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#1
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This is the second part of my split of the thread "Lots of ideas" (http://forums.tripwireinteractive.co...ad.php?t=41662) and this part is focused on the idea of having an ACTIVE addition to each perk. This part is definitely a work in progress and would like to get some help with new ideas as these perk powers. But, I'm tossing out a few of them so the debatte can begin :P
Some notes first: -These powers are available when you become level 1 on the perk. It would require a new key-button to happen though. -These powers should have limited uses and could be refilled at the trader for a small fee. EDIT: -There is a small cooldown between using the power, so you can't spam them very quickly. FURTHER EDIT: -The powers here should be as logical as possible and as non-"superhero"-ish as possible. Items, tools and weapons are the best ideas. Some exceptions may apply ofc (Like the Berserker and Gunslinger ones) -Field Medic: Idea 1 - Resurrection Kit. THIS REZ KIT IDEA IS SCRAPPED BUT IM KEEPING IT SO YOU CAN SEE IT ANYWAY This is the one I (and many others) have most troubles with, but I'm sharing the idea anyhow. The Medic gets 1 single Rez Kit (from all the levels of 1-6) which you can use on a fallen team-member during combat and everything. You can only resurrect a player ONCE per wave. I'm not entirely sure if this power should be in this game, but this is the only reasonable idea I have this far. What it does for each level (Level 1-6): *Resurrects the target with 15/20/25/30/35/40% of maximum health. *Takes 4.0 /3.5 /3.0 /2.5 /2.0 /1.5 seconds to resurrect a target. Idea 2 (CandleJack's idea) - Emergency Heal needle/dart/drug (don't know the specific item). Quick use, instant heal items that can only be used to heal on others (?). What it does for each level (Level 1-6): *Heals 25/30/30/35/35/40 health. *You have up to 1/1/2/2/3/3 of these items. NOTE: Has a bit longer cooldown on this ability than most other perk powers as it is rather powerful. -Support Specialist: Extra Ammo Boxes. Drops an ammo box (just like the ones you can find in the map, or maybe slightly different to see a difference if that's necessary) in front of you, just like dropping money. Can be used selfishly too, but could have some penalty, like, less ammo dropped if you pick it up yourself. What it does for each level (Level 1-6): *Can throw 1/1/2/2/3/3 boxes Maybe sounds like a low amount, but with more than that it would be way too good. If this power would be added to the SS, then at least the tier 3 weapons like the M14 and SCAR in particular could easily be nerfed in the amount of extra mags they maximumly can carry. -Commando: Idea 1 - Scout. Toggle some "sight" with some googles or something, dunno what it would be, but some kind of powerful "vision" or something, and able to see health bars and stealthers from unlimited range all for a limited amount of time. ... see enemies behind walls? :P Idea 2 - Night Vision Goggles. Toggle Battery-limited NV. Seems useless perhaps, but it could have extra powers, just like the above Scout powers. Idea 3 (Temstar's idea) - Battle Field Awareness: Toggle ability (done with some radar?), when active, any HP bars and cloaked enemies spotted by Commando also appear to all other team mates. Some quick ideas of how it could be like for the respective levels (1-6): *Shows HP bars and cloaked enemies spotted by the Commando to all other team mates. (all levels) *VERSION 1: Maximum duration of 8/12/16/20/24/30 seconds (random numbers). *VERSION 2: (Not a toggle ability though) Has 1/2/3/4/5/6 uses, all lasting X seconds (same number on all levels, around 5-10 seconds) -Berserker: Berserking/Combat Drug or just "Berserk!". (NOTE: Can only inject in yourself.) Inject yourself with some form of drug that gives you a nice temporary boost. What it does for each level (Level 1-6): *First, hurts yourself for 10/9/8/7/6/5 health (yes, negative power, but for balance). Cannot kill yourself with this *Runs at max speed regardless of health for the duration (all levels) *Each kill heals 1 health on you (all levels) *Melee damage increased by 50% (all levels) *Damage taken reduced by 25% (all levels) *Lasts for 5/6/7/8/9/10 seconds *Have 2/2/2/3/3/3 charges of these Drugs -Firebug: Fire Grenades. (Molotovs?) Instead of changing your regular grenades into Fire Grenades at level 3, you get these Fire Grenade ON TOP of the regular grenades (since they are thrown with different keys) These