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Zombie Survival - Ideas and Suggestions


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Posted (edited)

Bring brilliant and balanced ideas to the game! The ones that I like I consider to be best, will be chosen for application! You can also discuss future patch notes that I post. Spamming is not allowed. Spam-whine is not allowed. Whine only threads are not allowed.

EDIT: Small posts are not allowed!

Edited by Deluvas
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Posted (edited)

Boomer

HP: 100

A zombie such as a boomer to temporarily disable a player. ( or just slightly blind their vision while it still does some damage ) Upon killing it, it explodes dealing 20 damage to nearby humans

Pros:

Can temporarily blind enemies with its attack

explode damage

Cons:

slow

weak

Edited by QTesla
Posted (edited)

Zombivort.

Zombie Healer class. VERY low hp 10-50(?) Primary attack is the lighting beam thing it does but being so weak, rendering it practically useless 10 damage a second but can not move whilst attacking. It can heal other zombies, but not itself or other Zombivorts (To ensure that it's not over powered) and heals at a nice rate of say, 5-10 per second? (Not much, but it's an ok amount). Moves very fast to make up for it's low hp and crap attack.

EDIT

I also don't like your patch notes. ;P

Edited by BeatAlex
Posted

Zombivort.

Zombie Healer class. VERY low hp 10-50(?) Primary attack is the lighting beam thing it does but being so weak, rendering it practically useless. It can heal other zombies, but not itself or other Zombivorts (To ensure that it's not over powered) and heals at a nice rate of say, 5-10 per second? (Not much, but it's an ok amount). Moves very fast to make up for it's low hp and crap attack.

30 damage attack but cannot move once you have pressed mouse1 ( until you have stopped shooting beams of win )

Posted

30 damage attack but cannot move once you have pressed mouse1 ( until you have stopped shooting beams of win )

Edited my post and put 10 as 30 is the basic zombie attack's damage.

Posted (edited)

A zombie healing class...

Thought of this all on my own :rolleyes:

Something that's got around 100hp. quite fast, does no damage but can heal 5hp per second.

EDIT: please dont hurt me for this deluvas

Edited by QTesla
Posted

Server-side gibs will be obsolete :V.. That's good.

No short posts plz kthx.

Adding onto my Zombivort idea.

It has a charge meter that either attacks or heals, but have to wait for you to switch to the other one.

Posted (edited)

Octomatus (supportive)

HP: 100

Description: Skinny guy with tentacles on his back. In his direct environment (4 meters), he can heal 3 infected to full health (6 health per second). When he's healed enough zombies, he can power-up one infected to increase his attack by 35%, and his health by to 400, for 15 seconds. He cannot heal anyone else other then this zombie.

Pros:

Can heal other infected

"Ubercharge"

Cons:

Can attack, but only 5 damage per hit.

Tentacles suck onto zombie, and have a delay of letting go, so they can be shot to inflict damage on the zombie itself.

Low health; has to be protected from other zombies

Edited by Botervloot
Posted

1) Allow poison zombies to throw headcrabs (like props) with only difference that flying headcrab wont inflict as much damage as flying prop, it will only bite a human (Teamwork+easy way to take out humans)

2) Zombine grenades... when killing a zombine you can grab (deactivate) his grenade and throw back. If not possilbe then just kick a grenade while crossing it.

3) Tranq-pistol for medics: spawns as an equipment, allows you to slower down you opponent, so your mates can deal with zombies easily (especially fasties)

4) Mighty ear valves (GC upgrade): you display wont be shaking while howler attacks you

5) Custom skins for each lvl

6) High lvled commandos could ge a chance to spawn with clarion (instead of galil)

7) Anti-air (GC upgrade): 2x damage infliction for all fasties while in air

8) Night Vision for zombies (useful on dark maps)

9) *CHARGE* (ability for berserkers) (similar to Demomans)

10) Rage-o-meter after killing 10 zombies with melee, while you have less than 50 HP (cause of HP upgrades) you can activate RAGE mode so you will get invulerable to any dmg for 7 secs.

11) Single beretta upgrade, while getting one beretta you can make out 2 berettas by reaching score of 5.

