Right now, every single game is the same, you stack enough EMPs and pulv in the team and EMP every scrake for head shot and burst FPs down instantly. Its very VERY boring.
So, what I suggest is to make sirens, husks, scrakes, fleshpound and bosses to be a lot less tanky but give them special abilities randomly. This makes you deal with the same zed differently every time instead of do the same thing over and over again hoping nobody screw up an EMP and a rage scrake wipes the whole team.
So let's get started, firstly, make sirens, husks, scrakes, fleshpounds and bosses will not be anywhere as tanky as the current settings.
Then, we add perks to them. Every time those zeds spawn, a number of perks will be randomly chosen from the perk list available for the zed. On normal and hard you only have perks on scrake/FP and boss, on suicidal and HOE sirens and husks also get perks. I think 2 random perks on sirens and husks, 3 on scrakes, 4 on FPs and 5-6 on bosses sounds fair. EMP should be able to disable the perk effects, so you dont always just mindlessly spam EMP on scrakes, you may consider EMPing a husk if the perk he has is affecting what your team is trying to do. Also make EMP useful in the boss fight because the boss can only use their basic abilities during the effective time.
So, here are some perks coming out from my head:
Perks that can appear on any zeds that can have perks:
1)Leap
Zeds with this perk can jump, not just over railings, but unlimited height (and I believe we already have a jump animation). Say you are camping on the bridge on pairs, now have fun when a husk jump in from the window and start burning things. Jumping out of windows must be save right? Now have a scrake jump up from there.
2)Exhaustion Gas (add visual effect)
Zeds with this perk will generate exhaustion gas around them and prevent anything within the radius from sprinting and do decreased damage with melee attacks. (will not affect scrake+ tier zeds or that zed itself)
3)Iron Skin
All incoming damage from a source within 10 meters is reduced by 33%.
So, shooting the zed at point blank range will do less damage. Add visual effect when taking damage from effective range.
4)Extra Health
Gain 50% more health.
5)Extra Conditioning
Cannot be stumbled. Excluded on bosses (they already have it).
6)Resilience
Head shots do 33% less damage. Shooting the head will have special visual effect (or a sound effect that everyone can hear). Shooting the head still kill them faster than body shots.
7)Poison Gas (add visual effect)
I cant think of a name of this. The zed will release a gas near the zed that removes your hearing and gives you tunnel vision if you are inside the gas.
Scrakes, FPs and bosses only:
1)Sprinter
Gain 20% bonus movement speed.
2)Regeneration
If not taking damage for 10 seconds, the zed will start to regenerate 1% health per second (add visual effect when regenerating).
3)Juggernaut
When sprinting, they do increased damage to other zeds and push away even human players (like the FP kick), also dealing some damage to players they charge through. Add visual effect when they sprint.
4)Close and Personal
Attacks cannot be parried. Add visual effect on weapons.
5)Attraction Blade
Melee attacks re-aggros nearby zeds to the target hit.
FPs and bosses only:
1)Magnetic Field (add visual effect)
Generates a magnetic field around the zed and any projectile affected will do 33% reduced damage. (this will affect any projectile make contact with the field, not just affect the zed alone)
Bosses only:
1)Run and Gun (add visual effect)
Able to use ranged attack while moving (not when sprinting) but all ranged attack do reduced damage.
2)Decoy
When suffer more than 30% max health damage within 10 seconds, a decoy of the boss is released while the boss become invisible for a few seconds. The decoy will not deal damage but only share the same AI with the boss. It will pretend to shoot or throw whatever the boss can throw.
3)Sticky Ooze
Leave behind a sticky liquid when the boss moves that last for 1 minute. So you cannot kite in a small circle again and again or fight him in the same area the entire fight.
TLDR: So by adding different perks to medium to large zeds, we dont need to make them have tons of health for "more challenge". You need to deal with them accordingly instead of doing the same thing over and over again. Random perk on bosses also promote more balanced team instead of spamming the highest DPS weapons because the boss could be resisted to it.
