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 [DOTD-B9] Ideas Topic

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Gimli.SoG

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PostSubject: [DOTD-B9] Ideas Topic   Mon 13 Sep 2010, 05:14

Seeing as s3rius has moved on to the bigger and better SC2 editor he has let me try and fill his shoes for our beloved warcraft dotd map.

Post your ideas here for the next beta.

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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 13 Sep 2010, 06:17

A few more missions would be great, there are a few unused buildings that look somewhat significant such as: the upper right most building (not quite sure what it is), the train station, and the Helipad just north of the radar tower. I have gotten to the end of the game many times, and it's a little bit boring to die by the white, and fluffy every time. After a while, other than different difficulties, it feels like your playing the same thing again and again, and loses some of it's luster.

I've also noticed that there are a few places around the map that are completely desolate. One such area is just south of the Harbor where you pick up Agent Orange, another is just north of the graveyard, and another still is the area around the radar tower. If buildings are not an option, then perhaps parking lots, or public parks would be more practical?

Another thing that you might be able to change is Medals. Keeping in mind that they were not available in Beta8, I still think that it would be good to add them in. However, I have looked over the list of medals and I don't find the campaign medals particularly appealing. Of course, I do not know what is required to get them, but perhaps you could get a medal for every difficulty completed?

This may not be possible, but perhaps there could be a few more classes available to those that are high ranked? Maybe in order to accommodate this, more than one helicopter flies in in the beginning scene?

I have a few ideas for a new boss, perhaps it could be some sort of modification on the Bone Crusher?

Do the runes that are hidden in specific areas have any significance? If not, then perhaps they could be made so that they do? Or removed completely? Every time I come across a new one, I wonder what it possibly could be for... But maybe that's what its meant for?

I like the simplicity of the item system, but perhaps in the new version there are new/different ammo types? I've noticed that one ammo is always clearly better than another. Here's my scenario:

3/4 different types of ammo per level (level one ammunition/level two ammunition etc.)
Base damage on all ammo is X
Ammo type one has bash
Ammo type two has crit
Ammo type three has extra damage
If a fourth type of ammunition is added in, It would be rare, and it would have a combination of the effects based upon level. For example: Level one ammunition's 4th has extra damage, and crit. Level 2 has damage and bash. Level 3 (only available on Nightmare and Hell mode)has bash and crit. And for Level 4 (only available on Hell mode) all three.

I'm not quite sure of the parameters of this, but maybe there could be another difficulty for Novices. It could have a walkthrough of all the basic abilities, and if voted, there would be advanced techniques? I find that players do not know how to sprint unless they are told, and they lay down explosive charges without having a detonator (armed explosive) handy

I especially like the mixed up Nightmare mode in which you don't actually know what mission you're going to be doing. You're going to have to find out if it's the darkness or Plant mission. Maybe a new FIRST mission would be appropriate? Perhaps instead of Sgt. Madigan picking up a civilian distress signal, he could meet up with a civilian at a specified place, and The civilian would say that his comrades were holding out at a nearby park, and that they were under attack by the zombie horde. You could still pick up the civilians and Sgt. Madigan's squad with the helicopter after the seige?

When Col. White comes, he has a random spawn at one of 4-5 places, when he spawns at the park, he would sometimes go into an alleyway with his team, and the Reaper would come over the top of a building. Now, shooting it down before it kills Col. White isn't a problem, what IS a problem is the fact that he uses his RPG on himself when he targets the Reaper. in close quarters combat.

When you finish recruiting the 7th Batallion from the 2 LZ's, you ask about Lt. Kimbley's remarks of a Bio-Weapon, yet he doesn't mention anything about it beforehand. Perhaps this could be ratified by a stray comment by the Lt. shortly after he sets up his base of operations on the highway?

Last thing: There is something that is unexplained in Beta8. If sergeant Madigan came in with you and your squad with all intents and purposed to help you out, why does he leave on the Helicopter? Wouldn't it make sense for him to complete his mission? As a suggestion, maybe General Thorn recalls him to a nearby sector? His dissapearance from the battlezone is unexplained.
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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 13 Sep 2010, 13:11

Make an ending for the dotd 6.0

6th Mission

(After escorted 7th surpport platoon the san francisco has swarmed by gargs and zeds.

