Reginald
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- Dec 8, 2004
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Posted this in the DLC thread but it went mostly unnoticed because the thread had mostly run its course. So I gave it its own thread as it seemed to go down favourably.
Been thinking up a few shitty ideas. Except I don't think they are shitty or I wouldn't be sharing them. But most ideas given even the slightest bit of scrutiny by a fresh eye are revealed to be shit so... whatever, here we go.
Infected achievement unlockables (I'm not sure whether these should be toggled between, like the TF2 weapons) or unlocked abilities):
Hunter: The ability to cling to walls and ceilings when pounced at. You can't crawl because there would be too many exploits and the possibility of crawling out of the levels. You can pounce from the wall to another one though. (I know you can sort of do this already, but you really have to keep momentum up or you fall). I think it would give some pretty interesting ambush options. If it's a toggle-able ability, the pay-off would be decreased damage or longer warm-up for jumps.
Smoker: I initially thought about the idea of being able to "reel in" the survivors if you had them hanging. That way, when they were released by team-mates, they'd get fall damage too. But I didn't know if it wouldn't be too unfair. It's certainly an option. There would be a small charge-up time and then they'd move the same speed as they do when normally dragged.
I think more interesting would be the ability to deploy their smoke when they see fit. Currently, they give off smoke when they die, which is often an almost pointless ability as they are the "long-range" Infected so the smoke doesn't really pose a thread. But being able to squirt out some smoke inside a small room that the survivors have to go through, whilst hunters lie in wait on the ceiling, would be awesome. The pay-off would be decreased tongue reach or something like that.
Boomer: Remember when people used to type "kill" into the console to blow themselves up? What about being able to self-destruct? Remember that Lemmings level where you had to blow up a Lemming to get through a wall and you had to get the 5 second timer just right or it blew a hole in the wrong place? How about something like that for the Boomer? Give it a 5-second timer and a double-sized cover area from what it is now. It is completely immobile during this timer and if shot it simply fizzles out and doesn't explode at all.
This is the one I've given the least thought to...
Tank: Annnddddd, I'm completely stumped. The only thing I could think of was letting it breathe fire when it is on fire due to gaseous breath or something. This could be used to cut survivors off from areas you don't want them going to.
Told you I was stumped.
Some nice gameplay additions:
Melee weapons: I want to be able to pick up melee weapons occasionally. Golf clubs in apartments, axes in tool-sheds, etc. These weapons are similar to the explosives you find around. You pick them up, you use them, you throw them away. They are more powerful than gun melee but have a marginally slower swing speed. Good for when you're backed into a corner on Expert and don't want to accidentally shoot a team mate. Or just for fun when you and your mates want to run through No Mercy twatting zombies with golf clubs and pool cues. Even if they prove impractical, it'd still be fun.
Door barricades: Is it worth spending 5 seconds pushing that chest of drawers against that doorway to give you one less exit to guard during a crescendo event or finale? I think it would add some nice tactical situations. Although just like melee weapons, it may prove something ultimately useless. But fun, amirite?
I'm also tossing around an idea for a new Infected that stops moving when you look at it. Not sure how it would work though. Could be fun though. Needs more thought.
So what do you guys think?
Been thinking up a few shitty ideas. Except I don't think they are shitty or I wouldn't be sharing them. But most ideas given even the slightest bit of scrutiny by a fresh eye are revealed to be shit so... whatever, here we go.
Infected achievement unlockables (I'm not sure whether these should be toggled between, like the TF2 weapons) or unlocked abilities):
Hunter: The ability to cling to walls and ceilings when pounced at. You can't crawl because there would be too many exploits and the possibility of crawling out of the levels. You can pounce from the wall to another one though. (I know you can sort of do this already, but you really have to keep momentum up or you fall). I think it would give some pretty interesting ambush options. If it's a toggle-able ability, the pay-off would be decreased damage or longer warm-up for jumps.
Smoker: I initially thought about the idea of being able to "reel in" the survivors if you had them hanging. That way, when they were released by team-mates, they'd get fall damage too. But I didn't know if it wouldn't be too unfair. It's certainly an option. There would be a small charge-up time and then they'd move the same speed as they do when normally dragged.
I think more interesting would be the ability to deploy their smoke when they see fit. Currently, they give off smoke when they die, which is often an almost pointless ability as they are the "long-range" Infected so the smoke doesn't really pose a thread. But being able to squirt out some smoke inside a small room that the survivors have to go through, whilst hunters lie in wait on the ceiling, would be awesome. The pay-off would be decreased tongue reach or something like that.
Boomer: Remember when people used to type "kill" into the console to blow themselves up? What about being able to self-destruct? Remember that Lemmings level where you had to blow up a Lemming to get through a wall and you had to get the 5 second timer just right or it blew a hole in the wrong place? How about something like that for the Boomer? Give it a 5-second timer and a double-sized cover area from what it is now. It is completely immobile during this timer and if shot it simply fizzles out and doesn't explode at all.
This is the one I've given the least thought to...
Tank: Annnddddd, I'm completely stumped. The only thing I could think of was letting it breathe fire when it is on fire due to gaseous breath or something. This could be used to cut survivors off from areas you don't want them going to.
Told you I was stumped.
Some nice gameplay additions:
Melee weapons: I want to be able to pick up melee weapons occasionally. Golf clubs in apartments, axes in tool-sheds, etc. These weapons are similar to the explosives you find around. You pick them up, you use them, you throw them away. They are more powerful than gun melee but have a marginally slower swing speed. Good for when you're backed into a corner on Expert and don't want to accidentally shoot a team mate. Or just for fun when you and your mates want to run through No Mercy twatting zombies with golf clubs and pool cues. Even if they prove impractical, it'd still be fun.
Door barricades: Is it worth spending 5 seconds pushing that chest of drawers against that doorway to give you one less exit to guard during a crescendo event or finale? I think it would add some nice tactical situations. Although just like melee weapons, it may prove something ultimately useless. But fun, amirite?
I'm also tossing around an idea for a new Infected that stops moving when you look at it. Not sure how it would work though. Could be fun though. Needs more thought.
So what do you guys think?