Here are some ideas my friends and I came up with. Some of them are not very good, but I am going to list them all anyway. I haven't bothered to help with any other game's development, but I think Killing Floor is ready for another game. I also think it would to the developers benefit, because Killing Floor has one of the best communities, it is usually in the top 20 on games being played on Steam!
Please help me decide whether these ideas are feasible. I dont know if any of these ideas have been posted because I didnt read everything, so sorry I some of these are duplicates, but here goes.
Have a weapon attachment system, but not like Call of Duty, more likeGhost Recon Future Soldier. You can have as many attachments as can fit on the gun. Each attachment has a weight and adds to total carry weight, but provides more customization. Each attachment has discounts related to certain perks. Only guns with tactical rails can have attachments (example: no attachments for .44 except upgraded iron sights)
Extra mags
Extended mags
Grenade launcher attachment
o Price is discounted for demolitions
Shotgun attachment
o Price is discounted for support specialists
Optical sights:
o ACOG
o Red Dot
o Scope
Variable Zoom
Night vision
Thermal vision
Laser Pointer
o Already in Killing Floor
Bullets
o Rifle
Hollow point
Increased damage
No penetration
Higher cost for clips
Armor piercing
Decreased damage
Higher penetration
Higher cost for clips
Incendiary
Decreased damage
Burn damage
Can light self on fire
Higher cost for clips
o Shotgun
Slugs
Longer range
No spread shot
No penetration
Higher damage
Higher cost for clips
Must buy slug barrel
Buckshot (standard)
Dragons Breathe
Decreased damage
No penetration
Burn damage
Can light self on fire
Higher cost for clips
Rate of Fire
o Increase (also increasing kick)
o Decrease (decreasing recoil)
Muzzle break (for sniper rifles)
o Price is discounted for sharpshooters
Upgraded Iron Sights
o Price is discounted for sharpshooters
Folding/collapsing stocks
o Decrease weight of gun
o Increase Recoil
o Price is discounted for medics/berserkers
Bayonet
o Increase weight
o Melee ability with weapon out
o Already in RO2
o Price is discounted for berserkers
Fore grip
Mounting Bi-pod
o Price is discounted for sharpshooters
o Already in RO2
Combined fore grip/bi-pod
o Bipod collapses into fore grip
o Increased weight and price
o Allows to have otherwise impossible attachment combo
o Decreased deploy/collapse time
Med syringe attachment (might be pushing it)
Also, these are some things that thought could be changed/modified about the actual gameplay.
New Spawn system
o Start with a certain amount of money and you choose what to start out with the money you have. Sort of like a trader shop before the match starts.
o You dont have to start with a knife, med-syringe, pistol, or welder (they can be bought later)
o The firebug doesnt need a pistol or knife, so why start with it?
New reload system
o If there is a round in the chamber, just change clips
o If all rounds were expended, then re-chamber a round
o Use the slide release on the M4, SCAR on the side right above the mag, the little black button releases the mag after the slide stays back.
Have a price and able to sell:
o Single M9
o Knife
o Welder
o Med Syringe
Dual wield med syringes
o Increased carry weight
o Decreased reload time
Dual wield welders
o Increased carry weight
Dual wield one-handed melee weapons
o Knife
o Machete
Dual wield any combination of one handed weapons
o M9 with knife (tac knife look)
o .44 magnum with flare revolver
o Machete with MK23
o Decreased reload speed on melee/pistol combos
o Melee ability with pistol
Wear and tear on weapons
o Must sharpen melee weapons
o Add fuel to chainsaw
o Repair ranged weapons
After so many bullets, one will jam per clip
i.e. after 500 rounds through the m4, one jams per clip, after 750, two rounds per clip without repair
o Can repair/sharpen/buy fuel at trader
o Weapons take damage from ZED attacks
Carry as many of same gun (example: two AA-12s)
o Double amount of clips
o Double weight
o If one jams, can use other
o Can pick up dead squad mates identical gun for after round.
More interactive maps
o Go inside buildings
o Go on top
o Ladders, fire escapes
Parachute?
Have to search bodies of dead squad mate
o More time
o More loot (welder, knife, pistol)
Survival mode
o Endless wave based
o Patriarch mini-bass waves every ten or fifteen
o Servers have the same map over and over again, so this saves the time of loading and starting over.
