Hi guys! This will be a great game if we do some changes:
1. First of all we need a little help-What if we had a wireless
phone in the safehouse somewhere on a desk to call help
(like a helicopter, a rescue team, some soldiers andmore...
/You said that all time coming zompies, right?
How to survive without a little help)
You will call help depending the level of your class...
2. You will have a class like multiplayer and you will can choose your weapons
and your perks...There you can choose and what you want to be(medic,engineer,demolitionist)
(you've already have 3 class to choose your own things-every time you're looking for game you have to choose your class...
3. There will be a tower that it'll have sniperweapons,pistols and lunchers...If the players want,
goes into the tower from a lock door and goes in the top of the tower(if any player leave the door open the zompies
will go inside and come to kill you, If not, the zompies outside, near you, hit the door until they will break down it/
if you trap to the tower there will be a rope to go outside) The tower takes ammo when the helicopter comes(every 30 cause it's plentry of ammo)
4. No marksman
5. Every player will have frag grenades...but demolitionist will have more explosive things!
1: The addition of contact to outside help reduces the feeling of desolation that the team feels. Your only help is always 15 minutes away, and there's nothing you can do to stop that. The less control you give the player, the more helpless they feel and the harder the mode gets. I'd really like to keep that element of isolation.
2: Each player has 4 classes for each seperate role, but perhaps adding perks to that might be a nice idea. I'd have to wait until BO2's confirmed perk list is out though to add them because creating a whole myriad of zombie perks is fairly challenging.
3: I want the only inaccessable or hard to access placement only available to the marksman. What you're suggesting gives all of the team the decision to abandon the perimeter and explorable elements in favour of a holed-up location. Most random players would go for this making the perimeter pointless in the first place. Remember the catwalk from Der Reise? I'm not having that debacle again.
5: Giving everyone frag grenades lessens the use of the Demolitionist, which I'd say is probably the weakest role at the moment. I want people to not limit their perceived playability of certain characters, otherwise the liklihood increases that if someone in a random lobby doesn't get their favourite role, they'll just back-out. If I'm put as the guy with explosives, I want to be the ONLY guy with explosives.
Thanks for the input though mate.
This is my understanding from what i have read.
I dont like that players Do not bleed out. Its too easy if you ask me.
The medic can heal himself you say, but if that is the case then the game would go on and on. So there needs to be a bleed out for other players.
There should also be random settings for whos going to who. If say in a random lobby some players will all want to be the lets say marksman so people will just quit.
Whats wrong with kite zombies? Sure this is a different mode but still. Knitting zombies is fun and good when you get used to it.
Everything else in your post sounds great and would be fun to play for sure. Heres also what i would like to see.
A boss round.
One or more things added to Engineer and Demolitionist. Lets say that one of them can call in a chopper every so often or as some kind of reward.
Hopes this mode is put into zombies. This time around or next. You never know.
Players can't bleed out, because there are no rounds to respawn upon.
Did you not read the part about the medic having a limited amount of morphine syringes?
I'm still on the fence about giving players the options for choosing their role, or randomizing it with one player per role.
On one hand, randomizing the roles causes players to be forced to play in unexpected ways, increasing the variety that players experience.
On the other hand, tactics of how you organize your squad comes into play massively when the roles can be chosen. This would be especially true in the case of private matches, where friends can constantly play around with differing squad role load-outs. Say, having 3 marksmen and a medic, or having an entire squad of demolitionists, or perhaps even having a squad full of medics? The possibilities are much wider this way, and I think it's the way I'll stick to.