1. RANDOMIZE THE WAVES!
Really, I'm sure everyone playing KF for a while gets sort of sick of seeing exactly identical wave progression.
For example, in a 10 wave game we all KNOW that two fleshpounds will come at the very start of the 7th wave, right?
We KNOW that Siren can't spawn behind us and take half of our health during the 2nd wave.
etc. etc.
So to make game more fun we could do the following.
a) Evaluate each Specimen's strength.
b) Evaluate each wave's strength.
c) Spawn random specimen corresponding to the wave's strength..
For example.
Let's assume that first wave features 15 clots, 4 gorefasts and like 2 Bloats per player.
Let's assume that,
1 gorefast is as strong as 3 clots.
1 bloat is as strong as 4 clots.
The overall wave strength would be 15 + 4x3 + 2x4 = 35
Then evaluate the strength of other specimen in a similar way
[For example, 1 siren = 3 gorefasts = 9 clots etc.]
and then the strength of each wave.
Last step.
Spawn Specimen RANDOMLY during each wave correspondingly to the strength of the wave.
So in the given example, if the strength of 1st wave per player would be 35 clots, instead of the regular 15 clot, 4 gorefast and 2 bloat wave 2 sirens, 4 bloats and 1 clot (2x9 + 4x4 + 1) could spawn instead.
Ok, maybe not something as extreme as a FP or a Scrake during 1st wave
But I hope you get the idea.
P.S. note that all these values are just EXAMPLES.
I'm sure every player would evaluate monster strength differently.
Please look into the concept of the suggestion, not the numbers.
2. Make Trader Time Shorter!
Really, I feel that game should basically FORCE players to fight waves at different areas.
As it is for now the time to shop at the trader is so long that it's extremely easy to buy everything and then get back to the same fighting area before the start of new wave.
I think that players should be forced to fight specimen somewhere near the trader area and NOT have enough time to get back to their favourite place on each map every single wave without the risk of getting separated and cornered..
And the easiest way to do that would be to lower trader time.
Because if players can choose, they will always pick easiest spots and won't fight at different area just to make it more interesting.
However, if they simply can't make it back to their favourite place on time, they will be forced to fight somewhere else, unless they want to risk moving after specimen have started spawning.
These sort of changes would add a lot more replayability value and shouldn't be too hard to implement programming wise..
Really, I'm sure everyone playing KF for a while gets sort of sick of seeing exactly identical wave progression.
For example, in a 10 wave game we all KNOW that two fleshpounds will come at the very start of the 7th wave, right?
We KNOW that Siren can't spawn behind us and take half of our health during the 2nd wave.
etc. etc.
So to make game more fun we could do the following.
a) Evaluate each Specimen's strength.
b) Evaluate each wave's strength.
c) Spawn random specimen corresponding to the wave's strength..
For example.
Let's assume that first wave features 15 clots, 4 gorefasts and like 2 Bloats per player.
Let's assume that,
1 gorefast is as strong as 3 clots.
1 bloat is as strong as 4 clots.
The overall wave strength would be 15 + 4x3 + 2x4 = 35
Then evaluate the strength of other specimen in a similar way
[For example, 1 siren = 3 gorefasts = 9 clots etc.]
and then the strength of each wave.
Last step.
Spawn Specimen RANDOMLY during each wave correspondingly to the strength of the wave.
So in the given example, if the strength of 1st wave per player would be 35 clots, instead of the regular 15 clot, 4 gorefast and 2 bloat wave 2 sirens, 4 bloats and 1 clot (2x9 + 4x4 + 1) could spawn instead.
Ok, maybe not something as extreme as a FP or a Scrake during 1st wave
But I hope you get the idea.
P.S. note that all these values are just EXAMPLES.
I'm sure every player would evaluate monster strength differently.
Please look into the concept of the suggestion, not the numbers.
2. Make Trader Time Shorter!
Really, I feel that game should basically FORCE players to fight waves at different areas.
As it is for now the time to shop at the trader is so long that it's extremely easy to buy everything and then get back to the same fighting area before the start of new wave.
I think that players should be forced to fight specimen somewhere near the trader area and NOT have enough time to get back to their favourite place on each map every single wave without the risk of getting separated and cornered..
And the easiest way to do that would be to lower trader time.
Because if players can choose, they will always pick easiest spots and won't fight at different area just to make it more interesting.
However, if they simply can't make it back to their favourite place on time, they will be forced to fight somewhere else, unless they want to risk moving after specimen have started spawning.
These sort of changes would add a lot more replayability value and shouldn't be too hard to implement programming wise..
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