New weapon ideas we thought of:
Clip based sniper (in the Steam workshop)
o Bolt/lever/pump
o Tactical rails for attachments
Lightweight gun
o Takedown rifle/survival rifle
o Movement speed bonus of melee weapon
o EXREMELY low damage output
Machine pistols
o Dual wieldable
o Commandos perk bonuses?
o Tactical rails
o Low damage
o Low weight alternative for commando
Bow
o Re-curve/compound
o Different arrows
Fire (firebug)
Grenade(Demo)
Health (medic)
Broad heads (berserker)
o Can have all arrow at same time
o Melee stab ability
Side-by-side Rifle
o Same as Hunting Shotgun, but for sharpshooter
o Long range
o Can fire both at same time
Combination rifle
o Over under/side-by-side
o Rifle on top/shotgun on bottom
Bolt action shotgun
o Comes with a slug barrel
o Same price as HSG-1
o Clip based
o Can be converted for buckshot
Shield
o One handed
o Primary attack is block
o Secondary is shield bash
o Wears down with each hit
o Berserker gets bonuses
o Can only be used with one-handed melee weapons (cant reload with a shield)
Throwing knives
o Can be picked up from dead bodies
o Berserker bonuses
Light Machine guns (in the Steam workshop)
o RPD/SAW/L86
o High weight
o High damage
o Slow reload time
o Commando substitute for small clips
o Commando bonuses?
These are the things we thought of for the players.
There are mods out there like the Aliens, swarms, gun game, glasshouse, Dead Space. Some of those should be whitelisted and added to the second game. Give the player more options than the classic wave based.
The ZEDs from the community should be whitelisted too. That way it takes more time to master and more diversity to enjoy. Have to two options in game-modes, such as Tripwire ZEDs or Community ZEDs, or both together. Another one should be flying ZEDs. That makes sense because they have invisible women, so it is not that far-fetched. And that would more teamwork.
OK, thats everything I got. Of course, there is a science to this that I dont understand, but I want some things to change for the better and I dont think it would a waste of time for Tripwire, I know lots of people would buy it, and zombies have never been more popular, and Killing Floor is by far the best zombie game ever.
Please help me decide whether these ideas are feasible. I dont know if any of these ideas have been posted because I didnt read everything, so sorry I some of these are duplicates, but here goes.
Have a weapon attachment system, but not like Call of Duty, more likeGhost Recon Future Soldier. You can have as many attachments as can fit on the gun. Each attachment has a weight and adds to total carry weight, but provides more customization. Each attachment has discounts related to certain perks. Only guns with tactical rails can have attachments (example: no attachments for .44 except upgraded iron sights)
Extra mags
Extended mags
Grenade launcher attachment
o Price is discounted for demolitions
Shotgun attachment
o Price is discounted for support specialists
Optical sights:
o ACOG
o Red Dot
o Scope
Variable Zoom
Night vision
Thermal vision
Laser Pointer
o Already in Killing Floor
Bullets
o Rifle
Hollow point
Increased damage
No penetration
Higher cost for clips
Armor piercing
Decreased damage
Higher penetration
Higher cost for clips
Incendiary
Decreased damage
Burn damage
Can light self on fire
Higher cost for clips
o Shotgun
Slugs
Longer range
No spread shot
No penetration
Higher damage
Higher cost for clips
Must buy slug barrel
Buckshot (standard)
Dragons Breathe
Decreased damage
No penetration
Burn damage
Can light self on fire
Higher cost for clips
Rate of Fire
o Increase (also increasing kick)
o Decrease (decreasing recoil)
Muzzle break (for sniper rifles)
o Price is discounted for sharpshooters
Upgraded Iron Sights
o Price is discounted for sharpshooters
Folding/collapsing stocks
o Decrease weight of gun
o Increase Recoil
o Price is discounted for medics/berserkers
Bayonet
o Increase weight
o Melee ability with weapon out
o Already in RO2
o Price is discounted for berserkers
Fore grip
Mounting Bi-pod
o Price is discounted for sharpshooters
o Already in RO2
Combined fore grip/bi-pod
o Bipod collapses into fore grip
o Increased weight and price
o Allows to have otherwise impossible attachment combo
o Decreased deploy/collapse time
Med syringe attachment (might be pushing it)
Also, these are some things that thought could be changed/modified about the actual gameplay.