[cinematic: Suddenly the ground began to shake and all zeds flee away.And show a powerful creature appear]

and a powerful creature spawn from the factory and come to us and 7th platoon.After killed the creature the kimblery got killed in action by a swarming of zeds.After cleared the swarm, general thorn order us standby and send an evac helicopter to come drop some supplies and a special which can active the train station's power.General thorn order us go to the train station and take the train to leave the city.Before the station start up we getting swarming by zeds and gargs when train come
[cinematic: We all take the train and leave the city]

Then the end. what a happy ending )

i just giving my idea hope u look on it, so.. i hope i can see the sheep or animal no more because it's abit redicules Very Happy

Oh and btw add a -clear command for clearing those word ccause it is blocking my sight


Last edited by hmmm on Mon 13 Sep 2010, 18:13; edited 1 time in total
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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 13 Sep 2010, 15:26

*)more side mission like deseased souldiers: what about a mission objective like: "activate spezific lights that blink during the night, to better get an overview over the city" or whatever. a bit like the civ mission, just as a side mission. those "zones" that shall be activated could be on every building but its just needed to do so on 3-5 random buildings of the map (zones activated by standing on it, like in mission 2 when having agent)


*)DEMO: I got some ideas for Demolitions:

~Anti Tank Missle is useless in levels 1-3, so i think it would be great if the set up time would be reduced a little in the lower levels. Like: set up time in b9: 2.6/2.3/2.0/1.7/1.4 ; set up time in b8: 3.0/2.6/2.2/1.8/1.4 ; my idea would make the anti tank missle more useful in lower levels, because it IS really useless untill you have it on lvl 3 or 4 at least (imagine 1 second reaction time of engi to see, target and throw net [quick] PLUS 0.5 seconds reaction time of demo to start fire anti tank missle PLUS 3 seconds set up time is about 4 seconds net(it never holds 5 seconds like it says in tooltip of net lvl 3) on the boss AT LEAST with a really quick team, and often you dont have a really high skilled net in start or just have disabling shot or some crap like that)

~Demolition Charge: Reduce explosion delay to 4 seconds. 5 seconds is too long for very usefull using

~HE Handling Lvl 4: with Demo Charge so useless it is not recommendable to level HE Handling up to lvl 5, because Demo Charge requires 2 additional skill points. So HE Handling Lvl 4 may decrease Cooldown of all Demo abilities by 10% and increase damage of Anti Infantry Missle slightly, and area of Anti Tank Missle slightly. I think this is the best improvement Demo could get, because i always hate level HE Handling to lvl 5 for that crappy Demo Charge (give the Demo picker some cookies like that)


*)Assaultman & Sniper: reduce damage slightly, but increase firing rate slightly.


*)increase the spawnchance of Wood Axe, Zombie Decapitation Unit, and Fuel Cell in Normal, i hardly ever find one of those in Normal, which is unfair for Firebats in Normal


*)Increase Healthpoints of Zombies in Normal slightly, because Normal is too easy (i can play through with a friend even if we pick Pvts)



Ps: I am glad to hear that you continue that great game, created by s3rius. Thanks to you both!

....................
BigBadBoom!


Last edited by HorstRabe on Mon 13 Sep 2010, 17:51; edited 1 time in total
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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 13 Sep 2010, 17:44

It's funny how u guys didn't even touch on some of the ideas I had in mind of changing/adding (with the exception of one of horstrabe's ideas). But I am liking some of the points your bringing up, keep the ideas coming! Chances are you will see at least a "version" of them in beta 9 =P

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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 13 Sep 2010, 17:55

Gimli said:
Quote :
It's funny how u guys didn't even touch on some of the ideas I had in mind of changing/adding (with the exception of one of horstrabe's ideas). But I am liking some of the points your bringing up, keep the ideas coming! Chances are you will see at least a "version" of them in beta 9 =P
What ideas did you mean? please edit a link to them into your previous post, so that i know what you mean.

edit: ohh you mean just in your brain? tell us!

