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> The first versions!, Info from the devs.
^Ben
Posted: February 15, 2006 11:59 pm
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Will just be BrainBread sourceified, nothing new will be added untill we stabilise the featureset!

But feel free to suggest something, just don't expect for it to be considered for implementation for a bit smile.gif


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RaptorRed
  Posted: February 16, 2006 10:00 am
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Just another Survivor
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Raptor Red's Suggestions

A couple of classes of zombies
K9
-Infected dogs that are fast and ferocious
Birds
-Infected birds that attack, easy to kill, hard to hit
Runners
-Freshly infected zombies that can run, and are easy to take down
Draggers
- Heavily decomposed zombies that are slow, but take more hits to kill as theyre decomposed.
Spitters
-Zombies that spit blood or toxins at the unsuspecting player that gets too close, blinding the player temporally.
Mutated Zombies
-Have higher AI, can use weapons, could be different types
=Minigun and rocket launcher
=Rifles or submachine guns
=explosive throwing

Zombies could grab players which slows them down or stops the player, and then the zombie bites the player resulting in heavy dmg

Zombie AI responds to sound and light, so if the player makes noise the zombies in that area will head towards that player. Should the zombies see light from a player(s) flash light they come running towards the player(s).

Maybe include night vision. Certain amount of points allows you to use it.

Flashlights and night vision last (x) amount of time before they die and then recharge.

When a player becomes infected they have a (x) % chance to mutate into a superhuman, which increases speed, damage, and immunity for (x) amount of time.

***Also when the player is turning into a zombie, the server saves that state the player is in, so when the player tries to reconnect they are still a zombie until they kill a player or the requested amount of AIs***

A basic suggestion on improving the RPG system.

***When a user selects their points, the settings are saved on the server and reloaded in future games when that player joins, instead of it resetting every map change. Players are given the option to reset their own points to 0.***

When player(s) put points into health, their health increases, but after(x) amount of points, health stops increasing, but armor starts to increase.

Possibly remove speed increase, or change it to increase the length of sprint a player can sprint for.

***Change the way skill works. Players start out with poor accuracy, have high recoil and can only use handguns. Then as the player puts more points into skill accuracy increases, recoil decreases, and then after say 5 skill points they can start to use shot guns, 10, sub-machine guns, 15, rifles, 20, minigun/flamethrower, 25 propane, 30 to 50 could be the amount of ammo you can carry increases by increments of 5. Or after (x) amount of points special items can be picked up, night vision, rocks, motov cocktails etc***

An advanced suggestion to change the RPG system is to have a setup like Deux EX/UT2004 RPG, where the player can put points into improving themselves and have a list of options on where they can put their points.
Examples. Armaments, Life extensions, and Fleeing

Melee
Increases accuracy, damage, and rate of attack of melee weapons

Handguns
Increases accuracy, damage, and reloading while using pistols

Submachine and rifles
Increases accuracy, damage, and reloading while using submachine guns and rifles

Heavy Weapons
Increases accuracy, damage, reloading, and movement while using heavy weapons

Explosive Weapons
Increases throwing accuracy and damage

Medicine
Increases effectiveness of health packs, and reduces periods of toxic poisoning if any

Ammo
Increases the amount of ammo that can be carried in all guns, except propane, and heavyguns.

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Changes to the dual handguns.
Instead of having the Dual Berretta, Dual Glocks, plus the Berretta and Glock, how about the ability to pickup a same handgun twice, allowing the player to have dual handguns on certain weapons.

Allow a player to pick up and drop all weapons, instead of the current issue, where players cannot pickup a spawned weapon twice should they drop the original weapon they were carrying before they had to drop it due to picking up the case.

Powerful weapons do not spawn right away they spawn every (x) minutes.

1. Change the secondary fire to zoom, Zoom mode: aimed mode
2. Certain guns have a toggling firemode.
a. Fire mode 1: Automatic
b. Fire mode 2: Single shot
Example of these guns could be the M4 assault, MP5 SMG, Glock

Perhaps have the ability to lean left or right, or even the ability to go into prone mode increasing accuracy.


This post has been edited by RaptorRed on February 16, 2006 11:28 pm
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Equalizer
Posted: February 16, 2006 03:51 pm
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Equalizer's Suggestions:

Creatures:

Zombies
- Toxic: Take your health to 1. Next hit (if you are still on 1) you are automatically turned in to a Toxic Zombie.
- Fast: Do little damage, but attack in fast swipes. Can climb walls and run very fast and so are hard to hit. Easy to kill.
- Normal: More common. Do realistic damage. Slow and easy to hit. Shoot in head for instant kill.

