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> Big Ol' List Of General Suggestions, You know these are needed
EcheloN
Posted: September 04, 2005 11:36 pm
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BUGS:

Zombies in HL1 can attack a player slightly above or below them, as long as they are not directly above or below. So, why can't BB zombies do so? All a player has to do is jump up on a trash can or shopping cart and he is untouchable.

If said player wants to leave, he can walk on all the heads of the zombies to the next safe spot. This gives a sadly comical aspect to the game, which needs to be removed.

Zombies are currently very unstable, and instead of slowly shifting along like zombies should, they abruptly change direction and speed. They turn about an axis that seems to be about a foot behind their back. They also tend to teleport towards players individually, unaided by lag.

A zombie that cannot reach a player directly will not try to walk around obstacles. They will attempt to go THROUGH the obstacle, and since they cannot, they will stand around twitching a foot in either direction.

Zombies are too stupid to climb stairs in BB, but not in HL. I mean, for God's sake, BB zombies are TOO STUPID TO FALL DOWN A CURB.

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CHANGES:

Make zombies spawn from SOMEWHERE. Make dead bodies strewn all over the map, and only when a player comes near, the body will wake up into a zombie. Also, have mobs of varying sizes in large open streets, and have reinforcements filter in from alleys, sewers, etc.

The current boss, Fred, needs to be replaced with something more challenging and "boss-like". Currently he is just a large zombie that can have his head full of 1000+ bullets and not show any sign of damage. How about a Fred with attacks based on the "Gonome" enemy from Op4?

Add some variety to the zombies. Make some short, some tall, some fat, some skinny. I know that there are limited numbers of zombie models, but a short zombie, a big fat zombie, and a normal zombie should be do-able. How about a zombie that drags itself along the ground?

Which brings us to: why are there only human zombies? Why not zombie dogs, cats, birds, etc? Something that won't take its merry time in getting to you.

Replace HL1 Grunts with Op4 Grunts. SAW grunts and Sniper assassins could defend key points like spawns, etc. Medics can heal players and cure them of infestation. Engineers could cut open doors/barricades, blow sh!t up, an generally create an opportunity for more objectives. I dont know about this game, but in Sven Co-Op the Op4 grunts are 2x more accurate than the standard HL1 grunts.

Allow players to kill zombies while they are on the ground or getting up.

Currently there is no incentive to complete the "escape" objective. Why escape when you can sit in spawn racking up points? After the escape route opens, players should stop gaining experience. Players who escape gain +5 levels, or a similar, very large amount.

For all the assholes who camp spawn after the escape route opens just to waste everyone's time, introduce a votekill/kick/ban system similar to Sven Co-Op. Votekick in games like CS tend to be overlooked since some people cant be bothered to type "Vote XY" in console. A big window in the middle of the screen will allow the laziest or dumbest players to vote.

In order to eliminate the incentive to spawn-camp, all zombies killed by a player in spawn (unless it is a map like slaywatch) do not count towards experience (or count very little) and do not count towards zombie kill quotas.

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WEAPONS:

The Axe (and zombie scratches) should not knock a zombie back 20 feet, or send it flying through the air in a standing position. Again, a sadly comical aspect that takes away from the feel of the game.

The Axe (and zombie scratches) must hit in the EXACT crosshair in order to register as a hit. Since the axe is a "swinging" weapon, can't they make it like the Katana in TS and deal damage in a broad sweep?

If you get surrounded by zombies, they will stand around scratching you to death. Give them a bite attack that they can only use as a follow-up to a grab (scratching is an inadvertent effect of the zombies attempting to grab players).

The current system of damage seems somewhat flawed. I can get scratched X times and not become infected. That X+1 scratch will magically be the one to infect me. I propose a system in which HP as a skill point expenditure is removed entirely, and a scratch from a zombie (NPC as well as player zombies) has a percentage chance to break the skin and infect. This percentage is 75% at default, and is reduced by 1% for every point of "armor" found (up to 50). Bite attacks will always infect unarmored survivors, and will have a 75% chance to penetrate armor no matter what. Fortunately bite attacks are slow and EXTREMELY close ranged.

Under the above system, if the humans all turn into zombies, they lose. This would have the effect of giving a real incentive (besides "fun") for human and zombie players to attack each other. Being on the winning team would get you, say, 5 levels, every X minutes.

