons.
Nonetheless if you want your game to play out a certain way then why not make that part of its design? Limit player freedoms to follow something more predictable.
don’t reward shooting and killing in any way, no money no xp no nothing, make acquiring guns grindy or expensive, reward players for joining research rp sessions xp + money, if the research objectives are fun and have some rng it’s not gonna be boring, just remember that if you want to make a player do something over and over make it as fun and polished as possible
A major issue of ALL SCP RP games is that they focus too much on combat, so much so that the entire game almost always revolves around prisoners and security fighting, rather than the roleplay aspect of the game. Even when many other mechanics are implemented, combat becomes number 1 and the game turns into a shooter game. I’m hoping that dumbing down the combat might solve this issue.
Isles gun in really basic terms, is a point and click gun system, where each gun has a warm up time before shooting, and a cooldown time before it can shoot again. It sounds really simple but it’s fairly intricate in game. It’s easy to get into but hard to master.
Ah, I see. That is definitely something I always see with SCP-like games, least the ones that revolve around the same boring idea.
I say no, I think this is a bad idea. It doesn’t reduce the number of weapons or fights, it just makes things take longer.
What I’d do is steer players away from combat. You can reward players for participating in experiments, give them points or whatever (and differing amounts based on their role). And players can use these points to unlock more experiments (or weapons I guess). Punish players for losing fights, make fights harder (indirectly), and give non-combat options that are generally more beneficial.
There are more details to go into depending on what mechanics you can make and are willing to implement.