12) Marksman ability for support (sniper-mode only) each time you hit a zombie (without missing) you will get increased dmg for the next bullet that hits that zombo, up to 2x damage (all bonuses will gone if you missed even once)

13) Aura Resistance dmg (support ability): Allows supports and close-by m8s to get less dmg from zombos

14) Stasis aura (support ability): Allows to slow down all enemys in radius

15) 2nd slot for primary weapons for commandos (useful when youre out of ammo, especially if you got auto-shotty)

16) Respawning props (supports are getting useless if you need to destroy a prop)

17) Motion radar (engineers abilty) gains all engineers (or chance to spawn with it) a useful radar that can detect incoming hordes that are close-by (except wraiths), can be upgraded by lvling up to see location of props too.

18) Fixing HP, Increased Clip Size, Aura Damage perks (its not a compliant, its a request)

Posted (edited)

Patch Notes I want to apply in the future:

- Supply Crates will only give weapons based on your score (so basically if you have a glock, it will give you a magnum). You won't be able to reach other Tier weapons. (makes some upgrades working again)

- Reduce maximum health for zombies (Zombies won't need so much health with Supply Crates not giving humans so many guns)

- Replace server-side healing gibs with something else.

I'm also thinking about that ZOMBOMEDIC thing ...

Feel free to comment on these.

Edited by Deluvas
Posted (edited)

19) HP assist (ability for medics): for high-lvled medics only, you can place HP charger to the wall (like a turret) that will regen up health automatically, however destroyable by zombz (Note: placeable only once per map)

20) Ammo pack (equipment for support): just to recieve some bullets from your best friend-supporter ))

21) Headtroopers (GC upgrade): as a zombie, while getting a score of 7 you can call out headcrab bots that will fall from sky (yes only on open areas), on most populated area

22) Coldblooded (GC upgrade): Zombies cannot see your health ball

23) Dark Nemesis (GC upgrade): As a wraith while getting a score of 1 you can teleport to the nearby human to wipe him out

24) Heavy-alitrelly (commandos ability): Allows commandos to run faster with heavy weapons, like saw, or auto-shotty

25) Lethal gas (Poison zombie ability): Creates an average cloud of green gas that decreases vision sight for humans (It wont damage humans, sort of a smoke grenade)

P.S i can start suggesting on integrating new systems for both sides...

Edited by PEPPER
Posted

Having the medics have health vials instead of this huge ass kit that recharges everytime. 3-5 health vials that restore 10 hp per vial and people who think of the selfishness how about you can only give 2 yourself or else you will die of an overdose?

Posted (edited)

So far...

Zombie ideas:

Zombine actually drops (physics-based) grenade (visible). Maybe with a cool tracer, that you can custom choose which colour.

Nightvision

Dark Nemesis (GC upgrade): As a wraith while getting a score of 1 you can teleport to the nearby human to wipe him out

Headtroopers (GC upgrade): as a zombie, while getting a score of 7 you can call out headcrab bots that will fall from sky (yes only on open areas), on most populated area

Lethal gas (Poison zombie ability): Creates an average cloud of green gas that decreases vision sight for humans (It wont damage humans, sort of a smoke grenade)

Allow poison zombies to throw headcrabs (like props) with only difference that flying headcrab wont inflict as much damage as flying prop, it will only bite a human (Teamwork+easy way to take out humans)

Octomatus (supportive)

HP: 100

Description: Skinny guy with tentacles on his back. In his direct environment (4 meters), he can heal 3 infected to full health (6 health per second). When he's healed enough zombies, he can power-up one infected to increase his attack by 35%, and his health by to 400, for 15 seconds. He cannot heal anyone else other then this zombie.

Pros:

Can heal other infected

"Ubercharge"

Cons:

Can attack, but only 5 damage per hit.

Tentacles suck onto zombie, and have a delay of letting go, so they can be shot to inflict damage on the zombie itself.

Low health; has to be protected from other zombies

Zombivort.

Zombie Healer class. VERY low hp 10-50(?) Primary attack is the lighting beam thing it does but being so weak, rendering it practically useless 10 damage a second but can not move whilst attacking. It can heal other zombies, but not itself or other Zombivorts (To ensure that it's not over powered) and heals at a nice rate of say, 5-10 per second? (Not much, but it's an ok amount). Moves very fast to make up for it's low hp and crap attack.

