[AM] madmax
Gorefast
MRM - It's quite sexual!
Posts: 459
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Post by [AM] madmax on Oct 24, 2007 6:00:10 GMT -5
I was playing last night and I thought about a feature that might be interesting.
Maybe have a sprint bar that gives you a couple of seconds of extra speed that only fills up again when you are standing still (to prevent people just sprinting through maps) this might prove interesting for those sticky situations.
I imagine it wouldn't be too difficult to implement the adrenaline feature of UT to work as a sprint bar.
Just a thought though!
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Post by zynthetic on Oct 24, 2007 15:53:55 GMT -5
<- New zed type
"Dorothy" the Downs Doggie of Disaster.
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Post by [AM]Echo 419 on Oct 24, 2007 16:03:11 GMT -5
I like the sprint idea.
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Post by therobin on Oct 24, 2007 18:09:48 GMT -5
I have had an concept for a major revamp of the KF weapons balancing and gameplay. I never mentioned it before because since the mod had virtually no support, it would have been pointless. Also it was be a lot of work since it would change a lot of the gameplay of KF. But since there seems to be a lot of activity and interest since Alex returned, I am just going to drop the idea and see what people have to say/critique. :::::::::::::::::::::: I don't like how we need to kill zombies and buy weapons. This seems unrealistic to me for a merchant to be opening shop during a zombie fest. I think a more realistic way, and more tactile/strategic, to deal with this is to let the player select their weapons before going into the game. They pick their weapons and that is what they have to use until they die. If you played SOF2, you know exactly what I am talking about. But it is more complex than just weapon picking. I would suggest character classes and weapon hostler rules. Like only one shotgun at a time (I think we can all agree the shotgun combo can be overpowering and probably the most used weapon selection). You'd have a choice of light soldier, medium soldier, heavy soldier, and medic. The heavy soldier would get a choice of one large weapon (like shotgun or hunting shotgun) and a very large weapon (LAW or grenade launcher) and a pistol. The medium soldier would be able to pick one ranged, one large and one pistols. The small would get one large or ranged and one pistol. The smaller units move faster, recover from hits faster, jump higher. The larger untis would be able to take on heavy damage (take multiple hits from FP crowds) ans carry more grenades. And the medic would basically be a light unit without grenades and less HP, but be able to heal for more HP, heal faster than other units, and perhaps carry extra ammo for the team. Maybe even a ninja that only uses melee weapons that can sneak up behind FPs and knife them to death . If course, there still needs to be ammo pickups all around or you would be dead after a few waves. Or you could keep the shop alive, but for ammo only. :::::::::::::::::::::: I know it is a major change, which is basically why I decided not to mention for some time not until this tread. It would likely require the addition of quite a few more weapons to suite all the class and weapon type choices. Another idea is infinite wave games (using specified rules for generating the succeeding wave) to see how long your team can last and the server can keep record of the best team including players. Thoughts? Suggestions? Flames?
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maul
Crawler
I dare you to poke it...
Posts: 275
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Post by maul on Oct 24, 2007 19:05:03 GMT -5
Lol
Thats a pretty chunky idea...kinda changes the whole idea and flavour of KF. Call me crazy but that makes it seem more like CS or a BAttlefield game which I'm not a fan of. ANd it isn't just a simple matter of writing a few lines of code in a and there we are. Something like that would pretty much require almost half of the entire mod to be rewritten seeing as how it is based on restocking at the end of each round, etc. I think weapon balance is fine - but that might be just me. The changes being done to the mod now, if you take a look aren't all that major. The gibbing system is probably the most technical one that there is. Followed by the Story-mode gametype and implementation of the Flamethrower. All else is that there is new skins...And various bug fixes. This isn't redesign of KF - just an improvement of the existing game.
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Post by [AM]Echo 419 on Oct 24, 2007 20:20:59 GMT -5
Alex *from an earlier interview* had a class setup where you spawned a random class with distinctive weaponry. Correct my if I'm wrong my memory doesn't last more than 3 days.