Dogs
- Rabid: More Common. Do serious damage. Fast and hard to hit. Easy to kill. Will attack you if you are within 1 metre of it or if you attack first. Appear (mostly) in packs of Three.
- Toxic: Like the Toxic zombie, it takes your health to 1. But if you are bitten and still on 1 you are automatically killed and won't transform.
- Fast: Like the fast Zombie, it can run. Twice as fast as the Fast Zombie. Hard to hit. Tough to kill. Headshots are ideal.

Birds
- Crows: More Common. Do little damage. Very fast and hard to hit. Appear in flocks. Shotguns are useful against these.
- Toxic: Like the Toxic Zombie, takes your health to 1. Next hit you are killed and don't transform. Fast and hard to hit, but easy to kill.


Allies:

Survivors
- Refugees: Will not follow you. They will make their way to the Escape point. In some missions you will have to escort Refugees to to their Escape point.
- Fighters: Press E to get them to follow you. Armed with Pistols, Shotguns and Sub Machine Guns, they will do their best to help.

Military
- Police: Armed with Pistols. About two will be able to follow you. They have low stamina and are easy to kill.
- Soldier: Armed with Shotguns, SMGs, Rifles and Machine Guns, Soldiers are useful for heavy support. Will not follow you.
- Helicopter: Escape route in most missions. Armed with Missiles and Guns, you may call them in to Sweep the area.


Weapons:

Melee
- Knife: Fast attack, but weak.
- Axe: Slow attack, but strong.
- Crowbar: No differences.

Pistols

- Beretta M92FS: (D)
Fire Rate: Fast, Semi-Auto
Damage Rate: Slightly Weak
Clip Capacity: 15 9mm Parabellum

- Desert Eagle
Fire Rate: Slow, Semi-Auto
Damage Rate: Very Strong
Clip Capacity: 7 .50AE
38 Strength Required

- USP:
Fire Rate: Fast, Semi-Auto
Damage Rate: Weak
Clip Capacity: 12 .45ACP

- Sig P226
Fire Rate: Medium, Semi-Auto
Damage Rate: Slightly Strong
Clip Capacity: 12 .357

- Glock 18
Fire Rate: Slightly Fast, Semi-Auto
Damage Rate: Strong
Clip Capacity: 17 9mm Parabellum

- Colt Python
Fire Rate: Medium, Semi-Auto
Damage Rate: Strong
Clip Capacity: 6 .357
42 Strength Required


Shotguns

- Benelli M3
Fire Rate: Slow, Pump-Action
Damage Rate: Strong
Clip Capacity: 8 12-Gauge
32 Strength Required

- Benelli M4
Fire Rate: Fast, Full-Auto
Damage Rate: Strong
Clip Capacity: 7 12-Gauge
36 Strength Required

- Spas-12
Fire Rate: Medium, Pump-Action
Damage Rate: Strong
Clip Capacity: 6 12-Gauge
38 Strength Required

- Sawed-Off
Fire Rate: Fast, Semi-Auto
Damage Rate: Very Strong
Clip Capacity: 2 12-Gauge


SMGs

- Uzi
Fire Rate: Fast, Full-Auto
Damage Rate: Medium
Clip Capacity: 30 9mm Parabellum

- P90
Fire Rate: Very Fast, Full-Auto
Damage Rate: Strong
Clip Capacity: 50 5.7mm
36 Strength Required

- MP5A4
Fire Rate: Fast, Full-Auto
Damage Rate: Medium
Clip Capacity: 30 9mm Parabellum

- Ingram Mac-10: (D)
Fire Rate: Fast, Full-Auto
Damage Rate: Slightly Weak
Clip Capacity: 32 .45ACP
(D) 34 Strength Required

Assault Rifles

- M4A1:
Fire Rate: Fast, Full-Auto
Damage Rate: Slightly Strong
Clip Capacity: 50 5.56mm NATO

- FAMAS:
Fire Rate: Very Fast, Burst/Full-Auto
Damage Rate: Medium
Clip Capacity: 25 5.56mm NATO

- AK-47:
Fire Rate: Slow, Full-Auto
Damage Rate: Medium
Clip Capacity: 30 7.62mm NATO
32 Strength Required

- G36C:
Fire Rate: Slightly Slow, Full-Auto
Damage Rate: Strong
Clip Capacity: 30 5.56mm
34 Strength Required


Sniper Rifles

- AWM:
Fire Rate: Very Slow, Bolt-Action
Damage Rate: Very Strong
Clip Capacity: 10 .50BMG
42 Strength Required

- Scout:
Fire Rate: Slow, Bolt-Action
Damage Rate: Slightly Strong
Clip Capacity: 5 7.62mm NATO

- Dragunov:
Fire Rate: Slow, Full-Auto
Damage Rate: Strong
Clip Capacity: 20 7.62mm
34 Strength Required

Equipment

- Hand Grenade:
Creates an explosion. Does vast amounts of damage.
- Molotov Cocktail:
Creates an Explosion. Able to set entities alight.