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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 13 Sep 2010, 18:47

lol, u know i can't do that. you will just have to wait until a beta test or release to see them. I may "hint" to some of the smaller ideas as time goes, but the juicy ones will wait ^^

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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 13 Sep 2010, 18:49

will really have 6th mission? i really want a ending for it
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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 13 Sep 2010, 20:22

well. i just thought you just meant balancing things and addind a few little feautures. cant wait to have a beta test (and i really want that demo high explosive ordnance handling lvl 4 thingy Wink

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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 13 Sep 2010, 20:25

HorstRabe wrote:
~Anti Tank Missle is useless in levels 1-3, so i think it would be great if the set up time would be reduced a little in the lower levels. Like: set up time in b9: 2.6/2.3/2.0/1.7/1.4 ; set up time in b8: 3.0/2.6/2.2/1.8/1.4 ; my idea would make the anti tank missle more useful in lower levels, because it IS really useless untill you have it on lvl 3 or 4 at least (imagine 1 second reaction time of engi to see, target and throw net [quick] PLUS 0.5 seconds reaction time of demo to start fire anti tank missle PLUS 3 seconds set up time is about 4 seconds net(it never holds 5 seconds like it says in tooltip of net lvl 3) on the boss AT LEAST with a really quick team, and often you dont have a really high skilled net in start or just have disabling shot or some crap like that)

~Demolition Charge: Reduce explosion delay to 4 seconds. 5 seconds is too long for very usefull using

~HE Handling Lvl 4: with Demo Charge so useless it is not recommendable to level HE Handling up to lvl 5, because Demo Charge requires 2 additional skill points. So HE Handling Lvl 4 may decrease Cooldown of all Demo abilities by 10% and increase damage of Anti Infantry Missle slightly, and area of Anti Tank Missle slightly. I think this is the best improvement Demo could get, because i always hate level HE Handling to lvl 5 for that crappy Demo Charge (give the Demo picker some cookies like that)
just shot in front of fattys^^ and its a bit harder with doggys
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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 13 Sep 2010, 20:46

how stupid d´you think i am dela? Very Happy

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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 13 Sep 2010, 22:51

I think part of the challenge of being a good demo is having the timing to use his abilities. I will try and come up with a new ability to fill the level 4 slot.
hmmm wrote:
will really have 6th mission? i really want a ending for it
I don't want to dissapoint but tbh adding an ending mission is kinda far down on my list of things to figure out and add. One reason for this is I want to get started with thing that are easier to test than the last mission in the game. I figure once i get some basics down with s3rius' map I can more effeciently code a last mission (I already know how I want to end it, if that helps! ;-))

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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 14 Sep 2010, 03:55

Change the sheep into a big boss!! Very Happy with a lot of HP
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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 14 Sep 2010, 04:04

Take off friendly fire. Leave the explosive devices and their friendly fire, but make it so that people cannot directly attack eachother.
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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 14 Sep 2010, 05:00

yeah avoiding TKs would be good

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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 14 Sep 2010, 06:47

Gimli.SoG wrote:
I think part of the challenge of being a good demo is having the timing to use his abilities. I will try and come up with a new ability to fill the level 4 slot.
hmmm wrote:
will really have 6th mission? i really want a ending for it
I don't want to dissapoint but tbh adding an ending mission is kinda far down on my list of things to figure out and add. One reason for this is I want to get started with thing that are easier to test than the last mission in the game. I figure once i get some basics down with s3rius' map I can more effeciently code a last mission (I already know how I want to end it, if that helps! ;-))


It's a big fat juicy thing so take time and good luck
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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 14 Sep 2010, 08:50

End the game properly.Or do new mission.Do New big boss.Slow movement but do high base damage. zombie ..New items.. M.Gunner increase fast reloading a bit.Earth worm Boss..lol if can.I waiting for DOTD-B9! cheers
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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 14 Sep 2010, 14:55

yeah. i cant wait for those sheeps to be changed... those sheeps make me so sad. it was real fun with those racoons Very Happy

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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 14 Sep 2010, 15:02

making an ending mission is on my list of things to do. In all fairness to s3rius (for those of you that are mad at the sheep) he already has put in the basics needed for an ending mission. I may end up tweaking it, but like I posted earlier there are several other enhancements to the current gameplay that I am making before I start making the adjustments to the final mission.