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Post by Alex on Oct 24, 2007 20:50:03 GMT -5
Alex *from an earlier interview* had a class setup where you spawned a random class with distinctive weaponry. Correct my if I'm wrong my memory doesn't last more than 3 days. Partly correct. KF used to just randomize between various pawn classes when you spawned at a playerstart. There was never a GUI frontend for it, so you couldn't select which you wanted to be.
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Post by Antigod on Oct 25, 2007 3:54:07 GMT -5
I dont like the idea of class selection at all, lt is too similar to most other MP modes in games (CS, dod etc). KF is very unique in that it requires the player to purchase weapons during game (well, end of waves!), and if you have a good team, you can share weapons.
If anything the best idea so far is probably the "sprint", although this is used in many other games, I actually think it woul suit KF style very well. If you've ever played Day of Defeat you will know how this works, implementing this kind of "sprint" feature that has some kind of health bar would be awesome, and wouldnt allow players to just run about all the time!
I personally think the evolution in KF lies with the Story mode. PiX has already proven to use with Tower (& Frantic) that objective based gameplay is awsome, it gives us, the players, something to achieve other than just "winning the waves". If this can be developed more, then I actually think it would compete very well with the likes of Left4Dead. However the levels themselves will need to be developed very well to achieve this.
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[AM] madmax
Gorefast
MRM - It's quite sexual!
Posts: 459
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Post by [AM] madmax on Oct 25, 2007 4:32:15 GMT -5
(I think we can all agree the shotgun combo can be overpowering and probably the most used weapon selection) I disagree with that, the Winchester is a deadly weapon when you know how to use it. Two perfect shots at a Gorefast and they are down! Plus with shotgun being modified to hold less ammo for 2.11 (I think that was when it was implemented) I stopped using it as it doesn't last long in the later waves. Perhaps my only quibble with the weapons is that realistically the only decent weapon against FP's is the Hunty. LAW is too weak for the ammo you get in terms against FP's and no other weapon is up to the job really. But I guess that's half the fun running around shouting 'F**K!' whilst hoping the next clip in your 9mm will take out 1 of 25 FP's coming towards you. Its a hard to ensure that everything is balanced but I know that I started playing this game specifically for the reason that there were no classes and no choosing guns before a level starts. As for the Story Mode, it is really gonna open a new area of the game. Lets hope there are enough mappers out there to create the maps. We can't expect PiX to keep churning them out really. Can we?
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Post by Antigod on Oct 25, 2007 6:33:22 GMT -5
PiX is da man..
In all seriousness, yeah we need more ppl who can create good story mode maps. I love some of the maps out there, but lets be honest, there are some god awful ones too.
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[AM] madmax
Gorefast
MRM - It's quite sexual!
Posts: 459
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Post by [AM] madmax on Oct 25, 2007 6:56:14 GMT -5
Yes there is. I would sit down and learn to map if I had the time as I have some interesting ideas.
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Post by Protector on Oct 25, 2007 12:03:49 GMT -5
the thing i think should change in KF is weapons, everything else is fine IMO, well, maybe just a couple of new weapons, (flamethrower is gonna be awesome :P) and change a few of the weapons, like make the winch and xbow actually accurate when in ironsight/zoom (they are abit off).
Otherwise, the gibbing thing would be a really good thing, because the whole ragdoll thing is a strain on a low budget computer *cough*
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[AM] madmax
Gorefast
MRM - It's quite sexual!
Posts: 459
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Post by [AM] madmax on Oct 25, 2007 13:59:34 GMT -5
I am used to the Winch being slightly off and have compensated for it in my gameplay and now its my weapon of choice.
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Post by Seras Victoria on Oct 25, 2007 18:43:36 GMT -5
Mou.. You forgot I'm also making a storymode map :/
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Post by tronicmind on Oct 26, 2007 5:50:43 GMT -5
i am really exited ;D i m looking forward to it. all Killingfloor needs now are players! but how to get them? the new kf 2.5 has to be EASY TO SWALLOW. this means easy to install whatever this is (for me its: copy this 2.5 folder to your ut2004 directory, doubleclick the KF25.bat, have fun) easy to use bot-support a good netcode. i read many threads i the past of peps that cant connect. i think thats a real showstopper. and maybe chicken-rib-combo breaks the seal and joins with his awesome ooh-maps the kf projekt.
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