Inventory

- Serum:
Slows Zombification by 50%. Must me administered by another player.
- Antidote:
Stops Zombification. Must be administered by another player.
- Water Bottle (Small):
Refills Stamina Bar by 50.
- Water Bottle (Medium):
Refills Stamina Bar by 200.
- Water Bottle (Large):
Refills Stamina Bar by 1000.
- Adrenaline:
Increases Agility by 4. Must be administered by another player.
- Codine:
Restores 50 Health.
- Morphine:
Restores 80 Health.
- Medkit:
Restores 120 Health. Must be administered by another player.
- Bandages:
Increases Toughness by 4. When dead or zombified, effects will wear off. Must be administered by another player.
- Muscle Relaxant
Increases Accuracy by 4, but decreases Strength by 8. Must be administered by another player.


Stats

All stats start at 30. But different classes interfere.

- Toughness:
When Toughness is increased, maximum HP will increase by 4.
- Agility:
When Agility is increased, Speed and Fire Rate will increase by 4%.
- Strength:
When Strength is increased, you will do +4 Meleedamage.
- Accuracy:
When Accuracy is increased, Auto-Aim will get better.


Classes

- Survivor:
+2 Agility
+4 Accuracy
Weapons: Axe/Crowbar ®, Glock 18

- Fighter:
+2 Toughness
+4 Strength
Weapons: Knife/Axe ®, USP, MP5A4

- Police:
+2 Accuracy
+2 Agility
Weapons: Knife, Beretta M92FS

- Soldier:
+2 Toughness
+2 Strength
+2 Accuracy
Weapons: Knife, Sig P226, M4A1/Benelli M3 ®


Special Characters (These charachers can only be used by one person)

- Gordon Lance: Builder. Works for the Heaven's Gate Builder's Guild.
+4 Toughness
+8 Strength
-2 Agility
Weapons: Crowbar, Desert-Eagle, AK-47

- Jeff Armstrong: Security Guard. Works for the Heaven's Gate Mall Security.
+2 Strength
+4 Agility
+4 Accuracy
Weapons: Glock 18, Benelli M3



EDIT: Sorry for the Spam, but I thoiught I might add:

LONGEST RECORDED POST ON IRONOAK! 6218 Characters!

This post has been edited by Equalizer on February 16, 2006 10:28 pm


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hunter
Posted: February 16, 2006 05:28 pm
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Definatley need a dragunov for a sniper rifle!


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Elite viking
Posted: February 16, 2006 11:09 pm
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Veteran Lord Carnage
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Sorry, but this isn't a "post your suggestions" topic, it states that the first version will be plain bb 1.2 .


(I've seen this one before, it's kinda annoying. A separate topic is your best way of getting the suggestion approved\commented)
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SirAlucard
Posted: February 17, 2006 02:24 am
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I got a suggestion, let it be the same as the original BB without all this dogs, birds and super zombies and all that shit, but a few more weapons.

Who needs a fucking dog eating them while running away with an axe trying to smack it in the head eh?


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Equalizer
Posted: February 17, 2006 01:48 pm
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Last hope of Mankind
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QUOTE (SirAlucard @ Feb 17 2006, 02:24 AM)
Who needs a fucking dog eating them while running away with an axe trying to smack it in the head eh?

Good point. Zombie dogs and birds aren't too good an idea. tbh, Zombie Birds is just bullshit that should be thrown away. *chucks Zombie Birds idea in to bin*

Answer to quoted text: No-one.


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hunter
Posted: February 17, 2006 04:49 pm
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Would be too like resident evil with zombie birds and dogs. Just need more zombie variations.


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Mr.Retardiusman
Posted: February 17, 2006 06:25 pm
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Yea but not toxic/fast/normal zombies coz that are JUST THE SAME ZOMBIES IN HL 2!!!

i mean u can make fast zombie's but not to fast and wallclimable just a bit faster and maiby something else than fred all the time something BIGGER xD

my suggestion is MAKE DEFFRENT MISSIONS NOT JUST ONLEY FUCKING FRED!!!!! argh so anoying!


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Equalizer
Posted: February 17, 2006 07:22 pm
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What would be pretty cool is if they had singleplayer missions


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Jono
Posted: February 17, 2006 11:39 pm
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S&W 1911, i love that gun, glock 20c, g36c and a s&w .50 pistol
i just love those guns
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_CiviliaN^SoldieR_
Posted: February 17, 2006 11:48 pm
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Uh, this is a bad idea. It'll get spammed and you'll lose track of Suggestions, it would be better if people posted suggestions in seperate threads. If you don't have the power and you wanted it closing, let me know.


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^Ben
Posted: February 17, 2006 11:51 pm
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Yah, would be better in different threads.


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