Mall cops and street mimes have access to XM214 Miniguns and LR300 Semi-Auto snipers. Unless supplied these weapons by the military, there is little-to-no chance that average joe keeps an M16 at home.

Therefore, the weapons can be changed to more commonly-found weapons, including:

Axe: The axe was the melee weapon of choice for use against the zombies: it was common, light enough to be wielded effectively, and large enough to use from out-of-reach of the zombies. Its primary fire mode is a quick sideways slash, and its secondary is a slower, more powerful overhead attack.

Beretta 92FS: Common civilian, police-issue, and military-issue handgun. It is a highly fast, accurate, and effective weapon. The US Military, as well as many police forces, use this as their standard weapon. It may take a few headshots to take a zombie down, and it lacks sufficient size to sever a spine. 15-round mag, 105 rounds in reserve.

Colt 1911: The Colt 1911 and weapons based on it are currently the most popular and widespread handguns in the United States. Its design is accurate, simple and reliable, and its .45ACP rounds have good stopping power. Before adoption of the Beretta, the Colt was the standard-issue US Military sidearm. A single headshot should be able to take a zombie down. However, a shot to the backbone below the neck is unreliable. 7-round mag, 70 rounds in reserve.

Colt Python .357 Magnum: A highly reliable and supremely powerful revolver. This weapon is also a common civilian and police-issue weapon. It has excellent stopping power, and can demolish a human head or neck with a single shot. It will also do significant damage to limbs, torso, etc. 6-round cylinder, 30 rounds in reserve.
Alternatives: S&W .44 Magnum, Desert Eagle (not a revolver but otherwise fits well)

Remington 870: This pump-action shotgun is popular among hunters, police, military, and civilians. Its 12-gauge shell can eliminate anything stupid enough to get in its way. It will shatter a skull or spinal column with ease. One shell will take off a limb without a problem. The Remington 870 is the weapon used by shotgun-equipped soldiers attempting to contain the infestation (its actually the SPAS-12, but the SPAS would not fit in with these other "common" weapons). This weapon uses a telescoping, adjustable steel stock, which can be used as a blunt-force melee weapon.
8-round capacity, 40 in reserve (shares with sawed-off)
Alternatives: Mossberg 500, Benelli M3

Sawed-Off: This generic sawed-off shotgun is popular with civilians seeking a compact home-defense weapon, as well as common street thugs. Simple, brutal, and effective. It uses the same 12-gauge ammunition as the Remington, but its short barrel causes the pellets to spray wildly. Its sturdy old-fashioned iron-and-steel construction make it a good choice as a last-ditch melee weapon.
2-round capacity, 40 in reserve (shares with Remington 870)

Ingram Mac-10: This SMG is also popular with criminals for compact size and ease of use. It was built before President Clinton's laws were passed banning "assault weapons" and is therefore fully-automatic. However, since it fires large .45ACP ammunition, it suffers from near-uncontrollable recoil after the first few shots. This weapon has no stock. 32-round mag, 160 rounds in reserve.
Alternatives: Tec-9, Mini-Uzi

MP5A4: This SMG is standard-issue to Police SWAT and Counter-Terror units across the Western world. It uses the same 9x19mm Parabellum ammunition as the Beretta. Although it lacks the brute power of the Mac-10, it more than makes up for it with its accuracy and low recoil. This weapon's legendary stability on full-auto makes it perfect for small rooms and large hordes. Additionally, its small scope allows the user to zoom in for precise long-range shots. The plastic stock does not allow for melee attacks.
Alternatives: MP5SD, MP9, MP5K, UMP, Colt M635
30-round mag, 180 rounds in reserve.

M16/M203: This is the standard assault rifle of US troops combating the zombie infestation. Not a weapon you would legally be able to buy at a firearms store, and not likely to be found in a home or police station, the only way to find this weapon [in BB] is to recieve one from the military. Its 5.56mm rifle ammuniton will penetrate flesh easily, and a single head/spine shot will take a zombie down reliably. However, that same penetration also makes it deal little damage with a torso shot, as the round will pass through without delivering much of its kinetic energy. The plastic stock does not allow for melee-attacking. 30-round mag, 120 rounds in reserve.

