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Thu 03 Dec 2009, 23:31
Gimli.SoG wrote:I have an idea, even though I know not every one is a big fan of cut-scenes, after the radar tower maybe the group should escort White down to Kim and that would trigger a cut scene about going to the LZ's in the city and that would officially mark the beginning of that mission. Plus the last cut scene is the sewer way back on mission two, and thats only if you get the plant mission.
Of what cut scene did you think of, and why? I usually use cut scenes when I need to have direct control of the characters, which isn't the case here. I don't think we need a cinematic just for the sake of having one in the late game (actually I've been working on another cinematic for the beginning of the following mission, but I'm not sure whether it'll make it in, yet).

Gimli.SoG wrote:
Safer)Sephiroth wrote:Yo it is my personal opinion that after playing alot with Ding and Nub i think we should add a roflman actual class. Like he throws rofl grenades that when they explode go rrrrrRRRooooooFFFFLLLLLLLL!!! or something. lol he has similiar abilitys to the rifleman but with a rofl twist.
um no offense dude, i can see how joking about a roflman in-game is funny but to suggest it as a real class? that's just stupid, explosives that result in words??? =/
I think he's making a joke.. I hope.
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Fri 04 Dec 2009, 02:06
You hope Razz ... lmfao @ Joke heroes need a clown as well instead of a rifle he uses a water gun and every step he takes attracts Zombies clown
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Fri 04 Dec 2009, 22:10
is there any chance for more classes? and i mean non joke classes
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Fri 04 Dec 2009, 23:46
Vanguard Operative has already been added in Beta 8
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Sat 05 Dec 2009, 03:56
Vanguard operative? is that like a sas or delta force soldier? any chance for more classes?
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Sat 05 Dec 2009, 05:57
Vangaurd operative is a new type of class to dotd because of its melee characteristics. As far as more classes, I don't think that is in the forefront of s3rius' mind for the next release, beta 8. However, if you do have any ideas of a class post them ^.^
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Sat 05 Dec 2009, 08:07
yes , post them here Smile http://www.dotd-stars.com/dotd-6-submit-f10/charatilization-thread-t695.htm
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Sat 05 Dec 2009, 18:38
s3rius wrote:Let me throw in some pieces of meat ^^

(10/2009 - 09/2010 ) General Discussions [Closed] - Page 3 Modifi10

New stuff: Three modificators to spice up game play Smile

Know any others worthy of being added? (Please no Deathmatch requests)
Oh and I need a better name for "Fast mode" Razz Something that goes in line with the other two.


PS: First image of a game with all modes activated:
(10/2009 - 09/2010 ) General Discussions [Closed] - Page 3 Insane10
Notice my bad luck with broken leg, eye injury and infection.
IDEAS
Democracy
The title talks for itself. Everyone vote for the mode they want.

Romeo Squad
You can take only rifleman, but you earn 10/20/25% more mission exp depending on mode. everyone starts at lvl 2 with 1 cpr and a random secondary weapon. No battlefield control or gay stuff like that. only u and ur rifle.

Versus mode
Zombies have like 70-80% chance to give zombie virus regardless of ailment resistance, and they can attack incapacited people until they have like 80hp. If the incap guy dies with infection he becomes a special zombie (hero), unless he blows himself to save his comrades. He looses all the exp he already earnt, but he earns some when dealing damage to others. On the other side, players earn exp too when they kill him.
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Sat 05 Dec 2009, 19:35
I would disagree with the loss of exp... mabye they dont lose exp and just turn on allies
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Sun 06 Dec 2009, 19:17
my idea is give me a special class with a C7A2 and a LAV 4 and I can just run zombies down on the main streets all game... lol srry.. waste of a post.. I loves my girl too much xD
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Mon 07 Dec 2009, 09:22
Razz it's the only girl he's allowed to touch now that he joined the military... >.> and boy does he "Clean" her all night..er day long
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Mon 07 Dec 2009, 11:53
left 4 dead mode.