Boomer

HP: 100

A zombie such as a boomer to temporarily disable a player. ( or just slightly blind their vision while it still does some damage ) Upon killing it, it explodes dealing 20 damage to nearby humans

Pros:

Can temporarily blind enemies with its attack

explode damage

Cons:

slow

weak

Humans :

Heavy-alitrelly (commandos ability): Allows commandos to run faster with heavy weapons, like saw, or auto-shotty

Coldblooded (GC upgrade): Zombies cannot see your health ball

HP assist (ability for medics): for high-lvled medics only, you can place HP charger to the wall (like a turret) that will regen up health automatically, however destroyable by zombz (Note: placeable only once per map)

Ammo pack (equipment for support): just to recieve some bullets from your best friend-supporter

*CHARGE* (ability for berserkers) (similar to Demomans)

Rage-o-meter after killing 10 zombies with melee, while you have less than 50 HP (cause of HP upgrades) you can activate RAGE mode so you will get invulerable to any dmg for 7 secs.

Single beretta upgrade, while getting one beretta you can make out 2 berettas by reaching score of 5.

Marksman ability for support (sniper-mode only) each time you hit a zombie (without missing) you will get increased dmg for the next bullet that hits that zombo, up to 2x damage (all bonuses will gone if you missed even once)

Aura Resistance dmg (support ability): Allows supports and close-by m8s to get less dmg from zombos

Stasis aura (support ability): Allows to slow down all enemys in radius

2nd slot for primary weapons for commandos (useful when youre out of ammo, especially if you got auto-shotty)

Respawning props (supports are getting useless if you need to destroy a prop)

Motion radar (engineers abilty) gains all engineers (or chance to spawn with it) a useful radar that can detect incoming hordes that are close-by (except wraiths), can be upgraded by lvling up to see location of props too.

Fixing HP, Increased Clip Size, Aura Damage perks (its not a compliant, its a request)

Tranq-pistol for medics: spawns as an equipment, allows you to slower down you opponent, so your mates can deal with zombies easily (especially fasties)

Mighty ear valves (GC upgrade): you display wont be shaking while howler attacks you

Custom skins for each lvl

High lvled commandos could ge a chance to spawn with clarion (instead of galil)

Anti-air (GC upgrade): 2x damage infliction for all fasties while in air

Zombine grenades... when killing a zombine you can grab (deactivate) his grenade and throw back. If not possilbe then just kick a grenade while crossing it.

Edited by QTesla
Posted (edited)
Lethal gas (Poison zombie ability): Creates an average cloud of green gas that decreases vision sight for humans (It wont damage humans, sort of a smoke grenade)

Awesome idea, a smoke barrage will be a nice add to the zombies team :) !

Coldblooded (GC upgrade): Zombies cannot see your health ball

No, just no

HP assist (ability for medics): for high-lvled medics only, you can place HP charger to the wall (like a turret) that will regen up health automatically, however destroyable by zombz (Note: placeable only once per map)

oh god no, original idea but imagine three of those things in a camper area :<, but the idea is not bad, if the hp charger give like only 40hp max

Ammo pack (equipment for support): just to recieve some bullets from your best friend-supporter

Like in iw, i like this

*CHARGE* (ability for berserkers) (similar to Demomans)

Rage-o-meter after killing 10 zombies with melee, while you have less than 50 HP (cause of HP upgrades) you can activate RAGE mode so you will get invulerable to any dmg for 7 secs.

Hmm berserker will be unstoppable with that :(

Edited by Ni pah
Posted

My (old) ideas:

1. Re-add sniper rifles but handicapped

2. Re-add the hp from killing. 30 kills: 20 hp, 40 kills: 15 hp and 50 kills: 10 hp

3. Engineers have the ability to pick up small props and move large props.

4. Support gets a nail gun that has the same ability as hammer nails, but can also damage zombies.

5. Medics should have like 5-10 10 hp medkits that regenerate 1 together with ammo regen

6. Make ammo- regen time slightly longer 90> 120 seconds.

7. Get a chance to insta-kill a human with a propkill.

8. Poisons should be way slower, because normals arent needed when you get poisons.

Thats all for now. :D

Posted

How about this:

Zombies can eat the flesh of dead humans and zombies so they can heal.

You do heal when you go over zombie gibs.

