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  #41  
Old 09-28-2010, 01:49 AM
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Quote:
Originally Posted by timur View Post
Oh very sorry!

I misspoke. I didn't mean Dagobah, I meant the "get out of my face" one, or whichever requires distancing yourself from others.

I mean, sometimes we have trouble all getting in the trader, might-as-well getting in with a 10-foot radius to ourselves.
Oh, no worries.

The minimum distance wouldn't be active during trader time.
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  #42  
Old 02-17-2012, 12:34 PM
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Bump just becasue
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  #43  
Old 02-17-2012, 01:06 PM
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Damn straight you should bump this. How have I never seen this lot before? So really fun sounding ideas in this.

Will have to see if I can implement some...
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  #44  
Old 02-18-2012, 08:56 PM
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Originally Posted by Gartley View Post
Damn straight you should bump this. How have I never seen this lot before? So really fun sounding ideas in this.

Will have to see if I can implement some...
Was posted before you joined the forums (or before I did for that matter)
I would love to play any number of these mutators, and maybe with them I can finally get my mates back into KF
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  #45  
Old 04-25-2012, 09:20 PM
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  #46  
Old 04-26-2012, 05:21 AM
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How about this idea?

One in the pipe: Patriarch will spawn during every wave in middle except from 1st wave. After he gets to his knees, he becomes "immortal" and runs away cloaked to some area where players can't see him, then he disappears.

More children, more fun:
Patriarch will spawn during every wave in middle except from 1st wave. After he gets to his knees, he becomes "immortal" and runs away cloaked to some area where players can't see him, then he disappears and spawns more clots, crawlers and stalkers.
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  #47  
Old 05-09-2012, 12:37 PM
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  #48  
Old 05-11-2012, 04:10 PM
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  #49  
Old 05-11-2012, 06:35 PM
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Originally Posted by nutterbutter View Post
NEW Reload? More like Meload! : One player is chosen at random at the beginning of each wave. When that player reloads his weapon, either an auto or manual reload, all players have a forced reload.
I'd suggest also that other players can't reload until the player reloads. I don't believe I just posted here...
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  #50  
Old 06-11-2012, 03:56 PM
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They sound really interesting. Too bad they havent been made though =/

Last edited by Left 4 Dinner; 06-11-2012 at 04:00 PM.
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  #51  
Old 08-01-2012, 01:43 PM
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  #52  
Old 08-01-2012, 03:05 PM
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Originally Posted by Undedd Jester View Post
http://forums.tripwireinteractive.co...d.php?p=467558

Slappy FTW

Although demos can get headshots, Firebugs can't, there is no headshot hit detection for the flamethrower, so its pistol or bust for the FB.

I rather like the Who is our enemy RLY? one, that sounds like an awesome idea. Can players afford to kill one another, and of course if someone does, does the other team revenge kill them and further reduce the overall teams numbers?

Early waves would see alot of deaths, but later waves... poeple might just start working together
Mac 10 and husk canon.
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  #53  
Old 09-27-2012, 03:57 PM
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Let's bump this for a few more eyeballs
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  #54  
Old 09-28-2012, 07:22 AM
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one question when i put KF mutators my perks stop working and if it be others mutator usually makes the game crash why is that?i remember in 1011 mutators were working with perks too!
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  #55  
Old 09-28-2012, 07:46 AM
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Originally Posted by Gman_95 View Post
one question when i put KF mutators my perks stop working and if it be others mutator usually makes the game crash why is that?i remember in 1011 mutators were working with perks too!
It was decided that they could be used for easily levelling, so TWI implemented a whitelist and left them off it.
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  #56  
Old 09-28-2012, 11:26 AM
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well it's true but it's totally bugging me they should function it in a way that when you are lvl 6 in all perks you be able to use em together i'm not gonna lvl up anymore so...?
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  #57  
Old 09-28-2012, 12:45 PM
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Thought I'd take a look at the list and tell you what I think so far.

Quote:
Feets don't fail me now : At the end of the trader wave, all players feet are stuck until the last specimen is dead.
By "at the end of the trader wave" do you mean when trader time ends? Could be interesting, but it might need some other elements thrown in such as health absorbtion from killing enemies (since healing each other with the syringe won't be possible).

+1

Quote:
Give me Head : Only headshots count as damage. Shotgun blasts where a pellet hits the head counts as well.
+1

Quote:
I could clear this map with anything : At the end of the trader wave, all players are given the same loadout with full ammo.
A random loadout I presume? Would work I suppose, might be annoying for those with inappropriate perks though.

+1

Quote:
I can play anything : At the start of the trader wave, all players are given a random perk changes.
Good idea, it forces people to adapt and try new styles.

+1


Quote:
I can play anything. RLY! : After the trader wave, all players are given random perk changes.
A harder version of the above, I can imagine it might work though I'm not sure how fun it will be receiving a perk that does nothing for your weapons. It'd be a bit random.

Quote:
I can play this game with one hand tied behind my back : All players have a 10 weight limit and support has a 12 limit.
+1

Quote:
I'm all thumbs : Reloads take 4 times longer
+1

Quote:
Shanghai Cocktail : Players have 5 minutes to clear each wave or they all die.
A time limit would make things interesting. Would it scale with players and difficulty though?

+1


Quote:
That be my Jam : Every wave a random weapon in the map, equipped or not, will be chosen and all weapons of that model will jam and be unusable during the wave.
Not sure how this'd be implemented unless a 'jammed' version of each weapon is made.

Quote:
I like to aim, mmmkay? : 1 second delay between each shot.
Does it require aiming down the sight? I think it'd be cool for some weapons, but for the rapid-fire low-damage weapons it'd be really annoying.

Quote:
The seven percent solution : Seven percent of the clots are invulnerable. Trader wave starts when all of the other specimens are killed.
I like this. Would there be some sort of visual indicator that they are invincible, like glowing when shot or something?

+1


Quote:
Who is our enemy? : Two teams of 4, 5, or 6 fight during a normal wave. When one team is wiped out, they get credit for winning that wave. All players get a share of the bonus money. If a team kills Patty, that is 11 waves and the team that won 6 waves wins the game.
This is more of a game mode than a mutator, I think.

Quote:
This team is fat! : The team has a total weight limit (10 * num of players) for weapons. So a team of 5 could only have 50 weight total for all weapons. Money doesn't matter. The team can buy any weapon or armor they want, but they can't go over the total weight limit.
Would encourage team coordination, though I could imagine supports hogging all of the weight.

Quote:
Why yes, I'm single : Each player can have only one weapon (other than the 9mm).
+1


Quote:
The Principle : At the beginning of each wave, a random player is chosen and that player is changed into a medic. They can not fire a weapon and can only use the syringe. If that player dies, then the game is over.
Sort of like a VIP mode? Sounds cool, though as a game mode and not a mutator.

Quote:
Double your fun : All weapons fire two shots in succession. Depress the trigger on a 9mm and two shots are fired. Fire a shotgun and two shots go out. Fire a hunting shotgun and two shots fire in succession. Alt-fire the hunty and a double shot fires, reloads, then another double shot. Fire the xbow and the xbow shoots, reloads, then immediately shoots again. Same thing with the m79 and LAW so have that weapon pointing downrange for the second shot.
Not sure about this.

Quote:
Who is our enemy? RLY? : Two teams of 4, 5, or 6 fight during a normal wave. When one team is wiped out, the winning team still has to finish the wave. This brings in the strategy of when to attack the other team. Don't want to kill them too early or even kill one of them because you may need their help during the wave. All players get a share of the bonus money. If a team kills Patty, that is 11 waves and the team that won 6 waves wins the game.
See above (a few quotes back).

Quote:
Jenny, what's your number : At the end of the trader wave, the players are randomly assigned perk levels with no duplications. Six players are randomly assigned 1 through 6. Five players are randomly assigned 2 through 6 and so on.
Not interesting enough for gameplay, IMO.

Quote:
Damn Chinese knockoff! : At the beginning of a wave, all of a single player's weapons disappear and the other player's have to resupply that player with weapons. Or not Any weapon that hits the ground is instantly destroyed and no weapons spawn on the ground either.
Sounds more of an annoyance than anything.

Quote:
I ate too much. I'm bloated : All enemies and players die with the bloat acid splash unless decapitated.
A little unsure what this means.

Quote:
Modern-day Warrior : All specimens have that gorefast rush when they get close to player.
Would require modifying all of the specimens (I think), but otherwise would make an interesting game.

+1


Quote:
Which dress to wear? : Players keep the same level after the trader wave but their perk is changed randomly every minute.
It sounds interesting though I don't think it'd be very fun.

Quote:
Size matters : After every wave, specimens' size decreases 5%.
+1


Quote:
Finally, a crosshair : Imagine a tic-tac-toe board across the screen with the lines a third of the screen from each edge. There are four intersections, right? After each wave, put a tiny white crosshair at one of the intersections. Instead of the middle of the screen, that is where the bullets will go.
Annoying perhaps, not so much fun.

Quote:
Get you a hero, not a zero : At the beginning of each wave, a random player's perk level is reduced to zero for the wave.
Same as previous.

Quote:
There can be only one : Only one of each perk is allowed
Definitely, it would hopefully promote coordination and define unique rolls for each player.

+1

Quote:
What do you mean that's it? : All weapons are available and free, but only one weapon of each on a team.
So if one person has a weapon, another person can't have it? I like it.

+1


Quote:
Triple the fun : Triple the number of specimens. Triple health for each specimen. Triple their damage. Triple weapon damage. Player's health doesn't change.
Not entirely sure how this would play out.

Quote:
Zed Time? More like dead time : Specimens are invulnerable during zed time
Sounds good to me. Gives people more time to panic about how that FP is about to rape them.

+1

Quote:
True Blood : Players can not heal with syringe. Attacking a clot, and only a clot, with a knife heals the player.
+1

Quote:
United we stand. United we fall : Group health is players * 100. Any damage is spread out over the group. For example, if a gorefast hits a player for 30 damage and there are 6 players in the group, each player takes 5 damage. Players can not heal during the wave and all players automatically got to 100 health at the start of the trader wave.
+1

Quote:
Stem cells clotting : Any clot not killed by decapitation will drop for 5 seconds and then grow into another specimen.
+1


Quote:
Spawn of the dead : All specimens spawn at at the same time
Not sure how you'd implement this unless you mean to remove the limit.

Quote:
Wife got that in the divorce : At the end of each trader wave, one weapon is permanently removed from the game at random. This includes player inventories and trader.
Might be interesting.

+1

Quote:
The all look alike to me : At the start of each wave, a random specimen is picked and all specimens that wave have the picked model. For example, the random mob was a gorefast. All specimens that wave will look like the gorefast but each will still have their own characteristics and attacks. I doubt if this could be played above normal difficulty.
Odd but could be fun.

+1


Quote:
Shootout at the Tarasco Bar : Each player has unlimited money and trader time is doubled. Each weapon has a single load of ammo. No weapons can be sold. When a weapon is empty, the player has to drop it on the floor and pick up a different weapon.
I don't understand. If you have unlimited money, why can't you buy more ammo? Or another weapon?

Quote:
He's Got My Back : At the start of each wave, a player is randomly assigned a buddy. Whenever a player takes damage, it is transferred to his buddy instead.
Might be cool but perhaps too open to griefing.

Quote:
Get Out Of My Face : Players can not be within 5 feet of each other except during trader wave.
Not sure how this would be implemented, but it might be cool for maps where people usually camp in the same spot.

+1

Quote:
Dagobah Dark Cave: Each weapon, ammo amount, and specimen is given a value. The game then dynamically generates the number of specimens to match the weapons and ammo purchased in addition to the standard amount of specimens. The more ammo that is in the wave means more specimens. At the beginning of the wave, the game sees what weapons are in the wave and how much ammo has been purchased. The game then creates additional specimens to match. So if some carries a bullpup that would be fewer specimens created than if he carried an m14. So each wave is a standard wave + "Only what you take with you."
Sounds tricky to pull off but would be fun I'd imagine.

+1

Quote:
Healing Pain : The siren's screams heal specimens as well as hurt players
I really like this idea. It'd be even cooler if rather than the siren just homing in on you, it tries to stay behind other specimens to survive for longer.

+1


Quote:
One Shot John : Once a weapon is shot, it continually shoots until the magazine, drum, or canister is empty and the weapon can not be switched until after it is automatically reloaded. For example, when a player shoots a bullpup, the bullpup will continue to fire automatically until the current magazine is emptied and the weapon will automatically reload. Since the Hunty, m79, and xbow are single shot, they will continue to shoot and reload until they are empty.
Sounds more annoying than fun.

Quote:
Telepathic Attack! : All weapon models are invisible.
I think again it'd be more annoying than fun, though I might be wrong.

Quote:
All Knowing Telepathic Attack : All weapon models and ammo counts are invisible.
Same as above.

Quote:
Get to the Choppah! : Dangerous radiation is emitted throughout the map but inside the helicopter is safe. The team has to fight each wave from inside the helicopter.
Could work, though it'd probably work better if it were a small radius around the helicopter rather than having to stay inside it.

+1

Quote:
Shop Smart. Shop S-Mart : Players have one minute to run to the trader and they must stay within 20 meters of the trader or they take damage.
Similar to above really, I think it'd work.

+1


Quote:
That's a what? : At the beginning of each wave, each weapon looks the same but fires as a different weapon. Firing rate, reload, and ammo stays as the displayed weapon. For example, a pistol would look like a pistol but would fire like an aa12. Or a hunty would fire bullpup ammo. Or an AK would fire grenades.
Might feel more glitchy than fun.

Quote:
That's a what? WHAT? : Same as "That's a what?" except that EVERY projectile fired is randomized. For example, a player shoots a bullpup. Every round fired is randomized. Could be an aa12 shot, could be a fired grenade, could be a HC round, could be a quick flamer shot.
This sounds really cool, since you have no idea what is going to come out of your weapon. Could be a crappy 9mm round, could be a rocket.

+1

Quote:
Reload? More like Meload! : One player is chosen at random at the beginning of each wave. When that player reloads his weapon, either an auto or manual reload, all players have a forced reload.
If done right I think it could be interesting.

+1

Quote:
That mag is dirty : Players lose any unspent ammo in the magazine, drum, or canister during a reload. For example, say a player reloads the 9mm while there are 6 bullets left in the magazine. Those 6 bullets are gone.
+1

Quote:
NEW What do you mean there is only one syringe? : Players start each wave with 100 health. There is a group pool of healing of 100. If any player takes damage, they recieve health from the pool of 100. When that pool runs out, no more healing. Players can not heal themselves.
+1

Quote:
NEW Concentrated fire :When one player fires a weapon, every player's weapon is fired.
Not too sure on this one. It'd train others to always keep their sights on an enemy I guess.

+1

Quote:
NEW The unnatural progression :All specimens spawn as clots. When one of these clots is killed, a gorefast rises from the spot. When a gorefast is killed, a bloat rises from the spot. When a bloat is killed, a stalker rises from the spot. When a stalker is killed, a crawler rises from the spot. When a crawler is killed, a stalker rises from the spot. When a stalker is killed, a weighted random spawn of a scrake, husk, or fleshpound rises from that spot.
Sounds insane.

+1
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  #58  
Old 09-29-2012, 04:39 PM
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Thanks for the feedback.

Feets don't fail me now : No health absorption. People just stuck where they are. They can buy medic weapons if they want. They could group close together to use the syringe. I don't think it would be winnable except on normal.

That be my Jam: Just need a mutator that always keeps the ammo of that weapon to zero.

Jenny, what's your number : What happens when that level 6 zerker that everyone counts on to kill all of the scrakes and FPs is a level 2? Or the sharpie or support that loses the damage perks? A player's skill really gets called into play here.

Damn Chinese knockoff! : It would be an annoyance, but what it does is put the other players into an interesting situation. Who gives what weapon away? And which weapon to give away if it would be unperked?

I can play anything. RLY! : People would have to swap weapons.

Shanghai Cocktail : Either all of the specimens would have to be released at once of the timer would have to start after the spawn of the last specimen.

The seven percent solution : The glowing indicator sounds perfect.

Shootout at the Tarasco Bar : You saw the movie "Desperado"? Remember the scene where el Mariachi and the accountant get into the gun fight? All of the weapons are on the floor and empty? Same thing here. Unlimited money so people can buy as many weapons and at whatever quantity they want. The problem is each weapon holds only a single magazine. So once it has been emptied, it is useless. So they have to toss it and pick up a new one. As long as the players have dedicated "full" and "empty" piles, everything is fine. But if someone starts getting lazy then someone else picks up an empty weapon instead of a full one. Now that weapons on the deck are removed at the end of the trader wave, this won't work.

I ate too much. I'm bloated : Unless killed with a headshot, all specimens and players die with a splash of acid; just like a bloat dies when he explodes.
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  #59  
Old 10-27-2012, 07:51 PM
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if you dont know some of this mutators were already made by GMK|J1gS4w!
Check them out:
http://steamcommunity.com/id/GMKJ1gS4w/myworkshopfiles/
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  #60  
Old 10-27-2012, 09:47 PM
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Originally Posted by nejcooo View Post
if you dont know some of this mutators were already made by gmk|j1gs4w!
Check them out:
http://steamcommunity.com/id/gmkj1gs4w/myworkshopfiles/
too freakin awesome!!!
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