Fire Grenades should deal alot of damage (like they do currently), but maybe scale a little better with the levels too? What it does for each level (Level 1-6): *You start with 1/1/2/2/3/3 Fire Grenades. *You can HAVE (buying at trader) 1/2/3/4/5/6 Fire Grenades (^ done like that for balance, since they are weapons) NOTE: You can NOT get more of these Fire Grenades from Ammo boxes. -Demolitions: Proximity Pipe Bombs? Instead of having everyone running around with Pipe Bombs, which is a little broken at the moment, why not limit them to the Demolitions dude only? This suggestion actually got way better reception in the first thread than i ever would of imagined (weird) so I guess this is a quite solid suggestion. Anyway, if it WOULD be limited to the Demo guy only: What it does for each level (Level 1-6): *You start with 1/1/2/2/3/3 Pipebombs *You can HAVE (buying at trader) 2/3/4/5/6/8 Pipe Bombs (^ done like that for balance, since they are weapons) NOTE: You can NOT get more of these Pipe Bombs from Ammo boxes. -Sharpshooter: Idea 1 - Laser Sight. ... ahem... (Battery-driven, and thus timelimited) Laser Sight? AAAH OK Don't throw stuff at me!!! Just tossing out the idea! Yeesh, don't kill the messenger... The idea was to remove the Laser sight from the M14 and give it to Sharpshooters in general, but limited time instead. For example: What it does for each level (Level 1-6): *Can toogle a laser sight to aid with aiming for 20/25/30/35/40/45 seconds. (Quick toggling always removes a whole second, even if you just use it 0,05 seconds to remove abuse) I can't think of any other idea than this. Please help me out with the Sharpshooter power please! :S -Gunslinger: Zed Time "Thing". Yeah that's right, GUNSLINGER! I am 100% supporting the Gunslinger dude! (thread: http://forums.tripwireinteractive.co...ad.php?t=39844) So, as his power, he could have a manually triggered Zed Time. Maybe spin his guns around or something. Dunno what could trigger it, just something which triggers the coolness of Zed Time. ![]() What it does for each level (Level 1-6): *You have 1/1/2/2/3/3 "things". *This Zed Time lasts 100%/125%/125%/150%/150%/200% in time of a regular one. (And yes, it can be extended by Zerkers and Commandos!) --- I thought this might be a nice way of expanding all the perks instead of only adding new weapons (although I would like more tier 2 weapons) and gives the perks some more flavour. Leave plenty of ideas and constructive critizm!
Last edited by Aze; 02-20-2011 at 03:21 AM. |
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#2
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I like them all, actually. No contradictions...
I think Sharpshooter should get scopes. I always use the Crossbow. Because it has a scope. |
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#3
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(even though I don't really like the my own ideas for the Sharpies, Medics and Commandos much myself :P)But scopes, that's still sort of a PASSIVE ability... Remember, these powers are something you USE with a new button on the keyboard/mouse. Last edited by Aze; 03-20-2010 at 06:23 AM. |
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#4
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I don't like your commando ability, here's what I propose:
Battlefield Awareness: Toggle ability, when active, any HP bars and cloaked enemies spotted by Commando also appear to all other team mates. So when it's turned on, the rest of the team can see HP bar and cloak in a radius around the Commando. Last edited by Temstar; 03-20-2010 at 07:40 AM. |
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#5
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Quote:
That's a GREAT idea! I will add that immediately! EDIT: Just some extra thoughts though, all the powers (except the Rez Kit, unless you can count it as a sort of bodyguard "self"-bonus :P) adds something to the Perk user him/herself, so something extra could be tossed onto the power, like: Also double's the stealth/health vision range of the commando for the duration? Last edited by Aze; 03-20-2010 at 06:37 AM. |
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#6
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All of it beside the gunslinger idea is pretty cool.
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#7
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No, this is not L4D, therefor no resurrection. Once you have been split in half by a gigantic flesh pounding giant there is no going back.