The attached M203 grenade launcher fires one shot before reloading. Its special 40mm grenades can only be obtained from the military. 3 rifle grenades in reserve.


M249 SAW: This is the standard LMG of the U.S. Armed Forces. Again, not found in gun stores or private residences, you will need somehow obtain one from the military. Fires the same round as the M16, but fed from a 200-round box. This weapon has an extreme rate of fire, so fire in bursts to make more bullets count. Also, since this weapon fires tungsten armor-piercing rounds, bullets will penetrate some objects, as well as zombies, but will tend to pass through them instead of delivering their kinetic energy. Therefore, body shots will not do significant damage. The folding stock does not allow for melee attacking.
200-round box, 400 in reserve.

AK47: The only assault rifle usually available to street gangs in the USA, this weapon fires a 7.62x39mm bullet with supreme power and penetration. Its long-range accuracy is not good by any stretch of the imagination, however, and full-auto firing will only make that worse. The 7.62x39mm round is manufactured in Russia, therefore it cannot be obtained from the (US) military. The large ammunition also has a large amount of kinetic energy, allowing it to penetrate objects, and the round is large enough to deal significant damage to all areas of the body. On top of all that, the AK47's wooden stock is sturdy enough to deliver a skull-crushing blow.
30-round mag, 90 in reserve

Remington 700 Police: This is the standard sniper rifle of local police forces in [zombie-infested town]. Variants are also popular with hunters, and a modified Remington 700 is used by military snipers as the M24. This weapon fires a 7.62x51mm round, which will deal massive damage to whatever it hits (head/spine shots are STILL #1 in terms of quick zombie kills). Military M24s and civilian Remington 700s can accept each others' mags. The plastic stock does not allow for melee-attacking.
4-round mag, 20 rounds in reserve.

Gasoline Tank: This common item was used to create berms (fire-barriers) to block off certain areas, as well as providing "ammunition" for the Flamethrower. Players use their primary fire to pour gasoline on the ground, then shoot it to ignite it at will. The secondary fire drops the gasoine tank, using it much like a propane tank. However, the explosion is not as large, and will become even smaller as more gasoline is used. Only one can be carried.

Propane Tank: This improvised weapon was used effectively by survivors to clear large mobs of zombies at a time. More common than the grenades, which could only be obtained from the military, and more reliably transported than Molotov cocktails, large propane tanks were used to devastating effect. Only one can be carried.

Grenade: This military-issue weapon is good for clearing out rooms full of zombies, as well as killing large groups in general. Grenades are safer to use and easier to throw (and can be thrown farther) than Gas Tanks. Grenades have purpose-built shrapnel surrounding the explosive charge, which can deal massive damage to enemies not immediately in the explosion radius. Five can be carried.

Flamethrower: Survivors of the infestation created makeshift flamethrowers that use the common gas-tanks for fuel. The flamethrower was used against mobs of zombies with excellent results. One gasoline tank provides enough fuel for 30 seconds of continuous fire.

Lets recap:
1) Axe
2) Beretta M92 (pistol), 15-round 9mm mags
3) Colt 1911 (pistol), 7-round .45ACP mags
4) Remington 870 (pump-shotgun) 12-gauge shells come in 8-shell boxes
5) Sawed-Off
6) Mac-10 (SMG) 32-round .45ACP mags.
7) MP5A4, 30-round 9mm mags
8) M-16/M203 (Assault Rifle/Grenade Launcher) 30-round MilSpec 5.56mm mags, grenades are found individually
9) M249 (Light Machine Gun) 200-round box mags
10) AK47 (Assault Rifle), 30-round 7.62x39mm mags
11) Remington 700 (Sniper/Hunting Rifle), 4-round 7.62x51mm mags
12) Gasoline Tank (Lays flame barrier, Flamethrower ammo), found individually
13) Propane Tank (explosive), found individually
14) Grenade (explosive, shrapnel damage), found individually
15) Flamethrower (crowd-control), comes with one gasoline tank

These are 15 weapons (against the current 20), which are either common with civilians or police or can be obtained from the military (i.e. dead marines). They are also more realistic than Miniguns or Dual Glock 18s or Dual Micro-Uzis.

