New gameplay mode: Squad Survival Classic

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vealck

FNG / Fresh Meat
Aug 19, 2009
2,833
234
0
Ok, so here are the basics:


Max players: 6 or 8

Each of classes can be chosen only by one of the players. No more herds of sharpshooters. First come, first served. That will encourage cooperation.

Each of players gets same fixed perk level, based on server rules.

At the start of game (everyone clicked ready), each player is in the shop (1 minute). Unlimited money, cannot buy tier 3 weapons not belonging their perk specialization. Aside from that, anything goes. Armor and grenades full by default.

Combat is not wave based. Zeds continue to spawn continuously in larger and larger numbers (server controlled curve of gain, low to fast presets).

There are no traders. Players can pickup frequently spawned ammo boxes (weapon-stay style, maybe?) and armor jackets. Also, available server option to regenerate ammo, for example every 60 seconds all players get 1 mag for all their weapons. Ammo regeneration can also have curve of gain, as the game goes on.

Unlimited ammo for 9mm.

Game goes on till squad is overran and killed :cool:
 

Shadow of Providence

FNG / Fresh Meat
Nov 10, 2009
35
0
0
Not that left 4 dead Survival isnt a lot of fun, this sounds very similar. Also, forcing players to be restricted to a class not already taken is a big issue as I know many of my friends are Die hard perks only so if they cant get them, no go. And what about clans or groups that play strictly commandos or whatever perk? Just seems like its more frustration than anything
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,833
234
0
Well that's why I don't want to change the rules of normal mode, I proposed a new gameplay mode alongside with it, for those who want to play classic-styled survival.
 

[MtK]StenO

FNG / Fresh Meat
Jan 5, 2010
37
1
0
I like this idea. I think you covered the important stuff. Well, you didn't mention leaderboards, but I assume that's a given.
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
0
KF is not suited for individual survival.

This is a co-op based game. All basic gameplay is designed around teamwork and each role, weapon and player combines to make the game what it is. Sure you could just give everyone guns and let em run around and see what happens, but then again that already happens enough as it is in pub games.

The only survival mode that would work in this game would be team survival i.e. 1 team vs. another team to see which can last longer.
 

ScarFace

FNG / Fresh Meat
Oct 28, 2009
343
3
0
Versions like this have been discussed several times before. I think another game mode would be fun. I'm not too keen on being forced into a class though.

The ammo spawns would have to be really frequent if you got forced into the FB perk.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
Must admit, I myself would gravitate to medic or Firebug naturally, Zerker at a push. but being forced to be anything else (Esp Demo) would annoy the snot out of me. Other than that, interesting conecpt. Only thing that would suck.... what if you die early on? :confused:
 

robdude19

FNG / Fresh Meat
Sep 1, 2009
348
0
0
The unlimited waves/endless wave concepts has been fleshed out before, my idea for the endless wave is you just keep the trader open the whole time so you can take turns buying extra guns and ammo while everyone else holds off the hoard. Naturally your only option is to camp the trader location since you'll run out of ammo otherwise. Not sure if you should be allowed to buy armor indefinitely. The trader location could be fixed or randomly selected for each map, however if your trader is in the basement on West London things will get very interesting...

Unlimited waves is even easier, just have no Patriarch and continue adding tougher zeds after wave 10. See how many extra waves you can survive. Stockpiling weapons at each trader spot will be required after a while.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
The unlimited waves/endless wave concepts has been fleshed out before, my idea for the endless wave is you just keep the trader open the whole time so you can take turns buying extra guns and ammo while everyone else holds off the hoard. Naturally your only option is to camp the trader location since you'll run out of ammo otherwise. Not sure if you should be allowed to buy armor indefinitely. The trader location could be fixed or randomly selected for each map, however if your trader is in the basement on West London things will get very interesting...

Unlimited waves is even easier, just have no Patriarch and continue adding tougher zeds after wave 10. See how many extra waves you can survive. Stockpiling weapons at each trader spot will be required after a while.

What if the trader keeps relocating based on her supplies in that particular outpost. The whole buy while others defend idea sounds awesome. If this feature is implemented that should definately be put in :)
 

вıо

FNG / Fresh Meat
May 25, 2009
16
0
0
I don't think having the trader open 24/7 would be a great idea. I would like to see her open the shop say every 300 specimens or so.

Have her open for about 60 secs like usual but have have a new batch of 300 specimens start immediately. So there's no standing around, instantly back to combat.
 

robdude19

FNG / Fresh Meat
Sep 1, 2009
348
0
0
@ BIO:

You're suggesting sort of a hybrid between endless wave and unlimited waves mode. For simplicity we should hope for one or the other first. Unlimited waves would be easier to implement but an endless wave with 24/7 trader would be more of a change in gameplay and create some frantic buying scenarios :)
 

timur

FNG / Fresh Meat
A Great Idea, but needs a little help

A Great Idea, but needs a little help

You know, I love survival modes, but really restricting players like that is not very fun. If theres another demoman on my team, and i want to be demoman, we should both get that perk, not just 1 of us. I mean, some people are good, but restricted by perks. example: I love shotguns and explosives, but really cant us the flamethrower right. Booting people off their beloved perks shouldnt be done. Let there be 3 sharpshooters. Let there be 4 support. Let there be all beserkers.

Also, the thing with the "stay within your perk weapon range" thing is not good. I love to use support and have some out-of-perk weaponry along with my shotgun. It's just how I like to play. Don't try to make people play as you want them to play. Let them be noobs, or let them be amazing. I love survival, just not the limitations.

But survival itself (unlimited cash, plus no wave time) would be awesome. Especially on poundamonium.
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,833
234
0
The whole idea of 1 player of each class was to force greater cooperation and defending your teammates. Situations like "Holy s***t, we just lost commando, watch out for stalkers!" or "Medic's down! Now we're f****d!" would force a dynamic change in tactics. Some challenge.

Yeah, I know that one noob could bring whole party down like a domino, but what's kick votes for :)
 

Red Giant

FNG / Fresh Meat
Jul 4, 2009
27
0
0
Sounds like a good idea, but have it restricted to a max of 2 players per perk rather than 1, so that it still leaves some space open. And instead of the ammunition regeneration, it would be better with an ammo box in a barricaded spot, or some spot where it's best to hold out.

But then the ammo box has a certain amount of ammo refills, say about 50-80, and every now and then it refills 20-30 charges back on it.
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,833
234
0
Sounds like a good idea, but have it restricted to a max of 2 players per perk rather than 1, so that it still leaves some space open. And instead of the ammunition regeneration, it would be better with an ammo box in a barricaded spot, or some spot where it's best to hold out.

But then the ammo box has a certain amount of ammo refills, say about 50-80, and every now and then it refills 20-30 charges back on it.

Well, 2 players/class - no problem, but in games with more than 6 players.

Your ammo idea sounds reasonable, but would require new maps with such an area.

I guess that ammo boxes with weaponstay type of behavior would do just fine (if one players picks crate, it disappears for him for some period of time, but rest of players are able to pick it up).
 

robdude19

FNG / Fresh Meat
Sep 1, 2009
348
0
0
Easiest survival mode is one continuous wave with the Trader always open, have it set for the best camp area for each map or have it randomly selected for extra variety. Random location option should be selected by host.