

So getting rid of it (as well as the other cards) in favor of this more realistic system Juan suggested is perfectly fine with me. I for one have never understood the Omni card as it technically is a glorified Level 5 with an achievement attached. However before any of that we still need to finalize the blueprints for the revamp first while checking whether the ideas are any good to begin with.Įven then we still haven't exactly decided on the number of keycard variants either or what exactly we're doing with the Omni, so suggestions are always welcome. Once we get some feedback on this idea (hence the purpose of this thread) implementing it should be straight forward, then it mostly comes down to deciding where to place keycard spawns. Right now we're just brainstorming possible ideas for what systems would work best for Containment Breach. At the moment this is really only an idea as we don't have that any outstanding thoughts for its implementation. We've sort of been playing around the idea of getting rid of the Omni altogether and instead bringing back SCP-005 as an all-access key, albeit with heavily nerfed spawns. There's no end-all card and instead combinations of cards are needed to gain access to more cards which all collectively allow the player to escape the facility. Rather than a simple 1-5 system where any numbered card can access all lower levels, this provides a good balance between what can be accessed and what cannot. This not only allows for a more realistic keycard system, but also better paces the game. Each set would contain two types of tags one for conditional access, another for unconditional (can access every room in the specified category). For example, there would be a set of keycards for accessing containment chambers, a set for researchers, a set for security (in-game case would be to get through checkpoints), and maybe another set for technicians. The idea we have is to scrap the linear 1-5 card system the game currently uses in favour of keycards tied to specific room variants. So, initially my idea was to simply redo every keycard spawn and 914's RNG for upgrading them, however Juan brought up an alternate suggestion involving a complete revamp of how keycards work in Containment Breach. So right now we still random placements of level 1/2 keycards spawns in the Entrance Zone and 0 spawns of levels 3 in Light Containment, effectively making getting out of the first zone impossible without 914 or 1162. When the new zone system was introduced, keycard spawns were, and continue to be, not balanced at all to factor in this system. So the keycard system currently implemented into Containment Breach has been broken ever since v0.7 basically. Thread will probably fall out of date real quick so just check this spreadsheet for updates:
