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  #1  
Old 06-27-2011, 07:22 PM
Sick Jargon Sick Jargon is offline
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Default Blood Vial

Blood Vial

There have been many times when I have seen people fight off a wave on HoE only for a team member to be killed by a crawler. So... I've decided to suggest a simple way of saving that poor guy from getting killed (again).

Description:

A sample of human blood held in a sealed vial (testing tube)



Restrictions:
  • Perk: Open to all
  • Price:
    All perks with the exception of the medic will be charged £300 per vial.

    The medics Blood Vial discount will increase as follows:
    Lv.0 - 2 = £300 (Total) £100 (Per)
    Lv 3 - 4 = £240 (Total) £80 (Per)
    Lv.5 - 6 = £180 (Total) £60 (Per)
  • Blocks: 1
    Vials aren't heavy, so 1 block seems logical.
  • Capacity:
    All perks with the exception of the medic will be limited to just 1 vial.

    The medics Blood Vial count will increase as follows:
    Lv.0 - 2 = 1 Vial
    Lv 3 - 4 = 2 Vials
    Lv.5 - 6 = 3 Vials

    Explosives & Fire would now counter the blood, causing the diversion to end
Use:

The vials of blood will be bought as a tool, similarly to the Pipe Bomb. When equipped they are deployed by throwing them in the same manner as a grenade would be thrown. The vial is to shatter on contact with the ground, then distracting trash zeds and diverting them to the blood. This will last a duration of 5 seconds.

Trash mobs include: Crawlers, Clots and Gorefasts

Given that the larger specimens would likely have a bigger hunger for your limbs, I will leave them out of the diversion.

Notes:
  • Yes, about half way through typing up this suggestion, I did think "oh yeh, Bile Bomb"
  • I apologize if this suggestion has previously been made, I did try searching but it turned up empty.
  • if anyone has a way of improving on this idea then please put it forward.

changes:
  • Capacity change (Based on Utopia-Phoenix' feedback)
  • Explosives/Fire counter the effect of the blood (Based on Poosh' feedback)
  • Altered the Restrictions on perk, price and capacity

Last edited by Sick Jargon; 06-30-2011 at 03:16 PM.
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  #2  
Old 06-27-2011, 09:40 PM
Andysowhat Andysowhat is offline
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Default Hell yeah

yeah.

I understood it right? The blood is for a temperly distraction for trash zeds?


would be nice. making the medic even more special from the bunch! thumbs up <3


Infact I thought of this before. but as I've heard I "follow the Rule of cool" xD so I thought my version would never get through xD my Version of this was making a 3d projector image thingy, that you drop on the floor and that has like 400hp and the zeds have to destroy the projector before coming after you.

Last edited by Andysowhat; 06-27-2011 at 09:51 PM.
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  #3  
Old 06-28-2011, 02:53 AM
Utopia-Phoenix Utopia-Phoenix is offline
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Default

Impressive idea. Medics will become the essential part of the team.

However, I recommand some change.

Reduce the capacity to 1,2 for low grade medics and 3 for lv6 medics. Non-medics can carry only 1 for emergency cases to save their lives.

Price $200 each but discount for medics(70% on LV6,resulting in $60 each). So Non-medics have to think twice before tossing their valueable vial. $60 is not expensive so medics won't mind tossing a vial to release some pressure on the frontlines.
However,medics got only 3 vials. This prevents vial-and-demolitish strategy since vials are valueable.

The vial attracts all enemies exceping Scrake,FP,and Patty. Again this prevents kiting FP.

Last edited by Utopia-Phoenix; 06-28-2011 at 03:03 AM.
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  #4  
Old 06-28-2011, 05:47 AM
BlueLightning BlueLightning is offline
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I support this idea. It would help a Medic save more lives and gives them a chance to heal when the outbreak starts to get overwhelming.
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  #5  
Old 06-28-2011, 05:54 AM
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poosh poosh is offline
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Default

Nice idea. Would be fun to throw blood vial on the pipebomb.
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  #6  
Old 06-28-2011, 06:03 AM
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Faneca Faneca is offline
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Quote:
Originally Posted by poosh View Post
Nice idea. Would be fun to throw blood vial on the pipebomb.
And them KABOOOOOOOOOOOOOOOOOOM, blood and limbs everywhere.

And this suggestion is nice and it fits into the KF theme. I like it and would love to have it and having a Blood Vial could be very usefull in-game especialy in HoE while running around with Katanas I see many Berserkers get swarmed by Crawlers when they are killing stuff, so a vial would allow me to support my teammates in the sense that they are less indangeroud (God damn typos!).
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  #7  
Old 06-28-2011, 06:53 AM
Blockbot Blockbot is offline
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Quote:
Originally Posted by Andysowhat View Post
I understood it right? The blood is for a temperly distraction for trash zeds?
not great english but I approve!
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  #8  
Old 06-28-2011, 07:07 AM
Skalli Skalli is offline
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Good idea, only one point:

Quote:
Originally Posted by Utopia-Phoenix View Post
Reduce the capacity to 1,2 for low grade medics and 3 for lv6 medics. Non-medics can carry only 1 for emergency cases to save their lives.
To make it more unique I say: No Blood Vial for Non-medics, only one Blood Vial for Medics up to level 5 and two at level 6.
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Yeah clots just want a hug, if you dont, its your personal problem.

