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Old and new ideas dump #71

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Intramint opened this issue Jan 18, 2022 · 6 comments
Open

Old and new ideas dump #71

Intramint opened this issue Jan 18, 2022 · 6 comments
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Feature new feature (or feature request) Gameplay

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@Intramint
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Intramint commented Jan 18, 2022

These ideas are from 2018 up to today. All of them are by me, although some might have been also invented by someone else before me without me knowing.

Hunter Walljump

Hunter has an ability to walljump indefinitely off of any wall. Would work like ddrace walljump. Would combo well with the knockback resistance. Might require Hunter to be less common.

Support Spider

Change the Spider class into a support class like Bat. Disable hook damage. Make its hook last much longer (~5 sec). Reduce hammer damage to 3. This would make the class more unique because the usual usage of the web to cut off roamers doesnt get used that often. Increased hook duration would make the class dangerous because a single hook could be hard to escape from. Making it deal no damage would give humans ways to work around web traps e.g. a ninja purposefully walking into a web hook trap and dashing away behind a wall to prevent getting hooked out of safety. If caught in the open, the best way to survive would be to kill the spider which doesn't have much killing power by itself so it shouldn't be that hard. Maybe cap spider's hp at 10. Maybe reduce the max hp from getting healed to 5 to keep it somewhat possible to survive when hooked by a Spider during a group chase. Since the class would excel in teamplay, similarly to the bat, it shouldn't be possible to get Spider as the initial infected.

Merc anti-heal grenade (Done ✔️ )

Mercenary's poison effect give a no-heal debuff. Affected zombies would not be able to get healed during that time. Possibly reduce poison duration, max ammo and/or ammo regeneration rate. The ability would be useful for forcing zombies to retreat a little while being afar even though it wouldn't kill much by itself which is unlike any other human ability. It would give Mercenary some more teamplay option as currently it doesn't have much. The bomb can usually be replaced by Soldier's bombs and a good taxi (which doesn't get used very often anyway) can also be made with Ninja, Scientist, Soldier, Looper. It would create more situations where the team can be thankful that they have a Mercenary.

Ninja individual target cooldowns (Done ✔️ )

Each Ninja has their own cooldown for targets. If some other Ninja kills your target, you have someone else picked instead of starting a cooldown. This is a step towards individual targets but it already fixes the main problem of shared cooldowns while being less time-consuming than coding the whole thing.

Consistent white hole (Done ✔️ )

The white hole is rewarded for every x kills (~10) instead of a random chance, to improve consistency, enjoyability and strategy both for the Scientist to play around the white hole more (more aggressive playstyle) and for the infected (getting ready for one if the Sci is close to x points.

Healing sfx (Done ✔️ )

Add a "heart pickup" sound effect for when you get healed by a Medic or a Slug to better inform the player that they're being healed as even the people that know about Medic's abilities might not notice them when focusing on other things. This would decrease running time for Medics chasing teammates. The Slug sfx would be just to inform people that don't know about its powers.

Hook cleanse laser rifle

A laser rifle that passes through zombies and can only hit teammates. Any infected hook latched on to the target will be released and the target will gain 0.5 sec of immunity to being hooked. A weapon for some future class.

Chemist class (derived from mrvoid's pac-man idea)

(based on Payday 2's kingpin)

Extracted to issue #92.

A class that is meant to retake space in bursts. It has a buff that can be applied for a few seconds only a few times per game (replenishable through some means). It could give a massive bonus to survivability and damage. During that time you could clear an infected wave, kill a protected Witch or clear top. In comparison to the white hole, it's more flexible allowing for more offensive options and potentially larger area of effect. The majority of the game would be based on collecting resources for the buff while also checking if there's a need to use it somewhere. The simplest way to implement collectible buff uses would be to make kills replenish them. There could be some other special task too eg. killing a zombie with some special weapon (syringe to extract a material for the drug buff) which is weak and somehow puts you at a great risk when using.

Supplier class

Its main ability is the ammo box. Ammo boxes take some time to be deployed with the hammer. They automatically give ammo to all players in a certain radius. If all ammo is used up, it disappears. Or maybe only one can be placed per match/one at a time and it needs to be replenished ie. by killing zombies. The class can have a weapon that can only get ammo from the box. He could have the aforementioned hook cleanse rifle to go with the ammo based support class.

Fun round - class vs class

  • Looper vs Smoker with highly increased life steal rate
  • Engineer vs Undead with 3 sec freeze instead of 10
  • Medic vs Voodoo with 5 sec Spirit mode duration

Fun round - President
Players choose their classes normally but one of them is chosen as the President on top of that. He deals 2x damage and takes several shots to kill but his death is an immediate infected win. Since it's a very responsible role: an account and stats system can be used to determine which players have an adequate understanding of the game. They're prioritized for receiving the President.

Fun round - Royal
Play a round of Yavl's infcroya mode. An area is chosen at the start of the round. A circle closes in on it during the match. Being outside deals damage over time.

Fun round - Speed
Each player moves 50% faster.

Slug quality of life
Hammering as a Slug spreads slime around you in every direction regardless of where you're aiming.

Purple zone timer for the client

Make a timer that is visible all the time for the Infclass client. It would track the time until the next time you get 5 points for the bonus zone. Create an option to toggle it off and on.

@Intramint Intramint added Gameplay Feature new feature (or feature request) labels Jan 18, 2022
@Kaffeine
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Hunter Walljump

Probably it 'll require some map redesign, isn't it? The idea sounds interesting and should be easy to implement.

@Kaffeine
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Kaffeine commented Jan 18, 2022

Consistent white hole
The white hole is rewarded for every x kills (~10) instead of a random chance

This is doable via the config. We have options: inf_white_hole_minimal_kills and inf_white_hole_probability.

inf_white_hole_minimal_kills 9
inf_white_hole_probability 100

will do the trick.

*IIRC the chance is taken after the kills, so to get the weapon after 10 kills we need to set min kills to 9. I'm not sure though.

@Kaffeine
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Chemist class
can clear an infected wave, kill a protected Witch or clear top

Sounds like a game changer. Might be OK for really big games (maybe 16+), otherwise we'll have to increase the timelimit and make the infected suffer longer. :)

@Kaffeine
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Merc anti-heal grenade

Okay. Any idea how we can indicate that the healing is not available? The players need to know about that feature.

@Intramint
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Is it possible to make zombies unable to hit each other at all? Swinging a hammer at a nearby infected wouldn't create the animation, sound or cooldown for the next hit as if the zombie was just hitting air.

@Kaffeine
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What is about the forces applying? You want the poison to also disable hammer-fly?
I can create a 'no ammo' sound if the target HP is not full AND the HP can't be gained right now (due to the 'no healing' debuff).

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