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Post by lt1956 on Jun 13, 2005 3:29:14 GMT -5
Hello,
I was playing area 51 and noticed some useful ideas for this mod, In the game the maps are random and very similar in gameplay a KF, but they linked a story in between the levels that continued. After destroying some of the waves you could continue. I also noticed the infinant amount of ammo.
I was wondering if we can have a choice on IF or how many Ammo supplies are lying around. Personally it would be fun to have a map or 2 where ammo control was needed. Adds to the tension. Missions of course would be great, nothing like clearing out a nest to be fun.
Anyway, thought I would mention as this game is similar to KF in style. Of course it got old real quick wave after wave with just shooting.
Lt
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Post by Alex on Jun 13, 2005 22:04:51 GMT -5
We're doing alot of stuff to KF's gameplay . but the Survival gametype remains a blast fest to survive.
somethings you have to do now
1. Buy new weapons and ammunition
getting things like grenades or upgrading to shotguns etc totally ups your chance of survival as the zombies get harder with each wave. There will now be a Zombies remaining counter in the top right of the screen to show you how many are left in a given wave.
2. Rescue rounds.
We are thinking of implementing rounds where there are civilians in the area who will be attacked by the zombies unless you defend them and lead them to an exit zone (whjere you will get points)
so we are putting in some variation as you can see, and it will be TOTALLY more advanced than the demo. Have no fear there.
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Post by lt1956 on Jun 14, 2005 0:45:20 GMT -5
awsome Idea on the rescue!
Also maybe a level with Limited ammo like finding a Weapons bunker hidden in the city to get a map or documents. So you have to make each round count and like you said the person can increase the number of waves if he likes more challenges.
I think the biggest gripe in Area51 for me was Ammo and Health was all over the place, actually too much so, where I was Never worried about running out of ammo, much less having to use secondary weapons.
If I had my choice I would choose the soldiers to carry more ammumition than have the ammo pack lying around. Also maybe a cost upgrade to allow you to carry more rounds? Like a Web gear upgrade to allow more pouches which means more magazines.
Love the options Idea.
Also what about missing arms etc is that possible? or should it be done, I noticed that BMR mod had that, but I am not that over all impressed with it yet. I do feel if you had more color and unique skins for buildings than the demo the mod will stand out better IMO.
But of course gameplay is everything. lol
If you need a Beta Tester let me know, I have beta tested before for some Game Companies.
Lt
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moo
Siren
Forum Spamgod
Pfft, i cant be arsed to make a new photobucket account =.=
Posts: 638
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Post by moo on Jun 26, 2005 9:40:20 GMT -5
are you allowed to carry loads of weapons, cos if you are, i would put a limit like one melee wep, 2 heavy weps (bull pup) and 1 mega wammy wep and 2 slots for little things (grenades). seen it done in loads of games.
if the game is realistic a rule like the more you carry the slower you get and tired. the game deadly dozen puts this feature to the test ....i think they totally screwed it up a little badly.
and i have been hearing little rumors about a killing floor or similer thing is coming out for battlefield 1942 - vietnam. its includes vehicles, small bases and other stuff, im searching for a website that has more information.
once KF is releaced i will probably wet myself with joy...
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