edit: blast! I deliberated too long on responses to add a poll...
I think KF has plenty of room for more utility items.
There's been a few ideas tossed around: flaregun, meds, caltrops, ammo-bag... there's a lot of untapped possibility out there.
Compared to weapons, where the niches are filling up, utility-class items are a relatively wide-open range.
You get a new carry capacity dedicated to utility-class items, so you now have X of X for weapons, Y of Y for utility stuff.
Such items also open up a whole new way to differentiate perks based on the new items.
In the spirit of throwing out a few ideas to spark the imagination:
Ammo Bag: carries a couple spare clips/mags/series-o-tubes. Players near someone carrying the bag can target the ally and hold down the use key a few seconds to stock up on ammo- though the supply is very limited. A bag icon hovers in the overhead display (where their name/rank display) of players carrying an ammo bag.
I think KF has plenty of room for more utility items.
There's been a few ideas tossed around: flaregun, meds, caltrops, ammo-bag... there's a lot of untapped possibility out there.
Compared to weapons, where the niches are filling up, utility-class items are a relatively wide-open range.
You get a new carry capacity dedicated to utility-class items, so you now have X of X for weapons, Y of Y for utility stuff.
Such items also open up a whole new way to differentiate perks based on the new items.
In the spirit of throwing out a few ideas to spark the imagination:
Ammo Bag: carries a couple spare clips/mags/series-o-tubes. Players near someone carrying the bag can target the ally and hold down the use key a few seconds to stock up on ammo- though the supply is very limited. A bag icon hovers in the overhead display (where their name/rank display) of players carrying an ammo bag.
>Support gets an extra X clips/mags/etc. in the bag.
Flaregun: lights up areas, deals out some minor damage if you hit a specimen directly.
>A Firebug's flares burn longer.
Caltrops: deals out some minor damage to specimens walking across 'em, slows specimens down a little.
>A Medic's caltrops are coated with a paralysis-inducing poison which slows specimens an additional X%.
Meds: temporary minor effects- damage resistance, faster movement?
>A Medic's, um, Meds are more potent.
Door Brace: weld this onto a door to increase its hitpoints by X%.
>A Support Specialist's brace adds X% increased door durability.
How do you feel about the general idea?
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