Posted

About my ideas for berserkers: 1st of all for the *CHARGE* thing, that ability will increase as you lvl up so,

lvl 0 - kill 10 zombies, get less than 40 hp

lvl 1 - charging distance increased

lvl 2 - get less than 50 hp instead of 40hp

lvl 3 - kill 7 zombies with melee instead of 10

lvl 4 - *CHARGE* damage increased

lvl 5 - CHARGing speed increased

lvl 6 - "knocker effect" kicks your enemy far away if you charged him

lvl 7 - "paralyzer effect" enemy will get paralized and thrown away

well about rage-o-meter.... discard it..

Zombieclass: Vortex

HP: between Normal and Fast zombies

Speed: Low-average

Ability: Sucks all closed-by humans in his giant mouth inflicting significant dmg, Slowers humans then pulls them close to him

+ Excellent for sudden attack on higly populated areas; Teamwork: As with group of zombines you can take out campers easily, by slowering them down, so zombines can blow them up

- Absolutely useless in the hands of noobs, especially on open ares

Human class: Survivor

HP:100 (without HP perks)

How to get that class? You need to lvl up ALL classes at least to lvl 3, so you will have 1/50 of chances to realise that you are the chosen one... (I find out that most of players that maxed out their skill, find the game boring and non-exciting, so it supposed to pro-long the fun)

Abilities: All perks +all human eqipment+all human abilities

You wont know if you are the chosen one until the situation will get out of control...

I suggest it wont spawn in the beggining, it will just occure to some1 (who lvled all skills to lvl 3) to balance zombie-human forces, like when there are 5 humans vs 20 zombos, the survivor will be chosen

Spawnshop

Allows humans to buy or choose the CHANCES of spawning with weapon

For example: there are 5 Rifles with which you can spawn by reaching the score of 25, but you dont like galil rifle (nobody likes it) so you want to replace the spawn slot with the different rifle (there can play a role of kermites weapons mod) with better accuracy, larger clip size, and lighter to run faster (slightly improvement all characteristics) then all you need to do is to choose the rifle from the list (will cost from 5000 to 20000 GC) and buy the CHANCE of getting that rifle instead of galil

+ Another way to spend your GC, feels like that you are on your own to choose your battle eqiupment (actually youre not), new system will bring new players that will be interested in getting new weapons

- High cost on all types of weapons (you will get sick trying to fully refresh your spawn slots with other (better) weapons, cause you will need up to... 55000 GC for one spawn tier... SMGs for example), Pistol replacement will be even more expensive (cause there are only 2 spawn slots), unless you are a good zombie slayer new weapons wont give you any significant chances to survive (you will just lose your GC), pain in the ass to program that stuff ))

That system should be integrated in Green Shop (or along with it)

Its just like perks, but you can FEEL your power (as i said actually you wont) with getting fully refreshed weapon with absolutely different model

Posted (edited)

I have a brilliant idea about "zombomedic" thing.

Its new poison zombie' alternate attack

So:

If player have 2 or more brains he can use this attack.

If you press mouse2 (or whatever :o) you will emit a scary scream (player cant move while screaming) (sound\npc\zombie_poison\pz_call1.wav) and in next 15-20 seconds all nearby zombies will receive health regeneration (not so slow and not so fast) while the "scream owner" will receive slower speed. Works only 1 time per life and health regeneration will dissapear if "scream owner" dies.

So its just like a Buff Banner but for zombies, with some balancing stuff and health regeneration.

Oh and this 'attack' will not heal the "scream owner" (So prepare for REAL teamwork!)

:monocle:

Edited by NECROSSIN
Posted

Great idea Necro :D

@Pepper, 5000 and even 20000 is too big money to spend for a better rifle. You get Gc, and getting it, you spend it on shop items. If you dont have anything more to buy, you can go to Infected wars(gmod)/tf2/dod and buy there stuff. Im sure that you will have less than enough money. Also. Each time there is more and more new items in shop.

Posted

But anyway, my idea:

1) When you spawn, you can always get stuck in/between zombies. My idea is to make an aura which pushes those zombies back, so they wont get close in 15 seconds. So it will be a great chance to escape the horde.

2) When someone calls a medic, the "+" icon (like in tf2) will instantly appear above the caller, so medic (if he really does his job) will know where to go.

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