no classes choice, all play a villager model. choice of uzi or shotgun at start with unlimited ammo and a few sec cooldown. also choice of a 1 Molotov cocktail (small impact damage and area effect burn) or 1 pipebomb (grenade effect like riflemans but with shrapnel effect outside initial blast radius).

only 1 primary weapon can be carried
hero skills of pistol and sprint
villager melee has small pushback effect

only item spawns are pain pills (increases damage resistance for a short time, 1 per stack), medkit (heal as normal, 1 per stack), uzi (as above), shotgun (as above), m16 (cd and ammo as above, area effect like uzi but more damage/radius), combat shotgun (like shotgun above but more damage and faster cd), hunting rifle (an enfield but with cooldown and ammo as above), molotov cocktails (as above, 1 per stack) and pipebombs (as above, 1 per stack)

normal missions are not played
players have to survive for a set amount of time till rescue helicopter arrives (random rescue point), maybe a first mission like "radio for help" where survivors have to find a working radio to activate the rescue timer
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Mon 07 Dec 2009, 18:13
That's more like a totally new game mode instead of a mod (modification).
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Mon 07 Dec 2009, 19:35
does sound like a lot of work
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Mon 07 Dec 2009, 22:13
You bet..

And I won't do that also. If you want to play L4D you'll have to get the original..
With modificators I meant things that change some aspects of the game, not the whole game.
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Mon 07 Dec 2009, 22:39
perhaps a mode that limits the items that drop, like a survival mode. Limit the number the number of each secondary weapon to one, make medical supplies more scarce, then double (or increase) the mission experience achieved in the mode so people would actually play it. Also class specific weapons would not drop.

The purpose of this mode is to see how well people can use the character without relying on items. I think people would work even better as a team because lets face it, how many of us are comfortable soloing without a secondary weapon?
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Mon 07 Dec 2009, 22:52
i thought it would be too much work for left4dead mode. it would be good if someone did make a game like that.

how bout a random class selection at start. spawns everyone a random hero not dependant on experience or difficulty or amount. but reduced exp gain and maybe more zombie spawns/tougher zombies
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Mon 07 Dec 2009, 22:57
DOOMONYOU wrote:i thought it would be too much work for left4dead mode. it would be good if someone did make a game like that.
If you thought it would be to much work one might wonder why you suggested it.
DOOMONYOU wrote:how bout a random class selection at start. spawns everyone a random hero not dependant on experience or difficulty or amount. but reduced exp gain and maybe more zombie spawns/tougher zombies
If you are getting a random hero, and not choosing the one you are good with, one may also wonder why you would getting reduced experience for that. On the other hand I'm never against more zombies to shoot =P
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Tue 08 Dec 2009, 07:16
what about a lone ranger mode where everyone starts off in a far off corner away from everyone else. of course they're able to all go back and meet somewhere but at the start everyone is scattered instead of everyone at the chopper. it could be random starting and hopefully no one starts in a wall or water.. or set areas that never change. like they parachuted down. we all know the generator parts when parachuted never land where we want em to.

alternates to fast mode... speed mode, lightning mode.. well open a thesaurus

i think there should be a grenade item... just one grenade per item.. you can stack up to 3.. and its pretty much the rifleman's grenade.

could we random a whole team of snipers with 0 exp?

what about a change weapon mode. a resident evil game i like and probably other games as well have it that you pick up a weapon, click it, and you change into say the shotgun hero... or whatever weapon you picked up. everyone is the same blank loser at the start and a few basic weapons are around them to pick what they want. cooler weapons are hidden away. the abilities would be the same and all levels and zombies would just a medic could have a sniper rifle if he found it. and a sniper could have a machinegun. firebat might have to be excluded on that mode....
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Tue 08 Dec 2009, 14:32
im not a moder so i posted left 4 dead mode to get mapmakers opinions on it.