New Spawn system
o Start with a certain amount of money and you choose what to start out with the money you have. Sort of like a trader shop before the match starts.
o You dont have to start with a knife, med-syringe, pistol, or welder (they can be bought later)
o The firebug doesnt need a pistol or knife, so why start with it?
New reload system
o If there is a round in the chamber, just change clips
o If all rounds were expended, then re-chamber a round
o Use the slide release on the M4, SCAR on the side right above the mag, the little black button releases the mag after the slide stays back.
Have a price and able to sell:
o Single M9
o Knife
o Welder
o Med Syringe
Dual wield med syringes
o Increased carry weight
o Decreased reload time
Dual wield welders
o Increased carry weight
Dual wield one-handed melee weapons
o Knife
o Machete
Dual wield any combination of one handed weapons
o M9 with knife (tac knife look)
o .44 magnum with flare revolver
o Machete with MK23
o Decreased reload speed on melee/pistol combos
o Melee ability with pistol
Wear and tear on weapons
o Must sharpen melee weapons
o Add fuel to chainsaw
o Repair ranged weapons
After so many bullets, one will jam per clip
i.e. after 500 rounds through the m4, one jams per clip, after 750, two rounds per clip without repair
o Can repair/sharpen/buy fuel at trader
o Weapons take damage from ZED attacks
Carry as many of same gun (example: two AA-12s)
o Double amount of clips
o Double weight
o If one jams, can use other
o Can pick up dead squad mates identical gun for after round.
More interactive maps
o Go inside buildings
o Go on top
o Ladders, fire escapes
Parachute?
Have to search bodies of dead squad mate
o More time
o More loot (welder, knife, pistol)
Survival mode
o Endless wave based
o Patriarch mini-bass waves every ten or fifteen
o Servers have the same map over and over again, so this saves the time of loading and starting over.
New weapon ideas we thought of:
Clip based sniper (in the Steam workshop)
o Bolt/lever/pump
o Tactical rails for attachments
Lightweight gun
o Takedown rifle/survival rifle
o Movement speed bonus of melee weapon
o EXREMELY low damage output
Machine pistols
o Dual wieldable
o Commandos perk bonuses?
o Tactical rails
o Low damage
o Low weight alternative for commando
Bow
o Re-curve/compound
o Different arrows
Fire (firebug)
Grenade(Demo)
Health (medic)
Broad heads (berserker)
o Can have all arrow at same time
o Melee stab ability
Side-by-side Rifle
o Same as Hunting Shotgun, but for sharpshooter
o Long range
o Can fire both at same time
Combination rifle
o Over under/side-by-side
o Rifle on top/shotgun on bottom
Bolt action shotgun
o Comes with a slug barrel
o Same price as HSG-1
o Clip based
o Can be converted for buckshot
Shield
o One handed
o Primary attack is block
o Secondary is shield bash
o Wears down with each hit
o Berserker gets bonuses
o Can only be used with one-handed melee weapons (cant reload with a shield)
Throwing knives
o Can be picked up from dead bodies
o Berserker bonuses
Light Machine guns (in the Steam workshop)
o RPD/SAW/L86
o High weight
o High damage
o Slow reload time
o Commando substitute for small clips
o Commando bonuses?
These are the things we thought of for the players.
There are mods out there like the Aliens, swarms, gun game, glasshouse, Dead Space. Some of those should be whitelisted and added to the second game. Give the player more options than the classic wave based.
The ZEDs from the community should be whitelisted too. That way it takes more time to master and more diversity to enjoy. Have to two options in game-modes, such as Tripwire ZEDs or Community ZEDs, or both together. Another one should be flying ZEDs. That makes sense because they have invisible women, so it is not that far-fetched. And that would more teamwork.
OK, thats everything I got. Of course, there is a science to this that I dont understand, but I want some things to change for the better and I dont think it would a waste of time for Tripwire, I know lots of people would buy it, and zombies have never been more popular, and Killing Floor is by far the best zombie game ever.
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