It COULD work, with the right adjustments. In order to keep it balanced, I think the support specialist should BUY extra ammo boxes from the trader AND they would take up weight slots. It could be, for example, 50£ per ammobox, and they take up 1 weight block each. SO if you wanted to carry shltload of ammoboxes, youd have to sacrifice one of your shotguns. I think that would be rather balanced, after all lvl 6 support can carry ALOT, so he could still have eg. shotgun, m79, katana, pipebombs and 5 or more ammoboxes. Something like that. To make sure he couldnt get so many boxes each round, they should cost something. Other perks shouldnt be able to buy them, OR they would cost ridiculous amounts of money for them. Quote:
The nightvision could be extremely useful in VERY dark areas like the basement in westlondon, you wouldnt have to use pistol/flashlight combo. ALTHO, blackcheetah said something about nightvision not working very well with the engine. Not sure. YES, berserker definately needs a puff when it comes to taking some punishment. Not to forget giving some punishment back at the specimens LOL. Whats the point, the regular grenades are useless. This would just make firebug worse. However, if actual molotovs were added that burn for a while on ground after ignited, THEN it would be a good idea. Always loved molotovs in any game. So you are suggesting pipes to be demo only? I would support that, fully. Quote:
Also its limited by graphics settings, if you have low graphics you cant see the dot. Therefor, his power wouldnt be available to the low end machines. We cant have that (even tho my machine is more than capable of running KF in full graphics and resolution). I dont know what ability sharpshooters should get... Maybe just simply increased accurary and damage with all weapons for a short time. I know, SS is already too powerful, BUT after the nerf its surely about to receive soon, this could work out. Yeah would be cool to be able to trigger zedtime with a button :P One last comment here. These would require pretty massive changes in the game so I doubt they will ever implement these. Maybe if they created KF2, but not in this version unless someone makes a mutator for it. |
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#8
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But I agreed on buying the things. You could start with low/no "charges" of each perk's power and, then like i said in the pre-notes you have to recharge your powers by buying more of your specific of them. I already said that :P Quote:
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My change would be a better/worse (just better at later FB levels). At level 1 and 2, it's an upgrade as you can carry 5 regular ones, and 1/2 fire ones. At level 3 and 4, it's both better and worse, as you have more grenades in total (5 reg + 3/4 fire), but I guess it would be worth it. And then at level 5 and 6, it's a pure upgrade. Besides, regulare grenades useless? What about Fleshies? With this change to FB, that means you can toss regular grenades while burning with the Flamethrower and hope for the best (better than current playmode) and still have Fire Grenades for AoE purposes. Also, if these Fire Grenades / Molotovs have a fire burning on the ground ON TOP of their current effect, it would be even better, no? ![]() Quote:
Kinda funny, I thought this suggestion was gonna be like "YU NO TACH MAI PAJPBAAMBZ", but this is one of the most supported ones. Never thought that would happen, but there you go, alot of people agreed with me on this one ![]() Quote:
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I love this suggested perk and it's power as well. Might be a little too much "Matrix / Max Payne" but it's still awesome and it IS a useful power.Quote:
![]() And thanks for the very thorough responses! |
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#9
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these are all awesome ideas!
I am a huge fan of an active, limited-use "BERSERK!" power for Berserkers. An active perk power is a drastically better way to re-tune Berserker than seriously amping up their stats. Plus, a limited use ability can be significantly more powerful than something that is always on- so I can get a huge boost when the chips are down and it really matters. I think an excellent idea for the Sharpshooter limited-use active power has struck me. After appropriate SS damage nerfs so they don't 1-shot FPs and Scrakes anymore, and the crossbow's insane 8x headshot multiplier goes away... Eagle-Eye: For X seconds, the range, accuracy, headshot bonus damage, and zoom for all your weaponry (barring melee weapons) is doubled while aiming (using ironsights). For weapons that do not normally provide a zoomed view, you get a zoomed view with on-screen crosshairs while using ironsights. Y uses per round. I'd rather see something that adds significant, temporary Damage Reduction via an injection as the Medic's power. I agree with Hate: if you're dead, you're out for the round- no resuscitation.
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Last edited by BEEEEEES; 03-20-2010 at 10:01 PM. |
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#10
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I have an idea to replace the rez kit. I've had this idea for a while, and have suggested it in a different context.