Last edited by Skalli; 06-28-2011 at 07:08 AM.
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  #9  
Old 06-28-2011, 07:09 AM
Blockbot Blockbot is offline
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Quote:
Originally Posted by Skalli View Post
Good idea, only one point:


To make it more unique I say: No Blood Vial for Non-medics, only one Blood Vial for Medics up to level 5 and two at level 6.
trade nades for bloodvials. to prevent medic kiting and throw vial then grenade for fast kills.
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  #10  
Old 06-28-2011, 07:22 AM
Skalli Skalli is offline
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5 Blood Vials? I think that would be a bit too much.


Edit: Or increase the price to e.g. 1000 (it's some special blood) pounds (w/o discount) and Medic will have up to 80% discount on level 6.. Something like this.
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Originally Posted by HaTeMe View Post
Yeah clots just want a hug, if you dont, its your personal problem.

Last edited by Skalli; 06-28-2011 at 07:24 AM.
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  #11  
Old 06-28-2011, 07:27 AM
Blockbot Blockbot is offline
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Quote:
Originally Posted by Skalli View Post
5 Blood Vials? I think that would be a bit too much.


Edit: Or increase the price to e.g. 1000 (it's some special blood) pounds (w/o discount) and Medic will have up to 80% discount on level 6.. Something like this.
or there is always the possibilty to decrease the nade cap, like the support and demos nade cap increase.
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  #12  
Old 06-28-2011, 07:29 AM
Utopia-Phoenix Utopia-Phoenix is offline
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Quote:
Originally Posted by Blockbot View Post
trade nades for bloodvials. to prevent medic kiting and throw vial then grenade for fast kills.
Attract and barrage work even without grenades. Get a demo to do the blowout or carry a grenade launcher.

The only way to restrict this is to limit the vial capacity to 3 for medics. This would stop the medic from attract and barrage since the vials are demanded at critical moment,3 are just too valueable to waste.
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  #13  
Old 06-28-2011, 07:34 AM
Blockbot Blockbot is offline
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Quote:
Originally Posted by Utopia-Phoenix View Post
Attract and barrage work even without grenades. Get a demo to do the blowout or carry a grenade launcher.

The only way to restrict this is to limit the vial capacity to 3 for medics. This would stop the medic from attract and barrage since the vials are demanded at critical moment,3 are just too valueable to waste.
agree. the Idea was just so the medic can't "solo vials."
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  #14  
Old 06-28-2011, 07:37 AM
Utopia-Phoenix Utopia-Phoenix is offline
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Quote:
Originally Posted by Skalli View Post
Good idea, only one point:


To make it more unique I say: No Blood Vial for Non-medics, only one Blood Vial for Medics up to level 5 and two at level 6.
You'll have trouble when swapping perks. 1 valueable vial for non-Medic to save their critical life doesn't overpower.
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  #15  
Old 06-28-2011, 07:40 AM
Blockbot Blockbot is offline
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Quote:
Originally Posted by Utopia-Phoenix View Post
You'll have trouble when swapping perks. 1 valueable vial for non-Medic to save their critical life doesn't overpower.
swapping perks in mid game HoE. would be really hard what so ever.
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  #16  
Old 06-28-2011, 07:44 AM
Skalli Skalli is offline
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Quote:
Originally Posted by Utopia-Phoenix View Post
You'll have trouble when swapping perks. 1 valueable vial for non-Medic to save their critical life doesn't overpower.
Same with Support/Demo and nades..

KF is a teambased game. It's the job of the Medic to safe their lifes.


Edit: I have an idea. A little restructure: Maybe the Medic could buy the empty vial (up to two or three) with syringe and can fill it by right clicking(?). Problem of "sup with the other perks?" solved.
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Originally Posted by HaTeMe View Post
Yeah clots just want a hug, if you dont, its your personal problem.

Last edited by Skalli; 06-28-2011 at 07:48 AM.
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  #17  
Old 06-28-2011, 07:47 AM
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YoYoBatty YoYoBatty is offline
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Very original and creative, I also like the way you formatted everything in your post, very nice 1+
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  #18  
Old 06-28-2011, 07:53 AM
Blockbot Blockbot is offline
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Quote:
Originally Posted by Skalli View Post
Edit: I have an idea. A little restructure: Maybe the Medic could buy the empty vial (up to two or three) with syringe and can fill it by right clicking(?). Problem of "sup with the other perks?" solved.
come again?
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  #19  
Old 06-28-2011, 07:55 AM
Utopia-Phoenix Utopia-Phoenix is offline
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Quote:
Originally Posted by Skalli View Post
Same with Support/Demo and nades..

KF is a teambased game. It's the job of the Medic to safe their lifes.


Edit: I have an idea. A little restructure: Maybe the Medic could buy the empty vial (up to two or three) with syringe and can fill it by right clicking(?). Problem of "sup with the other perks?" solved.
Saving their lives? You can take a look at the body armor. Medics can survive 5 FP blowout while others no more than 1. But there is 1 chance of other members to be struck by FP,and survive.

Same reason. Other class can distract enemies with vial,but only 1 chance. Medic can do this 3 times.

Special offer for special perks is not an option,since the system of KF doesn't support it...let alone troubles when swapping perks.
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  #20  
Old 06-28-2011, 07:58 AM
Blockbot Blockbot is offline
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Quote:
Originally Posted by Utopia-Phoenix View Post
Saving their lives? You can take a look at the body armor. Medics can survive 5 FP blowout while others no more than 1. But there is 1 chance of other members to be struck by FP,and survive.

Same reason. Other class can distract enemies with vial,but only 1 chance. Medic can do this 3 times.

Special offer for special perks is not an option,since the system of KF doesn't support it...let alone troubles when swapping perks.
Swap nades for vials -.-
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