This system would only work if each weapon had its own ammo, not just boxes full of generic ammo of all calibers.

Now, I am not by any means asking that ALL of these be implemented. If only the major bugs are fixed, or a few suggestions implemented, it will be a great step towards extending the life of the mod and even attracting new players.

This post has been edited by EcheloN on September 26, 2005 05:27 am
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-=Chris Redfield=-
Posted: September 05, 2005 04:51 am
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I think about 90% of these suggestions have been brought up before... ohmy.gif


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Security Corporate
  Posted: September 05, 2005 06:25 am
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Dude, yer back! But yes, I agree with Redfield, these have been brought up before. Although good detail on those suggestions.
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jimmy
Posted: September 05, 2005 08:19 am
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I reckon your suggestions were fantastic!
pretty much all these suggestions can mot possibly be used

as for the guns, real good i like the little write up you did for each one
and are all real good weapon ideas, id choose them anyday over the ones we have now.... and for the fact that youve minused 7 weapons from the crrent list
means that those free model slots can be used else where on things such a zombies grunts and stuff.


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EcheloN
Posted: September 15, 2005 01:11 am
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If the team were to try to rectify even a few of these problems, it would be more worth the time just to port to Source. NMRIH isnt coming out for at least a year, so I would be willing to wait at least that long for BB:S

Here are a few more I thought of (a couple might be repeated but I cant be bothered to re-read the whole first post)

Killing NPCs will not make you a human again (adds a legitimate purpose, other than "fun" for player-killing)

Killing a human will make you die when the server "decides" there are too many zombies (the same way NPC zombies are culled from the map). This makes it so people can't stay zombie and kill a lot of players.

Speed, HP, and skill points are capped at a reasonable (i.e. much lower) level than humans' points, so people dont dump all their points into speed (making them impossible to hit with the nonsensical aiming system of this game).

Once the escape objective opens, humans have (server- or map- preset) time to escape, NO MATTER HOW MUCH TIME IS LEFT ON THE ROUND. Too many people sit in slaywatch, suiciding themselves with gastanks, making EVERYONE wait 12 minutes so that they can get a few extra points.

Damage dealt while in the vicinity of spawn (except maybe on slaywatch-type maps) will not gain points.

A votekick system is introduced to deal with generally disruptive players.

Experience is only converted into skill points upon completion of an objective. F'rinstance:

Player 1 sits on an 8-inch high raised platform shooting at zombies that cant reach him. He gains a few points' worth of experience. In the meantime, someone brought back the case and Player 1 is nowhere to be found. He should then get ZERO points for that experience. After the objective is completed and the new one starts, his un-redeemed xp is lost, and a new tally is started. In a nutshell, in order to gain experience, players must:

Deal at least (x) damage to Fred
or
Be within (x) metres of the case for (y) amount of time (to assist the carrier)
or
Get to within (x) metres of the "next waypoint" objective before it is completed, or within (y) minutes of its being completed
or
Escape in a timely manner, etc.

Newbs would probably find it hard to understand, but for players who either RTFM or have played a while (or read the changelog), it would encourage them to attempt to complete the objective at all times.

This post has been edited by EcheloN on September 17, 2005 07:47 am
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GREY ALBUM
Posted: September 18, 2005 08:23 am
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I Removed what i said to not get flammed at. ohmy.gif

This post has been edited by GREY ALBUM on September 19, 2005 03:20 pm


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Kitsune
Posted: September 20, 2005 01:16 pm
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Why are you suggesting weapons that already are in the game?
Benelli, beretta, M16, sawed off and 357 colt are examples of weapons you suggest should be added, but already are in the game...i suggest you check out all the wepaons in the game first, then suggest new ones, also..this game is probably aimed towards having fun(and what can be more fun than compltely slaughtering a horde of zombies with minigun?), not über reality.


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EcheloN
Posted: September 22, 2005 02:26 am
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I know all the weapons in the game, Kitsune.

The Benelli M3 currently has ridiculous pellet spray, is surprisingly weak (headshots will rarely kill a zombie), and is somehow available to mall cops and street mimes.

The Beretta is the ONLY semi-auto pistol we need, as it is the best of the current group. All other pistols, (including the magnum most of the time) kill in 2 headshots anyways. The beretta is the fastest and has the largest mag.