here it is: Instant health regen darts/syringes. Instead of healing x hp over y seconds, it heals the whole amount in a single shot. This would of course use all of the charge up. This could be added to the much-desired new weapon for medic. Some people will get annoyed by this, i guarantee it, so i propose an idea for my idea: bringing in ammo to this. i.e. Each dart heals 25 hp instantly, but there's only a limited number of darts. This could be increased with medic levels. Hope you like this Aze
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203.217.24.135 - [}{] Killing Floor Legion server |
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#11
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Quote:
![]() Quick brainstorm how it would look like: Instant heal items that can only be healed on others (?) You have a max number of 1-6 of these items (number of items for respective levels) and they instantly heal 25 health on all levels... Not bad! I will edit that in! Thanks for the idea ![]() EDIT: Changed the power slightly. And, as being the perk's power, it shouldn't belong to a weapon, it's just a quick emergency heal you can do on others. But, if these perk powers are not added, having the insta-heal on a new weapon for the Medic is also a great idea! Last edited by Aze; 03-21-2010 at 06:49 AM. |
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#12
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![]() I especially like the Berserk power myself :P But Eagle-Eye... yeah it's logical and all... but somehow I think it might be too powerful either way. |
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#13
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Bumpeity-bump!
Anyone got more ideas for the Commando and Sharpshooter? Quick recap of the abilities i think would work quite well: Medic - Emergency Heal Firebug - Fire Grenades Support - Ammo Boxes Demolitions - Pipe Bombs Berserker - Berserker Drug Gunslinger - Zed Time Commando - ??? (I do like the Battle Awareness ability alot though) Sharpshooter - ??? |
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#14
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Can't say I like this sort of "Power Up" idea. I can swing with perks and getting better function of things that everyone has access to, but giving classes a specific power up kinda seems like a step towards world of warcraft.
Far as I can see KF has always been about being able to use literally anything you want with any class. Perks give players passive effects to aid them, but a triggerable special effect pretty much turns this into an RPG with First Person Shooterselements rather than a First Person Shooter with RPG elements. I dunno what it is exactly, but I think this idea would turn the game into something I wouldn't want to play. But hey thats just my opinion |
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#15
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Bump :3
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#16
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Maby the medic could get a med station like the support gets ammo boxes. The med station helps replenish the time it takes for your healing injector to recharge.
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#17
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I like the idea when I first played a game like that, FFXI. But I think that's honestly a whole new game..should be KF 2.
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#18
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If it was just some moron got flaked by a couple stalkers though, I wuoldn't mind this, so long as they get resurrected with quite low health and players would actively have to stop specimens trying to eat the body before they could resurrect. Would mean a lot more people grabbing that fabled "No dignity for the Dead" achievement :V Of course, this kit would also have to be: very limited/expensive/heavy etc to balance it out.
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Problem, a51mj12? |
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#19
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I kind of feel like the Firebug and Demo getting mines. Demo should get a proximity mine that doesn't create a lot of smoke, but also isn't all that powerful. It could have a range of...let's say 5 meters radius?
Lvl 0 - 1 = 25% pipe bomb damage Lvl 2 = 30% pipe bomb damage Lvl 3 = 35% Lvl 4 = 40% Lvl5 = 45% Lvl 6 = 50% Firebugs should definitely get incendiary mines. Sort of like pipes, in that if the person who set them is too close when they go off, they die, but instead of smoke, they set every specimen around them on fire. Lots and lots of fire. Could also have the same radius as the proximity mine, unless 5 meters is too small. And it could have the same amount of power as the pipe bomb. However, the explosion damage does NOT add to the demo perk. |
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#20
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I like the idea of getting an "Active" ability ... (stealed to Borderland? x) ).
I'm against the fact that medic could rez .. It's a survival game, no "second chance" imo . Here's my ideas : - Medic : When activate, the medic will have an aura ( 10 m radius?) that will heal each member who will be close enough to the medic . (1/2/3/4 hp by seconds, depending of the perk's level). Lasts 10 sec maybe? - Support : When triggered, double the number of pellets with the appropriate shotgun for X time . AA will have decent pellets by shot , hunting shotgun will fire something like 50 pellets with alt-fire xD . ( It will give a good burst .. but that's a "rambo" idea =/ ). OR Airstrike : Throw a smokegrenade .... and watch the show x) . - Commandos : When triggered, gives the ability to get a radar who will spot the weapons / supply box / kevlar on the map for X time . (I think about a new perk with that ... the Survivalist or smth like that xD). - Berzerk : Your idea is very good . - Sharp : The "Eagle eyes" idea is awesome . - Firebug : Ive got no point for this one ^^' . - Demolitions : Same - Gunslingers : When triggered , become Revolver Ocelot for 6/8/10/12/14/16 seconds and open fire with double Single Action Army , YAY ! Kay i'm out -> [] . (Soz for the bad english x) ) |
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