So, what I suggest is to make sirens, husks, scrakes, fleshpound and bosses to be a lot less tanky but give them special abilities randomly. This makes you deal with the same zed differently every time instead of do the same thing over and over again hoping nobody screw up an EMP and a rage scrake wipes the whole team.
So let's get started, firstly, make sirens, husks, scrakes, fleshpounds and bosses will not be anywhere as tanky as the current settings.
Then, we add perks to them. Every time those zeds spawn, a number of perks will be randomly chosen from the perk list available for the zed. On normal and hard you only have perks on scrake/FP and boss, on suicidal and HOE sirens and husks also get perks. I think 2 random perks on sirens and husks, 3 on scrakes, 4 on FPs and 5-6 on bosses sounds fair. EMP should be able to disable the perk effects, so you dont always just mindlessly spam EMP on scrakes, you may consider EMPing a husk if the perk he has is affecting what your team is trying to do. Also make EMP useful in the boss fight because the boss can only use their basic abilities during the effective time.
So, here are some perks coming out from my head:
Perks that can appear on any zeds that can have perks:
1)Leap
Zeds with this perk can jump, not just over railings, but unlimited height (and I believe we already have a jump animation). Say you are camping on the bridge on pairs, now have fun when a husk jump in from the window and start burning things. Jumping out of windows must be save right? Now have a scrake jump up from there.
2)Exhaustion Gas (add visual effect)
Zeds with this perk will generate exhaustion gas around them and prevent anything within the radius from sprinting and do decreased damage with melee attacks. (will not affect scrake+ tier zeds or that zed itself)
3)Iron Skin
All incoming damage from a source within 10 meters is reduced by 33%.
So, shooting the zed at point blank range will do less damage. Add visual effect when taking damage from effective range.
4)Extra Health
Gain 50% more health.
5)Extra Conditioning
Cannot be stumbled. Excluded on bosses (they already have it).
6)Resilience
Head shots do 33% less damage. Shooting the head will have special visual effect (or a sound effect that everyone can hear). Shooting the head still kill them faster than body shots.
7)Poison Gas (add visual effect)
I cant think of a name of this. The zed will release a gas near the zed that removes your hearing and gives you tunnel vision if you are inside the gas.
Scrakes, FPs and bosses only:
1)Sprinter
Gain 20% bonus movement speed.
2)Regeneration
If not taking damage for 10 seconds, the zed will start to regenerate 1% health per second (add visual effect when regenerating).
3)Juggernaut
When sprinting, they do increased damage to other zeds and push away even human players (like the FP kick), also dealing some damage to players they charge through. Add visual effect when they sprint.
4)Close and Personal
Attacks cannot be parried. Add visual effect on weapons.
5)Attraction Blade
Melee attacks re-aggros nearby zeds to the target hit.
FPs and bosses only:
1)Magnetic Field (add visual effect)
Generates a magnetic field around the zed and any projectile affected will do 33% reduced damage. (this will affect any projectile make contact with the field, not just affect the zed alone)
Bosses only:
1)Run and Gun (add visual effect)
Able to use ranged attack while moving (not when sprinting) but all ranged attack do reduced damage.
2)Decoy
When suffer more than 30% max health damage within 10 seconds, a decoy of the boss is released while the boss become invisible for a few seconds. The decoy will not deal damage but only share the same AI with the boss. It will pretend to shoot or throw whatever the boss can throw.
3)Sticky Ooze
Leave behind a sticky liquid when the boss moves that last for 1 minute. So you cannot kite in a small circle again and again or fight him in the same area the entire fight.
TLDR: So by adding different perks to medium to large zeds, we dont need to make them have tons of health for "more challenge". You need to deal with them accordingly instead of doing the same thing over and over again. Random perk on bosses also promote more balanced team instead of spamming the highest DPS weapons because the boss could be resisted to it.
Less tanky, more fun: perk system for zeds
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