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Thread: New Game Mode Idea

  1. #21
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    Could you have a silver metal and a brown metal then with some color accents? I'm just looking for a little more variety there, since you guys seem to roll out ship skins pretty fast. How about including the Sao Paulo city as the main Zombie course but being able to unlock the rest anyway, just to have more tracks to run on. I do like the buddy idea, although I'm going to personally call him the Mysterious Stranger simply because I play too much Fallout If you would do that, then I think the best thing to do would be to have the Zombies continue to spawn in group each sector, until they reach the limit of that wave, and then, once they're all killed, you have a free lap to meet up with the Mysterious Stranger, and then you could do a leech beam like effect when he transfers energy to you. I think it would be cool to have a Boss Wave every handful of waves, and have your buddy join in for that wave. Now I would suggest that the boss be coated in an all out badass red skin, that would be cool

  2. #22
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    That's a pretty sick idea. I really like it.
    I picked the Sao Paulo location since over there you have more free room to hide & destroy single Zombies but actually, for variety's sake it would be nice to have em on the official tracks aswell.

    How about this mysterious stranger is actually Carlos? And you are just diving into the sick phantasy of Carlos

    For ppl who dunno who Carlos is: He organizes underground races in Sao Paulo and also guides the player in the Tutorial, he is like your underground buddy - A rough type of a guy. He is also controlling a modified version of the Thruster.

  3. #23
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    Quote Originally Posted by DDD113 View Post
    I think it would be cool to have a Boss Wave every handful of waves, and have your buddy join in for that wave. Now I would suggest that the boss be coated in an all out badass red skin, that would be cool
    I second this. For boss waves, why not have one big boss ship (With 500 - 100% shield energy and special weaponry) and some minions guarding it?

    Also, can you give me a screenshot or a track plan of the Sao Paulo track (If it exists)?

  4. #24
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    Sorry, the plan doesn't exist yet [btw it will be a city layout firstly^^]

  5. #25
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    How about this mysterious stranger is actually Carlos? And you are just diving into the sick phantasy of Carlos
    Yes. This I like alot. I'm familiar with Carlos, and I think this is a very cool idea. It's funny that you would suggest a modified Thruster, as I was thinking of having both you and he fly in a sort of pimped-out Thruster, almost what you would imagine the "Thruster Prototype" to be. You could even have a story behind the mode, like, for example, a gang was after Carlos for something, so they're trying to kill both he and you since you're associated with him. Then it would actually make sense, and his last sentence in the Zombie mode tutorial could be "They're gonna be chasin' you like zombies straight outta hell." or something like that, giving the mode its name! Also if you have the existing track layouts, I could make the checkpoint markings and maybe do some other work with them too.

    Edit: I still like the idea of getting a cannon pickup at every checkpoint, even if you can't absorb it. I think this cannon should have larger shots and almost look more like short laser beams, like the proton cannon from Fusion. Also, since the number of Zombies increases with each wave, so should your cannon rounds per checkpoint.
    Last edited by DDD113; 28th November 2013 at 12:36 PM.

  6. #26
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    Hmm.. Sounds quite interesting. Why not have the Thruster as an unlockable ship after you do certain things in Zombies mode, such as: Kill 4 zombies in 1 clip of a cannon, run 5 perfect laps in a row, etc.

    Also, why not have just a single barrel cannon that can be upgraded by a perk to double or triple-barreled, or make Zombies in the later rounds have weapons too?

    __________

    Different perks that might want to be added:

    Extended Ammo: For every Cannon pickup you get, you get 45 rounds instead of 30.

    Battering Ram: Your rams deal 4 times as much damage.

    Juggernaut: For 15 seconds, all weapons deal double damage.

    Lucky Draw: Have a chance for a Zombie to give you a random weapon or a random upgrade every time you kill one.

    Double Down: You can have 2 weapons at once (Use a key to swap weapons?)

    Second Wind: After you die, you can respawn with 30 integrity remaining (1 time use).

    Deep Pockets: Gain a random amount of extra cash every time you start a wave or when you kill a zombie.

    Double-Barrel: Your cannon shots are now double-barreled rather than single barreled.

    Triple-Barrel: Your cannon shots are now triple-barreled rather than single or double-barreled (Requires "Double-Barrel" perk).

    Detonator: Your cannons turn into very powerful miniguns (Like on the Qirex Prototype, but reloadable like the Detonator ship) that can reload. Lasts for 30 seconds. (One time use!)

    Last Stand: Your craft is packed with explosives that will explode when your craft is destroyed, earning you some last-second points.

    Any of these sound good?

  7. #27
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    Personally, I'm not a fan of the "perk" idea, because you would have to pause the game to choose upgrades and perks, etc. This just interrupts it and would make it less fun in my opinion, I think a flowing, comprehensive mode would be more entertaining. I think that your proton cannon clip should be replenished at each checkpoint, but you can't absorb it; it can only be used to shoot the zombies. Also it would make sense to only have eight total ships on the track at one point, so for example if the wave has a total of 15 opponents, 7 would spawn, and when you kill one, another one would spawn at the next checkpoint, keeping the limit at 8 until the total 15 are destroyed. I will come up with a more comprehensive plan later today, so keep posted!
    Last edited by DDD113; 28th November 2013 at 05:03 PM.

  8. #28
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    Quote Originally Posted by DDD113 View Post
    Personally, I'm not a fan of the "perk" idea, because you would have to pause the game to choose upgrades and perks, etc. This just interrupts it and would make it less fun in my opinion, I think a flowing, comprehensive mode would be more entertaining.
    Why not make the perks and upgrades scattered around the track so you would have to find them, and then pay with your points to upgrade? (This can be done mid-wave) Personally, I think that the zombies should have no limit, so it would be completely unpredictable on what their spawn pattern would be. For example, the zombies could spawn in a pack to take you out with brute force, or they could spread out and then attack by stealth or ranged attacks. I think it could work either way.

  9. #29
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    It would still be rather interesting, and wouldn't make a whole lot of logical sense as to how to upgrade your ship while flying because of random things on the track. I don't think the Zombies are going to have weapons either, at least if it's based off the one from 2048, they will just ram you to take you out. I think it's just more of a brute force mode by concept, and I am basing the spawning to a certain number idea off of Call of Duty's Zombie mode. I like the simple concept of this mode, it's just the survivial of barrages from enemy ships, no confusing perks and such. Also wondering how there would be different waves if the zombies were unlimited? I would suggest unlimited waves with short breaks in between for cooldown.

  10. #30
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    Well, think back to the Black Ops II Zombies mode. They had rounds, where a set number of zombies would spawn every round. Those would be the waves in this game. Also, this is a video game. You really don't need a whole lot of logic to make a good game (Slightly off topic).

    So, I might have a better idea: Why not combine Detonator mode with Zombie mode and design a new ship for this mode (Unlockable) that can reload on the spot?

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