darkonxy
Stalker
Werewolves FTW!!!
Posts: 150
|
Post by darkonxy on Nov 6, 2007 11:56:34 GMT -5
well heres ideas that are going to be very interesting or they are weird and will go down in flames heres my first one Concussion grenades(yeah who cares, the name sounds corny any ways) Back story: these were created by Horizon for specimen testing to see how sensitive there super sense are, apparently these grenades they created harmed them so they left it and didn't use it again for the fact the grenades send out a high pitch frequency that stuns them, therefore temporally in terms confusing them. Also on rare occasions during experimentation they had few specimen who took to much of it and doubled over in the process(there heads exploded) yet some more improve specimen actually became immune to them and were very angry at the user and well we all know what happens when you experiment with timimies
Use: tis a grenade of coarse you use it to stun and confuse the specimen for a few seconds allowing many opportunities to open also this thing can shut that annoying siren up as well but be wary too many of these things can confuse you as well if you are up close that is think of them as a way to buy you and your teammates more time to weld a door or to stun them and wipe them out. The bad news its also like the siren it attracts more of them so make your grenades count because they also after use you can't use them again on the for 2 minutes unless you want to waste them. Fleshpounds are temporally stunned for less due to their enchanced hearing improvements yeah there will be more feel free to flame me now on how stupid it is ;D
|
|
|
Post by Alex on Nov 6, 2007 13:09:01 GMT -5
well heres ideas that are going to be very interesting or they are weird and will go down in flames heres my first one Concussion grenades(yeah who cares, the name sounds corny any ways) Back story: these were created by Horizon for specimen testing to see how sensitive there super sense are, apparently these grenades they created harmed them so they left it and didn't use it again for the fact the grenades send out a high pitch frequency that stuns them, therefore temporally in terms confusing them. Also on rare occasions during experimentation they had few specimen who took to much of it and doubled over in the process(there heads exploded)
Use: tis a grenade of coarse you use it to stun and confuse the specimen for a few seconds allowing many opportunities to open also this thing can shut that annoying siren up as well but be wary too many of these things can confuse you as well if you are up close that is think of them as a way to buy you and your teammates more time to weld a door or to stun them and wipe them out. The bad news its also like the siren it attracts more of them so make your grenades count because they also after use you can't use them again on the for 2 minutes unless you want to waste them.yeah there will be more feel free to flame me now on how stupid it is ;D Amusingly, (and im not sure whether you realized this when you were typing this blurb) Concussion grenades were planned for KF 2.0, but cut when the new grenade system was implemented.
|
|
darkonxy
Stalker
Werewolves FTW!!!
Posts: 150
|
Post by darkonxy on Nov 6, 2007 13:54:18 GMT -5
well heres ideas that are going to be very interesting or they are weird and will go down in flames heres my first one Concussion grenades(yeah who cares, the name sounds corny any ways) Back story: these were created by Horizon for specimen testing to see how sensitive there super sense are, apparently these grenades they created harmed them so they left it and didn't use it again for the fact the grenades send out a high pitch frequency that stuns them, therefore temporally in terms confusing them. Also on rare occasions during experimentation they had few specimen who took to much of it and doubled over in the process(there heads exploded)
Use: tis a grenade of coarse you use it to stun and confuse the specimen for a few seconds allowing many opportunities to open also this thing can shut that annoying siren up as well but be wary too many of these things can confuse you as well if you are up close that is think of them as a way to buy you and your teammates more time to weld a door or to stun them and wipe them out. The bad news its also like the siren it attracts more of them so make your grenades count because they also after use you can't use them again on the for 2 minutes unless you want to waste them.yeah there will be more feel free to flame me now on how stupid it is ;D Amusingly, (and I'm not sure whether you realized this when you were typing this blurb) Concussion grenades were planned for KF 2.0, but cut when the new grenade system was implemented. Oops oh yeah kinda forgot about that so hopefully you plan on implementing them later on or not at all because hopefully the UT2004 AI could handle botpathing with this, hopefully if you add new nades you should have a bind key to switch them, (funny usually ZB was the first to post and say some comment that either insults me or questioning my intellect )
|
|
|
Post by uwasawaya on Nov 6, 2007 22:43:02 GMT -5
Wow, something to stun them for a few seconds would be worth its weight in gold... not a bad idea.
|
|
|
Post by Dr. Macon Dead on Nov 7, 2007 0:19:24 GMT -5
I actually had an idea close to that.