the idea of reduced exp was to stop nubs going random and spawning good classes above their exp level and finishing the game that way. unless a exp filter was done to stop that and the class spawned was restricted by experience but not difficulty or class numbers available
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Tue 08 Dec 2009, 17:33
Post #250!! woot

Edit: Gimli.SoG: wait, im still CSM on forum lol! rank system is off
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Tue 08 Dec 2009, 23:05
Heh Gimli xP Gratz on 250 posts. as for some of those other modes well scattered mode would just be the preferred way to start because you can easily gather lots of equipment that way...
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Tue 15 Dec 2009, 23:54
Message reputation : 100% (1 vote)
-new zombie “infected dog” using wolf model
has fast movement speed but with low health and is able to ignore unit pathing, spawns 3-4 at a time, increased chance to cause bleeding from dogs bite.

-pack leader, stronger infected dog with greater hp and damage, spawns 1 with 2-3 infected dogs

-give engineer the chainsaw ability 30 mana cost, 20 sec cd. Able to cut down trees or deal massive melee damage


I know this one has been posted before but this is my spin on it

new class “FIELD SURGEON”

Unarmed. The doctors oath prevents this unit carrying a primary weapon into the combat zone
Rank available 2nd lt or higher. Nightmare and hell only.
Base skills like medics.
Doctors bag: Increase backpack space, because of not carrying a primary weapon the surgeon can carry more medical supplies in their doctors bag( +4 inventory slots like scouts backpack)

Create epipen; combine stimpack and antivirus into epipen (virus cure and adrenaline rush(increased move and attack speed greater than stimpack/steroids)

Create doctors kit: combine first aid kit and nutritional food into doctors kit (cures bleeding and heals for a greater amount over time, improves resistance by a greater amount)

Create surgical kit: combine medkit and road flare into surgical kit (cures bleeding and fractures and heals for a greater amount)

Skills: create medical supplies
Lvl1: creates antivirus (1)
Lvl2: creates stimpack (1), learns create epipen
Lvl3: creates first aid kit (1), learns create doctors kit
Lvl4: creates medkit (1), learns creats surgical kit
Lvl5: improves cooldown and mana cost

Heal: same as medics but with higher rates per level, 18 HP/s, 25 HP/s, 32 HP/s, 40 HP/s, 50 HP/s

Medical nanobots: releases a cloud of medical nanobots to heal allies (increased hp/sec in area around surgeon, heal aura) when activated

Doctors skills:
Lvl1: antivirus, medicomp
Lvl2: pressure bandage (stops bleeding like blood transfusion)
Lvl3: cpr 20min cooldown
Lvl4: nanobots (fracture repair)
Lvl5: decreases mana cost/cooldown for all medical skills

New class "Special operations"
Armed with h&k mp5, shorter range but increased attack speed
Stats like riflemans
Skills
Crit, like other classes

At mine: anti tank mine, massive damage small radius. Each level increases damage and radius. Teamkills when detonated.

Ap mine: anti personnel mine, moderate damage with large radius, each level increases damage and radius. Teamkills when detonated.

Combat skills:
Lvl1: burst fire. Fires a rapid burst from primary weapon (like uzi but smaller radius), disarm
Lvl2: shockwave grenade. Small damage but pushes targets back from detonation area and stuns, affects team members.
Lvl3: battlefield awareness; increases attack speed around spec op. advanced training allows the spec op soldier to deliver targeting orders in battle, allowing team members greater firing speed.
Lvl4: hollow point round, increases damage and greater chance to crit.
Lvl5: laser designator – cruise missile/airstrike. Designates target then 3-4 seconds later a missile/laser guided bomb hits. Causes massive damage with a large radius. Requires spec ops to stand still during designation.
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Tue 22 Dec 2009, 20:30
-increase duration that hero is effected by infections. this would increase the need to carry antidotes and rely on medics and other team members increasing the team cooperation of the map.


any feedback on this post or the previous post would be appreciated Very Happy
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Wed 23 Dec 2009, 17:46
i know s3rius looks through all of these, even he he doesn't have the time to respond immediately
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