At least make a mutator for this. I don't really have any reasoning for it besides "it'd be fun." Keep 10 wave long games as the standard for balance, obviously.
Well, I was thinking of this or a more zeds in a wave mutator, but I just want ammo reserves to be stressed a bit more. I do see where you're coming from, though.Not a fan. A camping KF game lasts, what, an hour? A kiting one might go to 2hrs?
Assuming that the waves escalate roughly as they do before, ie. more zeds, harder zeds, you'll be taking longer and longer to play, and no one wants to sit down to a 3-4 hour game :S
Especially when if someone makes a mistake (and even the best make mistakes at times) you have to restart the 4 hour game :S
but I just want ammo reserves to be stressed a bit more.
At least make a mutator for this. I don't really have any reasoning for it besides "it'd be fun." Keep 10 wave long games as the standard for balance, obviously.
This would take a while but it could be a fun challenge. If the # of specimens increased drastically you'd have to increase the frequency of ammo boxes appearing so everyone doesn't go zerk and turn a 3 hour game into 6 xD
Maybe a different boss too? One after 10 waves and a different or more powerful version after 15-20.
However, since people are bringig it up, Zerk needs to get freaking melee durability or something, anyway. Slice through 500 enemies using the same katana that never gets dull. Makes sense, amirite?
More sense than dudes with chainsaw hands, yes.
admin set kfmod.kfgametype gamelength 20 ????
Only works in Sandbox. Using it outside Sandbox immediately disables perk progression for the rest of the session, and the next time a map loads, perks are unusable.
so what