I was just thinking, what if the REALLY powerful, REALLY expensive, REALLY situationally-useful weapons like the M99, the LAW, or some kind of LMG were handled completely different from your normal gear when it comes to availability and use?
What if these weapons, instead of being bought as high-tier weapon sidegrades, would have to spawn at random in (difficult to reach) positions of the map, with a notice when that happens (a friendly message from the trader, saying she "found out" that there's a military-grade stockpile or that someone has air-dropped it for you, perhaps?)
What if ammunition for them was either REALLY expensive or the trader didn't have an infinite supply available, or you were even limited to what was found with the weapon and have to just toss it away / sell it when you run out? ... BUT to compensate, they're as powerful as they should be, instead of them being balanced down to fit with normal weapons?
To encourage squad diversity, super-weapons would have to be REALLY ineffectual in the hands of unmatched perks (These would all be weapons that require significant expertise to operate), and there would have to be one type of super-weapon for EACH perk in the game; that way the more diverse your team is the greater likelihood that SOMEONE will be able to use whatever super-weapon DOES wind up appearing, OR players would be tempted to drop all of their stuff to pick up the weapon while it's available, with the intent of changing perks between waves to use it in the next.
Weapons by Perk:
I'm sure most of you will just say "no, it's fine like it is" or "we don't need this kind of unreliable gameplay gimmick" and hey that's fine I'm just.. throwing a sudden idea out there. Heck, maybe this sort of thing could be a mod?
What if these weapons, instead of being bought as high-tier weapon sidegrades, would have to spawn at random in (difficult to reach) positions of the map, with a notice when that happens (a friendly message from the trader, saying she "found out" that there's a military-grade stockpile or that someone has air-dropped it for you, perhaps?)
What if ammunition for them was either REALLY expensive or the trader didn't have an infinite supply available, or you were even limited to what was found with the weapon and have to just toss it away / sell it when you run out? ... BUT to compensate, they're as powerful as they should be, instead of them being balanced down to fit with normal weapons?
To encourage squad diversity, super-weapons would have to be REALLY ineffectual in the hands of unmatched perks (These would all be weapons that require significant expertise to operate), and there would have to be one type of super-weapon for EACH perk in the game; that way the more diverse your team is the greater likelihood that SOMEONE will be able to use whatever super-weapon DOES wind up appearing, OR players would be tempted to drop all of their stuff to pick up the weapon while it's available, with the intent of changing perks between waves to use it in the next.
Weapons by Perk:
- Sharpshooter - M99, made more tactical (requires deployment) and way more powerful than in KF1.. you should never have to make headshots or use more than one bullet with an "Anti-Material Rifle", they make BIG holes.
- Demolitions - LAW, likewise way more effective than in KF1. No more "three anti-tank rockets to kill one zed" baloney. Reduce capacity to just a few rockets but make it tomato-soup an entire room-full of Zeds.
- Berzerker - Chainsaw. Now has a limited fuel supply, maybe Zeds react to the noise (like in L4D2) On the upside, it's gruesomely powerful. Even large Zeds tend to be too traumatized to fight back and fall quickly when you plunge a chainsaw into their flesh and start dismembering
- Commando - Commando gets that LMG everyone wants and until his ammo runs out, he can hold off armies. Provided that he gets the thing deployed and nothing sneaks up on him in the meantime.
- Support - Maybe a supply of really exotic shells and an AA12? I think we've all wanted to play with Flechette or Bolo rounds at some point, right? Unless there's a kind of shotgun bigger and noisier than an AA12 that I'm not aware of.
- Firebug - A SUPER husk-gun? An even BIGGER flamethrower? Something like an M32 filled with more deadly versions of the fire grenades, napalm all over the place and whatnot? I don't know. Something that involves more fire.
- Medic - Okay i'm really struggling on this one... a dose or two of some kind of adrenaline or super-steroid? Some kind of toxin that makes Zeds go berzerk on each other? Some kind of... gas thing? You got me.
I'm sure most of you will just say "no, it's fine like it is" or "we don't need this kind of unreliable gameplay gimmick" and hey that's fine I'm just.. throwing a sudden idea out there. Heck, maybe this sort of thing could be a mod?
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