bravelion96 0 Posted July 18, 2012 Okay first i'd like to say that most of these ideas have been mentioned but i am building upon them.1) Before the outbreak: lets be honest not everyone is gonna have the exact same skill sets, they could learn but they won't know everything from the start, so first lets divide the "previous lives" the survivors lived into three categories: civilian, military and convict Civilian are people like doctors, mechanics, hunters, teachers and police, each with their own bonuses, doctors bandage faster, gain an effectiveness bonus in hospitals(speed, blood added maybe?) and get more from blood packs maybe, mechanics repair and refuel faster and require less parts for full repairs, hunters are quieter start with a hunting knife and get extra meat from animals, teachers give a bonus to anyone within X distance from them and gain a bonus while in larger groups of people and police start with a makarov and 3-4 clips.Military receive a lesser morale effect from killing and start with a rifle and a few clips and have a camo skin (not ghillie) and a larger backpack they include infantry, engineers, field medics, snipers and pilots, infantry are more accurate, reload quicker and run faster, engineers same as mechs only they gain the bonus on military vehicles and a lesser bonus to civilian vehicles, field medics can stop bleeding from minor wounds (severity of attack change?) and more effective than doctors while in the field with a lesser bonus in hospitals, snipers are more accurate and get a notice saying rough distance of targets after aiming i.e. 100 ish, 200 ish meters and pilots are the only ones capable of flying choppers, not much but a good reason to spare someone if you have a broken one and don't have a pilot yourself.And finally Convict they start with civilian gear but wear a prisoner skin (can be changed by taking a killed survivors clothes) they include murderers, arsonists, thieves and junkies, murderers get no morale loss from killing but do have blood on their hands(literally), arsonists carry a lighter (infinite matches), gain a moral bonus near fire of any kind and can make molotovs (rag, bottle, fuel), thieves quiet and can steal items from others without being noticed and gain a small bonus from using stolen objects, junkies are insane basically, i don't mean just people doing weed i mean LSD psychos, they are extremely strong and don't faint from blood loss as easily and don't die instantly from normal kill shots, they don't realize they are dead instantly but they do suffer addictions to drugs they start with 2 units of a drug (3 or 4 types) that spawn variously in the city, withdrawal cannot be fought threw and causes shakes and muttering causing sound to be stuck at level two minimum (im not 100% sure how people really are so correct me if this is too extreme).2) morale: not everyone acts the same so your past affects it from square one, but also like what another user said maybe a progressive change, if you spend time near others you gain morale while near them and lose some while alone, spend time alone and you gain a bonus to it and lose it near others as you've lost people skills, killing people will always have an affect but the more you kill the less you feel, eventually. effects include hallucinations, seeing survivors in the distance fade out into mist. hearing the voices of your victims when you look at other survivors down the sights (only after many kills in one small area to prevent the guys hiding out on a rooftop) the voices stack with more kills. high morale grants bonuses like better accuracy, less blood until fainting, longer till hungry and thirsty.3) game mechanics: after patching the bugs etc. tweak the infected, so that they have a stamina bar because lets face it the average person can sprint for 30 secs tops so make them stop after a bit, same for the survivors and the more often you sprint the further you can go, it increases slightly until you can run for a full minute maybe. also add a severity of injuries, cars and falls break bones only, zed attacks vary from slight to deep wounds, deep wounds bleed a lot and need bandages and stitches, slight is basically a scratch and just causes a tiny blood loss, and average just need bandages but will heal after time on their own. broken legs require a splint (wood+bandage) and make food and water have set amounts of hunger and thirst, not a full refill from a can of pop.4) chernaus radio: give each player a radio at the start allowing direct chat between players in close proximity as well as tuning in to the radio station in the city which will be player controlled and has a generator that when full powers it for 24 hours maybe 10 jerry cans, whoever is in control can speak through his/her mic and broadcast throughout the server giving reports like if theres a couple of guys about to raid cherno who need help they send a message through the radio to the guys at the station who can say to everyone listening, they can aslo play music through it (connect it to grooveshark or something?)i know this is long winded and there will be things people dont like but please give a reason for it not just i dont like this idea and any extras anyone can think of to add on please comment themthank you for reading Share this post Link to post Share on other sites
bravelion96 0 Posted July 19, 2012 wow this fell through the net or no one cared im surprised not even some hating? Share this post Link to post Share on other sites