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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 14 Sep 2010, 17:25

Gimli.SoG wrote:
making an ending mission is on my list of things to do. In all fairness to s3rius (for those of you that are mad at the sheep) he already has put in the basics needed for an ending mission. I may end up tweaking it, but like I posted earlier there are several other enhancements to the current gameplay that I am making before I start making the adjustments to the final mission.
can add a -clear command to clear those briefing? those are really annoying
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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 14 Sep 2010, 18:05

I am actually re-wording quite a few of those and working with the timing to make them "flow" better. But as far as removing them, I don't think so. Believe it or not those actually contain the story line and it seems counter-productive to me to spend time figuring out how to let players remove them.

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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 14 Sep 2010, 19:31

It appears that some the the medals information has been "misplaced", I have some ideas but I am looking to you guys to fill in the cracks.

I need a few ideas about what medals can be achieved over the course of a dotd game. There will be a few medals for like a single achievement, a few related to beating the game, and the rest based on your performance per class/character.
First category I am looking for ideas like "Found all the parts and assembled the Super Shotgun" or "Beat secret mission X".
Second category I am pretty sure I have those medals figured out, but you are welcome to give input.
Third is where I am looking for the most input, I had in mind that these medals would be rated on how well you play. Here is an example:
  • Bronze: 200 kills
  • Silver: 400 kills
  • Gold: 600 kills

This is ofc tentative, and I will most likely be looking for something not quite as straight forward as total kills, but hopefully this generates some focused responses. Thanks in advance for your help!

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PostSubject: Re: [DOTD-B9] Ideas Topic   Wed 15 Sep 2010, 02:57

A few suggestions for individual classes, The layout will go something like this:

Class
Medal requirement
Medal name
Different medal requirement
Different Medal name

Rifleman
Kill X amount of zombies with your rifle grenades
Noob Tuber

Medic
Cure X amount of Ailments
The Doctor is in

Scout
Kill X amount of zombies while cloaked
Ghost
Kill X amount of enemies with the Orbital Cannon
Overkill

Machine Gunner
Kill X amount of zombies while using Rapid Fire
Spray and Pray

Engineer
Create X amount of clips
Ammoholic
Fill secondary weapons X amount of times
Secondary Supplier

Advanced Marksman
Kill X amount of enemies while using Tactical Stance
Tactician

Firebat
Take X amount of damage while using Protectron Matrix
Flame Tank

Demolitions
Kill X amount of zombies using Satches and Explosive charges
Gib Factory

Vanguard Operative
Kill X amount of enemies using the M70 Gauss rifle
Magnetomaniac
Kill X amount of enemies with the monomolecular blade
Slice and Dice

Assaultman
Kill X amount of enemies while using Rapidfire
Pump-Action?

Field Technician
Kill X amount of enemies with drones
Lazy

Sniper
Kill X amount of enemies from a distance of X or above
Long shot
Kill X amount of enemies while camouflaged
In plain sight

Sorry if some of the medal names are a little punny (haha), But I think that these medals, and requirements are ones that I'd like to see in the game.
Perhaps there is also an option to have a secret medal for each class? Just as an example, maybe one would be for a demolitions to use a demo-charge, and successfully kill two bosses with it.

Also, many of the requirements are to Kill enemies in a certain way. Even though this may not be the most creative solution to the problem, perhaps additional suggestions could be made?
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PostSubject: Re: [DOTD-B9] Ideas Topic   Wed 15 Sep 2010, 21:21

the firebat imo should be replaced with a cyborg, or humanoid//robot type figure. the matrix shield he has is a bit out of human reach. thats just my taste tho. be cooler if the tank was a actually mechanical juggernaut
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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 05 Oct 2010, 06:56

replace the sniper's sniper shot with unit pierce
that would be good

(cause when i use sniper shot the demage not even reach the demage i normaly fire i means critital
plus it take too much mp deal for that little dmg)

or maybe can add an handgun for the sniper cause i dun think an officer wont only carry an big gun come to battle field
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