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^Ben |
Posted: February 15, 2006 11:59 pm
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Real zombie Nemesis Group: Members Posts: 364 Joined: February 05, 2006 |
Will just be BrainBread sourceified, nothing new will be added untill we stabilise the featureset!
But feel free to suggest something, just don't expect for it to be considered for implementation for a bit -------------------- Left the BB:S Team.
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RaptorRed |
Posted: February 16, 2006 10:00 am
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Just another Survivor Group: Members Posts: 24 Joined: December 11, 2005 |
Raptor Red's Suggestions
A couple of classes of zombies K9 -Infected dogs that are fast and ferocious Birds -Infected birds that attack, easy to kill, hard to hit Runners -Freshly infected zombies that can run, and are easy to take down Draggers - Heavily decomposed zombies that are slow, but take more hits to kill as theyre decomposed. Spitters -Zombies that spit blood or toxins at the unsuspecting player that gets too close, blinding the player temporally. Mutated Zombies -Have higher AI, can use weapons, could be different types =Minigun and rocket launcher =Rifles or submachine guns =explosive throwing Zombies could grab players which slows them down or stops the player, and then the zombie bites the player resulting in heavy dmg Zombie AI responds to sound and light, so if the player makes noise the zombies in that area will head towards that player. Should the zombies see light from a player(s) flash light they come running towards the player(s). Maybe include night vision. Certain amount of points allows you to use it. Flashlights and night vision last (x) amount of time before they die and then recharge. When a player becomes infected they have a (x) % chance to mutate into a superhuman, which increases speed, damage, and immunity for (x) amount of time. ***Also when the player is turning into a zombie, the server saves that state the player is in, so when the player tries to reconnect they are still a zombie until they kill a player or the requested amount of AIs*** A basic suggestion on improving the RPG system. ***When a user selects their points, the settings are saved on the server and reloaded in future games when that player joins, instead of it resetting every map change. Players are given the option to reset their own points to 0.*** When player(s) put points into health, their health increases, but after(x) amount of points, health stops increasing, but armor starts to increase. Possibly remove speed increase, or change it to increase the length of sprint a player can sprint for. ***Change the way skill works. Players start out with poor accuracy, have high recoil and can only use handguns. Then as the player puts more points into skill accuracy increases, recoil decreases, and then after say 5 skill points they can start to use shot guns, 10, sub-machine guns, 15, rifles, 20, minigun/flamethrower, 25 propane, 30 to 50 could be the amount of ammo you can carry increases by increments of 5. Or after (x) amount of points special items can be picked up, night vision, rocks, motov cocktails etc*** An advanced suggestion to change the RPG system is to have a setup like Deux EX/UT2004 RPG, where the player can put points into improving themselves and have a list of options on where they can put their points. Examples. Armaments, Life extensions, and Fleeing Melee Increases accuracy, damage, and rate of attack of melee weapons Handguns Increases accuracy, damage, and reloading while using pistols Submachine and rifles Increases accuracy, damage, and reloading while using submachine guns and rifles Heavy Weapons Increases accuracy, damage, reloading, and movement while using heavy weapons Explosive Weapons Increases throwing accuracy and damage Medicine Increases effectiveness of health packs, and reduces periods of toxic poisoning if any Ammo Increases the amount of ammo that can be carried in all guns, except propane, and heavyguns. ---------------------------------------------------------------------- Changes to the dual handguns. Instead of having the Dual Berretta, Dual Glocks, plus the Berretta and Glock, how about the ability to pickup a same handgun twice, allowing the player to have dual handguns on certain weapons. Allow a player to pick up and drop all weapons, instead of the current issue, where players cannot pickup a spawned weapon twice should they drop the original weapon they were carrying before they had to drop it due to picking up the case. Powerful weapons do not spawn right away they spawn every (x) minutes. 1. Change the secondary fire to zoom, Zoom mode: aimed mode 2. Certain guns have a toggling firemode. a. Fire mode 1: Automatic b. Fire mode 2: Single shot Example of these guns could be the M4 assault, MP5 SMG, Glock Perhaps have the ability to lean left or right, or even the ability to go into prone mode increasing accuracy. This post has been edited by RaptorRed on February 16, 2006 11:28 pm |
Equalizer |