M16 in this game does not have an attached M203. Again, a military assault rifle is available to average joe survivors.

Sawed-Off does not currently share ammo with the Benelli (even though they both use 12-gauge).

.357 Colt Python would have less recoil than the current .44 S&W. Also, a Magnum bullet of any sort WOULD demolish a human head in a single shot. So would a large-caliber rifle/machine gun, or a shotgun. Currently, on normal difficulty, magnums repeatedly fail to kill in one headshot. To say nothing of the bullet travelling through into another zombie.

I have checked out all the weapons in the game, I've been playing since 1.0.
The Minigun cannot slaughter, it has too much recoil. It has to be single/burst fired like everything else.

Kitsune, if you really are Japanese, then I forgive your spelling, capitalization, and punctuation. If you are not, and English is your first language, I suggest you go back and actually pass English class.

There, I have rebutted EVERY SINGLE point you have made against me.

Now, for an additional suggestion:

Finding "hollow-point" rounds would allow you to kill zombies in a single headshot with pistols and SMG's, and to slow down zombies that are hit in the body. However, this ammunition is much more rare than standard FMJ ammunition.

This post has been edited by EcheloN on September 22, 2005 02:33 am
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Security Corporate
Posted: September 22, 2005 02:36 am
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Well Kitsune does have a point. This mod aint supposed to be realistic, but changing the weapons to ones that are only available to civilians wouldn't hurt. It would make the game challanging.

I suggest the use of Air guns too in-game too. It could work!


This post has been edited by Security Corporate on September 22, 2005 02:38 am
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EcheloN
Posted: September 22, 2005 03:18 am
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Air-guns wouldnt penetrate a skull :/

I did have an idea before about Riot weapons, as the riot police would likely be the first ones to attempt to control a zombie outbreak (if they didnt know what they were). Such weapons include foam-rubber shotgun slugs (non-lethal to the body, but headshots will cave in a skull with ease), Tasers (electricity floods the body, making the victim lose all muscular control for 15 minutes, so basically an insta-kill melee weapon to replace the axe), and tear gas (burns away at exposed skin, eyes, etc., and zombies with tons of bullet wounds and slashes, bites, etc., have a lot of open wounds). Tear gas would have the effect of blinding them, confusing them (so they turn and flail about randomly), and basically render them incapable of targeting humans. Since the effects of tear gas last 30-60 minutes after total decontamination, the effects in this game would be permanent.

My suggestions are only to fix problems with the engine (again, porting to Source would be easier than fixing the numerous problems with the HL1 engine), and to introduce weapons that would actually be available to civilians. Note that weapons like the M16/M203 and M249 would only be available from the military.
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Security Corporate
  Posted: September 22, 2005 04:21 am
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High-velocity airguns can penetrate a skull. If not one shot, then repeated fire should do it. Remember, zombies are much more fleshier and rotton so it shouldn't be hard for something to go through it. Besides, if it cant kill, then it will slow down zombies rather nicely.
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Kitsune
Posted: September 22, 2005 10:05 am
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I am swedish tongue.gif so forgive me for my meager english skills, *sigh* i only got B+ as grade in english, i guess i have to go back again... wink.gif

Oaky, now i understnad what yuo mean, but remember that if you uppgrade yuor skill enough, you are perfectly able to kill zombies wiht one headshot, the key is to aim for the middle of the upper crown of the skull, that blows away the head in one shot with almost any gun, even the benelli.





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EcheloN
Posted: September 24, 2005 05:06 am
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I thought the skill-system is bugged :/

Besides, skill is immaterial to the power of a weapon. Skill should affect accuracy and reloading speed, not power.
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Kitsune
Posted: September 25, 2005 08:59 pm
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True indeed, but since this is a game, it can be done tongue.gif

This post has been edited by Kitsune on September 25, 2005 09:00 pm


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[S.T.A.R.S.] Carlos
Posted: September 25, 2005 09:24 pm
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when you think about it the guns are there because the military thought they could contain the situation. Many got killed and guns lost. Civis found them and decided to have a zombie blasting party. What i dont understand is why an axe. I dont own an axe, I live in the city, who has an axe? they should have a butcher knife, or brass Knucks tongue.gif .


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