Now, we all know that, at one point, land mines were planned for the game. However, they were kicked right the fuck out. I saw thinking that we should revise that idea.
I think making a land mine that just blows up wouldn't be all that useful, however, as a grenade will do just about the same thing. What I was thinking would be there would be two tiers of land mines; one would be very cheap, and one would be expensive. I imagined that the expensive one would be a stunner, but gave that up when I realized it would, in all honesty, not work very well, as it would either be ridiculously overpowered, or they'd snap out of it just as you figured out what happened.
The cheap one, however, was much more interesting. At 50 bucks a pop, and with a weight of nada, it would be standard for just about everyone. It would last for 7 minutes, and it would do zero damage. Its main selling point? It makes a really loud noise. Its secondary fire would set it to a different sound(one through a dozen), sort of like a car alarm. It'll go off if there are enough(say, 7?) specimens within its radius, letting you know about where big groups are. They'd be on a 45 second timer, so after that it resets.
Then there'd be cake.
|
|
|
Post by Blue on Nov 7, 2007 3:37:24 GMT -5
Stun grenades would make KF a while lot easier and this is actually the main reason I dislike this idea. What makes KF great for me is this feeling of dread when approached by this mass of zombies. There is nothing you can do to stop their advance except to mow them down with guns, lots of guns (insert teamplay here). Now, if you had means to just stop them in their track it makes things a whole lot less scary. You know exactly that if you lure them in that one alley where teammates have placed, let´s say, 8 mines, that they will advance and stop, advance and stop until you gunned them down. Balancing will be an issue. However, I like the idea of an alarm. I was going to rant about using a laser tripwire instead of a mine but then I realised that it´s probably much harder to code stuff that´s attachable to walls than using the already existing landmines. So yeah, proximity land mines that beep. It´s still a lie.
|
|
[AM] madmax
Gorefast
MRM - It's quite sexual!
Posts: 459
|
Post by [AM] madmax on Nov 7, 2007 5:34:39 GMT -5
Me and Grim were discussing the issue of stun grenades and how they would work. Firstly you could do a smoke style stun grenade but I have been told on great assurance that these things can be a pain in the arse to create and animate. Also factor in that if you have thick smoke you loose sight of what you are doing which would be a nightmare in enclosed spaces. Then there is the option of flash bang style stun grenades. These would be a lot easier to tie into the game literally lob the grenade then everything goes white for a second. Once again the problem of it also blinding you comes in to effect and if you have somebody not taking it seriously they could just keep spamming you with flash bangs until you get mullered because you have completetly lost track of what you are doing. Of course this going under the assumption that all enemies are not susceptible to stun grenades if you DID have it set for all enemies to quote Blue: Now, if you had means to just stop them in their track it makes things a whole lot less scary. It would completely unbalance things I feel. As for mines that beep why not just install the radar mod and be done with it as its pretty much the same thing. Its a good idea which I suggested for BS but after thought it proves to be much more difficult. I do like the idea of reusable bear traps though
|
|
darkonxy
Stalker
Werewolves FTW!!!