Posted: February 16, 2006 03:51 pm
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Last hope of Mankind Group: Old BB:S Betatesters Posts: 633 Joined: February 12, 2005 |
Equalizer's Suggestions:
Creatures: Zombies - Toxic: Take your health to 1. Next hit (if you are still on 1) you are automatically turned in to a Toxic Zombie. - Fast: Do little damage, but attack in fast swipes. Can climb walls and run very fast and so are hard to hit. Easy to kill. - Normal: More common. Do realistic damage. Slow and easy to hit. Shoot in head for instant kill. Dogs - Rabid: More Common. Do serious damage. Fast and hard to hit. Easy to kill. Will attack you if you are within 1 metre of it or if you attack first. Appear (mostly) in packs of Three. - Toxic: Like the Toxic zombie, it takes your health to 1. But if you are bitten and still on 1 you are automatically killed and won't transform. - Fast: Like the fast Zombie, it can run. Twice as fast as the Fast Zombie. Hard to hit. Tough to kill. Headshots are ideal. Birds - Crows: More Common. Do little damage. Very fast and hard to hit. Appear in flocks. Shotguns are useful against these. - Toxic: Like the Toxic Zombie, takes your health to 1. Next hit you are killed and don't transform. Fast and hard to hit, but easy to kill. Allies: Survivors - Refugees: Will not follow you. They will make their way to the Escape point. In some missions you will have to escort Refugees to to their Escape point. - Fighters: Press E to get them to follow you. Armed with Pistols, Shotguns and Sub Machine Guns, they will do their best to help. Military - Police: Armed with Pistols. About two will be able to follow you. They have low stamina and are easy to kill. - Soldier: Armed with Shotguns, SMGs, Rifles and Machine Guns, Soldiers are useful for heavy support. Will not follow you. - Helicopter: Escape route in most missions. Armed with Missiles and Guns, you may call them in to Sweep the area. Weapons: Melee - Knife: Fast attack, but weak. - Axe: Slow attack, but strong. - Crowbar: No differences. Pistols - Beretta M92FS: (D) Fire Rate: Fast, Semi-Auto Damage Rate: Slightly Weak Clip Capacity: 15 9mm Parabellum - Desert Eagle Fire Rate: Slow, Semi-Auto Damage Rate: Very Strong Clip Capacity: 7 .50AE 38 Strength Required - USP: Fire Rate: Fast, Semi-Auto Damage Rate: Weak Clip Capacity: 12 .45ACP - Sig P226 Fire Rate: Medium, Semi-Auto Damage Rate: Slightly Strong Clip Capacity: 12 .357 - Glock 18 Fire Rate: Slightly Fast, Semi-Auto Damage Rate: Strong Clip Capacity: 17 9mm Parabellum - Colt Python Fire Rate: Medium, Semi-Auto Damage Rate: Strong Clip Capacity: 6 .357 42 Strength Required Shotguns - Benelli M3 Fire Rate: Slow, Pump-Action Damage Rate: Strong Clip Capacity: 8 12-Gauge 32 Strength Required - Benelli M4 Fire Rate: Fast, Full-Auto Damage Rate: Strong Clip Capacity: 7 12-Gauge 36 Strength Required - Spas-12 Fire Rate: Medium, Pump-Action Damage Rate: Strong Clip Capacity: 6 12-Gauge 38 Strength Required - Sawed-Off Fire Rate: Fast, Semi-Auto Damage Rate: Very Strong Clip Capacity: 2 12-Gauge SMGs - Uzi Fire Rate: Fast, Full-Auto Damage Rate: Medium Clip Capacity: 30 9mm Parabellum - P90 Fire Rate: Very Fast, Full-Auto Damage Rate: Strong Clip Capacity: 50 5.7mm 36 Strength Required - MP5A4 Fire Rate: Fast, Full-Auto Damage Rate: Medium Clip Capacity: 30 9mm Parabellum - Ingram Mac-10: (D) Fire Rate: Fast, Full-Auto Damage Rate: Slightly Weak Clip Capacity: 32 .45ACP (D) 34 Strength Required Assault Rifles - M4A1: Fire Rate: Fast, Full-Auto Damage Rate: Slightly Strong Clip Capacity: 50 5.56mm NATO - FAMAS: Fire Rate: Very Fast, Burst/Full-Auto Damage Rate: Medium Clip Capacity: 25 5.56mm NATO - AK-47: Fire Rate: Slow, Full-Auto Damage Rate: Medium Clip Capacity: 30 7.62mm NATO 32 Strength Required - G36C: Fire Rate: Slightly Slow, Full-Auto Damage Rate: Strong Clip Capacity: 30 5.56mm 34 Strength Required Sniper Rifles - AWM: Fire Rate: Very Slow, Bolt-Action Damage Rate: Very Strong Clip Capacity: 10 .50BMG 42 Strength Required - Scout: Fire Rate: Slow, Bolt-Action Damage Rate: Slightly Strong Clip Capacity: 5 7.62mm NATO - Dragunov: Fire Rate: Slow, Full-Auto Damage Rate: Strong Clip Capacity: 20 7.62mm 34 Strength Required Equipment - Hand Grenade: Creates an explosion. Does vast amounts of damage. - Molotov Cocktail: Creates an Explosion. Able to set entities alight. Inventory - Serum: Slows Zombification by 50%. Must me administered by another player. - Antidote: Stops Zombification. Must be administered by another player. - Water Bottle (Small): Refills Stamina Bar by 50. - Water Bottle (Medium): Refills Stamina Bar by 200. - Water Bottle (Large): Refills Stamina Bar by 1000. - Adrenaline: Increases Agility by 4. Must be administered by another player. - Codine: Restores 50 Health. - Morphine: Restores 80 Health. - Medkit: Restores 120 Health. Must be administered by another player. - Bandages: Increases Toughness by 4. When dead or zombified, effects will wear off. Must be administered by another player. - Muscle Relaxant Increases Accuracy by 4, but decreases Strength by 8. Must be administered by another player. Stats