Here's a video to show the concept:
http://youtu.be/uM1MCzhxhTYYouTube - Killing Floor - Weapon Perks Leveling Overview
Any feedback ?
http://youtu.be/uM1MCzhxhTYYouTube - Killing Floor - Weapon Perks Leveling Overview
Any feedback ?
Hey, thats a very nice idea!
So will this be released or something?
Are like, the weapon levels stored in the same way as Marco's Serverperk levels?
How about a separate mutator for weapon levels instead of integrating it with a separate perk system..
Any source?
Oh yeah, one question
Since it already shows the knife levels at the bottom right, why is there a need to show the level in the form of stars on the left?
So this means if we have our own custom weapons, we have to add the damage stat for that weapon as well?Yeppers. Every Weapon gets its own unique damage stat.
So this means if we have our own custom weapons, we have to add the damage stat for that weapon as well?
Actually, i think people would still want the Master Perk to increase in level.
I believe the weapon leveling and unlocking system should be there to complement the Perk System, an added bonus for using a certain type of weapon.
New weapons for a class are unlocked once that class reaches a certain level?
If you want to add a weapon you'll need to add it to the source and subclass it from my CustomKFWeapon. Like I said, I'm still a beginner coder and this is my 3rd version (Started this code from scratch 3 times), so everything might not be optimal
I'm personally not a fan. Like I say in the video, these are just small bonuses that shouldn't be game deciding. At some point I had the idea floating around of no perks at all and just being able to grind everything. Kill stalkers -> Can see them while cloaked. Get kills -> Can see health bars. Take much damage -> Resistance to damage. Share money with teammates -> level your discount. That idea got tossed aside for these "master perks" though.
Think that would overpower the characters too much. Besides, what's the point of playing Commando and only using SCAR or playing a gamemode where you only level your SCAR? =D
There are no classes per s
I like this idea a lot, but I'm still unclear as to exactly what happens. If I'm a SS with a 9mm, do i get the SS bonus to the 9mm AND 9mm veterancy bonuses? Also, if I'm a SS who picked up a bullpup, do i get bonuses? Either way, that sounds like a lot of work to go thru, so thanks! can't wait for a release
I like this idea a lot, but I'm still unclear as to exactly what happens. If I'm a SS with a 9mm, do i get the SS bonus to the 9mm AND 9mm veterancy bonuses? Also, if I'm a SS who picked up a bullpup, do i get bonuses? Either way, that sounds like a lot of work to go thru, so thanks! can't wait for a release
PS. - did you work on the weapon pack guns or anything else to incorporate those, or is that up to the original creators?
Alright. do the new veterancies allow for higher perkage than the stock perks? can i get a higher headshot bonus than SS perk would normally allow?There is no SS, so no SS bonuses. I removed the original perks from this mod and replaced them with the weaker master perks.
Haven't thought much about how other people could extend this yet. First I need a working version for myself
There is no SS, so no SS bonuses. I removed the original perks from this mod and replaced them with the weaker master perks.
Haven't thought much about how other people could extend this yet. First I need a working version for myself
Alright. do the new veterancies allow for higher perkage than the stock perks? can i get a higher headshot bonus than SS perk would normally allow?
I thought you left in the Master Perks?
Master perks have bonuses right, i mean no matter how small
The Master Perks can't be leveled, as they only provide little bonus. If your 9mm, Crossbow or whatever you pick can go beyond that is something up for balance at a later point.
My first thought was that weapon levels should (theoretically) expand into infinity/a high lelel that is unlikely for someone to reach. As your level progresses, your leveling requirements go way up to a point where it's just not feasible anymore (I love unlimited grind ).
Another think I was pondering about is different Weapons fullfilling different categorys. Looking at Commando for example, the Bullpup could gain large ammunition increases as it levels, while its damage is only increased slowly. The SCAR on the other hand might get some big damage increases, while almost no ammo increases. Something like that... Since I have to give every weapon its bonuses manually it's part of the later balancing I'm gonna do after I put this up for playtesting.
Edit:
Tank: 15% less damage
Mule: Carry 5kg more
Runner: Run 15% faster
Cheapskate: Get a 15% discount on everything
Firestarter: Immune to Fire damage
Demoman: Immune to Explosive damage
Timebender: Can extend ZED time once.
I have planned that ZED time will temporarily increase your level by 1 or 2 while it lasts, so that would make Timebender a great asset to the team
Also do you guys think the leveling requirements should scale with a weapons effectiveness at dealing damage? For example a 9mm might require a low amount to level, while the M79 takes 2-3 times as much to level, simply because it can deal so much more damage at one time?
Funny, I recall another thread in ideas and suggestions that was essentially the same thing and it was universally flamed.