Posts: 150
|
Post by darkonxy on Nov 7, 2007 19:11:54 GMT -5
ya know the whole point is this doesn't let you off that easy it stuns them for a matter of seconds also it attracts more of them. The throw must count even though they stun them for a couple seconds maybe a minute at the most, but the real fear in that is, you've stalled for a few minutes sure you've managed to take a few of them down and weld that door, but more are coming, and soon because of the racket it makes besides this idea for the concussion grenade is more like nails on a chalk board to them so it stuns them in dread , but it acts like the specimen know as the siren soon as it stops or in the middle of the shriek it attracts more of them therefore giving it a major disadvantage for it being poorly thrown
|
|
|
Post by Blue on Nov 8, 2007 3:12:15 GMT -5
They come to you anyway. They know where you are, where you live, where your dog lives and will come to get you (and your dog), whether you scream like a little girl while running around in a pink dress or try to sneak around corners while dressed normally.
Other than that: Stunning them for a whole minute is what I meant by reducing the scare-effect. Yeah, there might be others coming, but why not gun those down first before moving on to the stunned ones?
I mean, you could make it so the "higher" specimens get a lower stun duration, lower chance to get stunned at all or even make them immune like madmax suggested. Maybe even make the stun nades a lot more heavier than normal grenades so people are more likely to use them in teamplay-related situations, but ... I don´t know, I´m just highly sceptical of this.
|
|
[AM] madmax
Gorefast
MRM - It's quite sexual!
Posts: 459
|
Post by [AM] madmax on Nov 8, 2007 4:56:48 GMT -5
I still maintain the main worry is that it would distract the player more than the AI. The balance could be weighed with the suggestions you guys have put down.
|
|
darkonxy
Stalker
Werewolves FTW!!!
Posts: 150
|
Post by darkonxy on Nov 8, 2007 6:35:15 GMT -5
fixed I made the fleshpounds more immue to it, it'll stun for less, but really these grenades should be recommended for early waves due to the fact they increase in immunity to the nades each wave by the last wave you've got them at a stun of at least 1.5 seconds on suicidal mode 10 seconds is its start and 0.1 is the last wave making it harder to use frequently
|
|
maul
Crawler
I dare you to poke it...
Posts: 275
|
Post by maul on Nov 8, 2007 19:38:25 GMT -5
Personally i don't like the idea all that much, What would be cool is napalm grenades or smoke grenades, but the idea of stun grenades just seems a little weak against raging specimens.
*Captain - incoming wave* **Throw the stun grenade you fool!** *Uh Captain...a stun grenade?* -Throws the nade- *Captain the specimens appear to be standing still. We should shoot them now* MY RESPONSE=WTF.
|
|
darkonxy
Stalker
Werewolves FTW!!!
Posts: 150
|
Post by darkonxy on Nov 9, 2007 6:42:31 GMT -5
Personally i don't like the idea all that much, What would be cool is napalm grenades or smoke grenades, but the idea of stun grenades just seems a little weak against raging specimens. *Captain - incoming wave* **Throw the stun grenade you fool!** *Uh Captain...a stun grenade?* -Throws the nade- *Captain the specimens appear to be standing still. We should shoot them now* MY RESPONSE=WTF. they don't just stand there they can still attack you but they run around like chickens with there heads cut off
|
|
|
Post by Grim on Nov 9, 2007 7:49:19 GMT -5
A Fleshpound shouldn't be stunned at all, I mean. It is the mack daddy.
And it really would be in the end, just like a grenade. You might have five grenades to lob at them, but throwing those five grenades only kills a few, and you're still running as fast as you can. It'll be just an escape grenade really, throw it, stun a few in the front, they'll get off AI pathing, the ones behind it, say if it's in the Police Station or Office's halls, will run into the other specimens, causing a traffic jam, easy kill of the back with a few select shots and grenades while the others are causing the block, and then you simply repeat. With 4-5 guys, with 4-5 stuns, you got plenty of road blocks to create out of specimens.
|
|
[AM] madmax
Gorefast
MRM - It's quite sexual!
Posts: 459
|
Post by [AM] madmax on Nov 9, 2007 10:51:18 GMT -5
Plus how would you alternate? Would you have an option to cycle through your grenades or another key to throw stunys.
|
|