Shop compass: Shows the direction of the shop, only comes up in down time between waves. New people to the game won't know which way their asses are, and I could see them being to afraid to vote for new maps out of not knowing where the shop is going to be, leading to a situation where the same 2-3 maps are played over and over and over again on any given server.
Auto-loadouts in shop: Like in CS:S have a customizeable "loadout" buyable from the shop, maybe 3-4 of them for different perks. A lot of people aren't necessarily the fastest of gamers when it comes to navigating menus (trying to introduce my dad to kf 2.1 comes to mind, he loves playing original UT with bots but KF kinda reamed him lulz), and if the shop autoboots you out like in Mod KF, these people are going to be turned away frustrated. Having a few auto loadouts with default loadouts stuck on them would help alleviate this.
Server optional team radar on easiest game setting: Won't show zeds of course, but just a little measure to make sure newer players aren't so prone to getting lost and raped in the *** by 12 burly fleshpounds.
Fleshed out grenade system: I remember there was originally planned to be a flash bang, a claymore mine, and other miscellaneous goodies in I think it was the 2.0 release, possibly the 1.1 release. I think it'd put a nice depth of gameplay if you could allocate 2 out of your 5 grenade slots or so to other items. Ideas that come to mind:
Make the welder possibly part of a multitool or something: Mappers would be able to set up custom movers and triggers, and make control panels or computers capable of turning them on and off. For example, kinda ripping off RE5 here, but you could have an incinerator be a hallway in part of a map, and have a control panel to activate it, damaging any zeds that get trapped in it. Or you could have a 1 time activated blast door that once activated, cuts off access between 2 parts of the map, making zeds and players have to take the long way around, and changing the map flow, for better or worse.
The multitool can also explain how you "weld" wooden doors shut by having a nailgun element with relevent animations and sound. The whole "weld anything" thing always bugged me in original KF.
Perhaps the multitool can only be used if you're support perk.
Randomize the amount of ammo in found weapons on higher difficulties: Would be a bit more realistic, and would add a could work both for and against the players.
Auto-loadouts in shop: Like in CS:S have a customizeable "loadout" buyable from the shop, maybe 3-4 of them for different perks. A lot of people aren't necessarily the fastest of gamers when it comes to navigating menus (trying to introduce my dad to kf 2.1 comes to mind, he loves playing original UT with bots but KF kinda reamed him lulz), and if the shop autoboots you out like in Mod KF, these people are going to be turned away frustrated. Having a few auto loadouts with default loadouts stuck on them would help alleviate this.
Server optional team radar on easiest game setting: Won't show zeds of course, but just a little measure to make sure newer players aren't so prone to getting lost and raped in the *** by 12 burly fleshpounds.
Fleshed out grenade system: I remember there was originally planned to be a flash bang, a claymore mine, and other miscellaneous goodies in I think it was the 2.0 release, possibly the 1.1 release. I think it'd put a nice depth of gameplay if you could allocate 2 out of your 5 grenade slots or so to other items. Ideas that come to mind:
- Aforementioned originally planned items
- Bear trap or other animal traps.
- Phosphorous grenades or molotovs, any sort of incendiary grenade
- Barbed wire (would damage them very slightly, but would slow them down by 40-60% while traversing it)
- Can of motor oil. Would cause smaller zeds to trip and fall, and can ignite with the flamethrower or incendiary grenades.
- Glass jar full of bees. BECAUSE *****ES DONT WANNA **** WITH BEES.
- Mix motor oil and bee jar. FLAMING ****ING BEES.
Make the welder possibly part of a multitool or something: Mappers would be able to set up custom movers and triggers, and make control panels or computers capable of turning them on and off. For example, kinda ripping off RE5 here, but you could have an incinerator be a hallway in part of a map, and have a control panel to activate it, damaging any zeds that get trapped in it. Or you could have a 1 time activated blast door that once activated, cuts off access between 2 parts of the map, making zeds and players have to take the long way around, and changing the map flow, for better or worse.
The multitool can also explain how you "weld" wooden doors shut by having a nailgun element with relevent animations and sound. The whole "weld anything" thing always bugged me in original KF.
Perhaps the multitool can only be used if you're support perk.
Randomize the amount of ammo in found weapons on higher difficulties: Would be a bit more realistic, and would add a could work both for and against the players.