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Thu 26 Feb 2009, 04:42
well Medics should be your main source of healing... medkits and first aid should come when the medic is out of mana or overwhelmed...

get a good medic and you shouldn't need that much healing...
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Thu 26 Feb 2009, 04:44
true im pretty sure when medics use first aid on a team member it heals more. so you wouldnt have to use as many if a medic was doing his/her job.
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Sat 28 Feb 2009, 04:36
Haha. What if there were specific class weapons you can unlock for your account as you go along? Like, if you kill 1000 zombies you unlock lvl 1 and it automatically appears in inventory during next load. In order to make it more challenging, you have to get to a certain point in order to save the kills.
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Sat 28 Feb 2009, 06:44
This is gonna be one long post but its pretty interesting so please read it through

Alternate Missions:
Instead of just having the game do the same missions over and over how about we have some speical split missions depending on status of the party.

Example would be:

Normal Route: After rescuing civilians we go to meet the professor who runs away(as it is now)

Alternate Route:Requirements: Game Mode is Nightmare+, All Civilians Groups are rescued. Route takes a different gameplay route, leading to like this.(Because odds are if all of them are rescued the team knows what they are doing and gameplay can be more challenging. Like after Cobra Copter leaves.


"We have received words that a bit south of your position lies a park we need you to hold out in that area for 5 minutes as we can collect samples from (Hell Spawn/Monstrosity)"

Exp Reward:10

Alternate Route Harder: Requirements Game Mode is Nightmare, All Civilians Groups are resuced and ALL CIVILIANS AND MARINES LIVE.

"We have received words that a bit south of your position lies a park we need you to hold out in that area for 5 minutes as we can collect samples from (Hell Spawn/Monstrosity). And due to your hard work we will send in a special rifle we have just created to counter act zombies"

Exp Reward: 10

Rifle: Zombie Tranquilizer Rifle(or ammo which ever works)
Adds +4 attack
No increase in attack speed
Available to all classes except Firebatts.
Speical Effect: Each shot from this rifle is instilled with a special zombie tranquilizer, this speical rifle will have the ability to stop a zombie from respawning after it has died.
*You can probably base this off the Ladder Game Hero: Firelord and his incinerating fire since its a passive skill and it blows the zombies up*

----------------
On a side note:

@Mishotaki: I have to agree with him, due to fact the medics SHOULD always be healing or roiding allies regardless of their hp %. When i usually play medic i get the basic heal at Level 4 to heal players who have 90% HP or higher and once they hit 85% HP just use transfusion because every point of HP matters, you wont believe how many times I've gotten away or seen allies get away with 5-8 HP remaining.
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Sun 01 Mar 2009, 06:19
hmmm... good idea Fan ^^ The Park could have another use other than just the part drop ^^ randomly I might add lol...

And I still think giving the medic Tranquility would be a good lvl 10 ability or something... Smile
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Mon 02 Mar 2009, 02:25
An obvious mission could also be weapons store raid. Probably contains a bunch of the rifleman guns with the occasional higher level spawn.
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Tue 03 Mar 2009, 06:11
To me a weapon store raid is like too old school and not enough action, its just like you go in you shoot zombies(as usual) and get some guns. The spread of guns on the map is aready good enough as it is. For most of my games at least, only prob i have with guns is not finding AA shotgun on Hell mode.

Btw new idea:

Combine the 2 NPC slots together and 2 Undead Slots together and bam a max of 2 more people. (only problem i see to this is if each zombie has a different trigger base)
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Tue 03 Mar 2009, 07:11
If that could be done I think that would be great. get more variety of characters in game u would be able to have a really nice game with

2 mgs, firebat, demo, scout, assman, engineer, sniper, and 2 medics. own the streets


Last edited by Markgunnar on Tue 03 Mar 2009, 20:57; edited 2 times in total
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Tue 03 Mar 2009, 16:45
an 11 man team isn't really useful when the max is 8 persons...
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Tue 03 Mar 2009, 20:47
ok, well 2 things. 1) Mark 8+2 is 10.. not 11 lol
and 2) Mish fear mentioned making 2 more slots for players by combining the zombies. I think thats what he was talking about Smile
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Tue 03 Mar 2009, 20:56
haha i just counted that haha ill edit it
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Tue 03 Mar 2009, 21:00
Eulogy wrote:ok, well 2 things. 1) Mark 8+2 is 10.. not 11 lol
and 2) Mish fear mentioned making 2 more slots for players by combining the zombies. I think thats what he was talking about Smile
oh.. i kinda missed that.. still i was right about him having the wrong number of guys count Razz
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Tue 03 Mar 2009, 23:45
As you might know, the old dotds had 10 slots for human players, but due to several reasons I shifted it to 8.

1) Less crowded, easier to balance, more emphasis on each hero
2) Reserving slots for future ideas. You never know when you need them.
3) The WC3 engine gets buggy when there are too many units at once. And the huge-ass number of zombies sometimes is too many. (Some of you might remember the old betas, where the hords of zombies got stuck and wouldn't move anymore). Distributing the zombies onto 2 players makes the bug appear less often.

I am actually using 3 zombie players (hostile neutral - the player who owns the creeps in normal games - is used for enemies who don't follow the normal zombie behaviour such as mutated dogs).
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Wed 04 Mar 2009, 02:58
haters haha
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Mon 06 Apr 2009, 20:58
Pretty silent here.
Updated Change Log for B.6
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Mon 06 Apr 2009, 21:35
hum... what is the personal medkit for now?
it cost a humongous amount of mana, has a huge cooldown of 5 mins, barely heals HP and only removes bleeding....

it was a fairly useful ability for the time you didn't have a medic close to you, you could remove the infection or bleeding... but now it seems to be pointless... bleeding doesn't happen that often and healing like 50 HP for 100 mana isn't enough to use the ability...
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Mon 06 Apr 2009, 21:45
Indeed, I shall increase the chance for bleeding by 900% ! Smile
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Tue 07 Apr 2009, 09:10
I still think the game should have rain and/or fog to try and make the game feel scarier only on some parts though
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Tue 07 Apr 2009, 13:25
I've changed the environment ambiance to heavy rain to see how it looks like.
After a minute you already forgot that it's raining it all.
Changing weather during the game causes 2-3 seconds freeze (even more on slower PCs) so it's no viable option.
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Tue 07 Apr 2009, 17:58
oh i did not know that what if it was done during a cutscene would that make a difference?
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Tue 07 Apr 2009, 19:00
Well, it would still lag the same.
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Tue 07 Apr 2009, 21:32
hmmm I'm still thinking adding a rocket launcher with like 3 rounds in it for Anti-Boss weapontry for weaker units to find and use would be kinda cool Smile

But... The Ripper works now doesnt it... lol
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Wed 08 Apr 2009, 17:06
Updated Change Log for B.6

I hope this is a better solution to the Personal Medkit.
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Wed 08 Apr 2009, 20:03
Woot!!! a rocket launcher!! <3's for S3rius!! lol
And thats kinda interesting new updates... very interesting heh...
I just have a question about the sensors.. do they now basically have to be put right over the burrowed fiend in order to see them? lol cause that makes aiming more important o.O
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Wed 08 Apr 2009, 23:59
Eulogy wrote:
I just have a question about the sensors.. do they now basically have to be put right over the burrowed fiend in order to see them? lol cause that makes aiming more important o.O
Yes, the sensor basically made flare guns useless in terms of detecting invisible units. I want to give officers additional possibilities, but not make the game much easier for them.
Increased cooldown and less true sight radius will probably serve this surpose well. The detection radius should be a little more than the blue indication.
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