All stats start at 30. But different classes interfere. - Toughness: When Toughness is increased, maximum HP will increase by 4. - Agility: When Agility is increased, Speed and Fire Rate will increase by 4%. - Strength: When Strength is increased, you will do +4 Meleedamage. - Accuracy: When Accuracy is increased, Auto-Aim will get better. Classes - Survivor: +2 Agility +4 Accuracy Weapons: Axe/Crowbar ®, Glock 18 - Fighter: +2 Toughness +4 Strength Weapons: Knife/Axe ®, USP, MP5A4 - Police: +2 Accuracy +2 Agility Weapons: Knife, Beretta M92FS - Soldier: +2 Toughness +2 Strength +2 Accuracy Weapons: Knife, Sig P226, M4A1/Benelli M3 ® Special Characters (These charachers can only be used by one person) - Gordon Lance: Builder. Works for the Heaven's Gate Builder's Guild. +4 Toughness +8 Strength -2 Agility Weapons: Crowbar, Desert-Eagle, AK-47 - Jeff Armstrong: Security Guard. Works for the Heaven's Gate Mall Security. +2 Strength +4 Agility +4 Accuracy Weapons: Glock 18, Benelli M3 EDIT: Sorry for the Spam, but I thoiught I might add: LONGEST RECORDED POST ON IRONOAK! 6218 Characters! This post has been edited by Equalizer on February 16, 2006 10:28 pm -------------------- |
hunter |
Posted: February 16, 2006 05:28 pm
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Fantasma Cazador Group: Old BB:S Betatesters Posts: 3702 Joined: December 08, 2004 |
Definatley need a dragunov for a sniper rifle!
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Elite viking |
Posted: February 16, 2006 11:09 pm
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Veteran Lord Carnage Group: Old BB:S Betatesters Posts: 2471 Joined: December 16, 2004 |
Sorry, but this isn't a "post your suggestions" topic, it states that the first version will be plain bb 1.2 .
(I've seen this one before, it's kinda annoying. A separate topic is your best way of getting the suggestion approved\commented) |
SirAlucard |
Posted: February 17, 2006 02:24 am
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Uberzernichter Group: Members Posts: 954 Joined: November 21, 2004 |
I got a suggestion, let it be the same as the original BB without all this dogs, birds and super zombies and all that shit, but a few more weapons.
Who needs a fucking dog eating them while running away with an axe trying to smack it in the head eh? -------------------- im awesome bra'h
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Equalizer |
Posted: February 17, 2006 01:48 pm
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Last hope of Mankind Group: Old BB:S Betatesters Posts: 633 Joined: February 12, 2005 |
Good point. Zombie dogs and birds aren't too good an idea. tbh, Zombie Birds is just bullshit that should be thrown away. *chucks Zombie Birds idea in to bin* Answer to quoted text: No-one. -------------------- |
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hunter |
Posted: February 17, 2006 04:49 pm
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Fantasma Cazador Group: Old BB:S Betatesters Posts: 3702 Joined: December 08, 2004 |
Would be too like resident evil with zombie birds and dogs. Just need more zombie variations.
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Mr.Retardiusman |
Posted: February 17, 2006 06:25 pm
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Experienced Killer Group: Members Posts: 59 Joined: January 22, 2006 |
Yea but not toxic/fast/normal zombies coz that are JUST THE SAME ZOMBIES IN HL 2!!!
i mean u can make fast zombie's but not to fast and wallclimable just a bit faster and maiby something else than fred all the time something BIGGER xD my suggestion is MAKE DEFFRENT MISSIONS NOT JUST ONLEY FUCKING FRED!!!!! argh so anoying! -------------------- Why do's that zombie eat him? I'm much tastier
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Equalizer |
Posted: February 17, 2006 07:22 pm
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Last hope of Mankind Group: Old BB:S Betatesters Posts: 633 Joined: February 12, 2005 |
What would be pretty cool is if they had singleplayer missions
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Jono |
Posted: February 17, 2006 11:39 pm
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Zombie Hunter Group: Members Posts: 278 Joined: February 17, 2006 |
S&W 1911, i love that gun, glock 20c, g36c and a s&w .50 pistol
i just love those guns |
_CiviliaN^SoldieR_ |
Posted: February 17, 2006 11:48 pm
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civilized d00d Group: Moderators Posts: 3250 Joined: November 01, 2004 |
Uh, this is a bad idea. It'll get spammed and you'll lose track of Suggestions, it would be better if people posted suggestions in seperate threads. If you don't have the power and you wanted it closing, let me know.
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^Ben |
Posted: February 17, 2006 11:51 pm
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Real zombie Nemesis Group: Members Posts: 364 Joined: February 05, 2006 |
Yah, would be better in different threads.
-------------------- Left the BB:S Team.
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