you mean like in RE series?notoriouslynx said:Zombie dog. I'd call it ceberus. He would be like a faster hunter kinda, but doesn't have that push everyone back when attacks nearby surviour thingy. And he'd be weaker. ]
Also, I'd bring back the screamer.
ok right here just slightly copied my infected which was the first of its kind on this threadIron Mal said:Some of these ideas may be horribly unbalanced (I don't expect anyone to take these seriously) but they might be interesting to see:
The Shade: Imagine a 'stealth' zombie, she/he makes little noise when moving, blends into the enviroment when it remains still for a small time and uses a projectile barb/stinger attack. To emphasise the stealth bias of this zombie their health would have to be pathetic and their melee would be weak. (they would only appear during 'calm' moments when no other infected are present and would not be player
The word about your infected idea is: Bullsh*t. Let's remind ourselves that the infected are infected humans who are too goddamn stupid to open a door. They aren't capable of handling a gun, they won't grow six legs (As with the spider infect idea) and they won't be able to shoot flames (As in the Flamer idea).Asehujiko said:How to balance the survivors against this: 3rd tier weapons. M249 upgrade in the "dakka dakka" slot, .50cal as sniper and AA-12 for shotty. The first might need extended magazines to make its reload/shooting time balance out, i'm thinking of 250 rounds each with a reserve of 1000 rounds.
As for the infected, an infected soldier with a gatling cannon. Deals damage like the deployed one but also has the same spin up time and can only fire in bursts because of the immense recoil. Pimary attack is a 5 dmg melee, secondary is spin up ranged weapon, making alot of noise in the process and then attacking deals about 30 damage, similar to the tank. good in places where the survivors can't hear it coming but useless alone.
Knowing a couple of people who've worked as concept artists and designers for games it's just not true to say that ideas like these aren't included in the game design process. The first round of concepts would have been exactly like these. There'd have been a continual process of cutting out and refining before they began to form into ideas which could be integrated into a game, but you don't just start out with the final idea.CaptainEgypt said:Threads like this make me really glad that people on message boards who make and perpetuate these threads do NOT and have little chance of EVER working as game developers or designers.
Seriously. These ideas would all ruin the game, and most of the people posting would be crying and moaning about it if these ideas ever made it INTO the game because then they'd understand how terrible they'd be.
thats my strategy with a hunterPigeon_Grenade said:id think one that lays in wait underground or in a hole in the wall, and waits for the last survivor and comes out and grabs them Similar to a trapdoor Spider would lay in wait for its pray would be interesting
I'm sorry if my idea was simmilar or identical, I was tired when I wrote mine and just began writing stuff down, I didn't take the time to read anyone-else's posts (a bad mistake in retrospect).TopHatTim said:ok right here just slightly copied my infected which was the first of its kind on this threadIron Mal said:Some of these ideas may be horribly unbalanced (I don't expect anyone to take these seriously) but they might be interesting to see:
The Shade: Imagine a 'stealth' zombie, she/he makes little noise when moving, blends into the enviroment when it remains still for a small time and uses a projectile barb/stinger attack. To emphasise the stealth bias of this zombie their health would have to be pathetic and their melee would be weak. (they would only appear during 'calm' moments when no other infected are present and would not be player
proof
Constrictor:
im yet to see a creature like this in a game.
ok so a fast moving creature that can camouflage itselt onto walls and the ground.
and when it wants it constricts slowly increasing damage done (holding it by deformed tentical like arms and squeezing the player -1 damage every second for 10 seconds then 3 damage a second for 5 then 5 for 2.)
and it can move the player in the way of bullets and the tenticals can be either shot in half or to kill the actual constricter...
Strengths:Wont drop enemy to melee combat
Camouflage
Human shield
speed
Weakness: Easily scene in corridors,
light makes them more visable
once holding a player it cant move
easy to kill
Primary Attack:Constricting its prey
Secondary:whips its prey with tenticals making them move back for easy escape.
Why not just have certain infect not appear in the final, or there stats change between final and other levels? You could give the players a warning when this happens.TheBXRabbit said:So far I see two basic types of zombies that have actual merit: some sort of hit & run zombie (Sprinter) and a stealth zombie (Shade, or Constrictor, or whatever the hell you want to call it). As for closet camping, I think the only way you could stop that would be to tweak the boomer, which would make it unbalanced everywhere else (they'd basically have to disable the melee weakness and boost health, which would be lame). That or creating some sort of Boomer knock-off that sprayed acid instead of bile. They already have zombies like the smoker, which splits the group up. I just don't know what they can do to incorporate that into close quarters environments like the buildings in the finale without making it completely unbalanced in all the levels leading up to the finale.
Ideas?
I like thatWillwillwritehiswill said:Something like a heavy that tackles players to the ground.
If it's killed with guns, it stays on top of the player, incapacitating them. the only way to free them is to melee the infected a few times.
The problem is that most of the people in this thread have little or no foresight for anything you just said. They just post their terrible idea and it's irritating.starrman said:Knowing a couple of people who've worked as concept artists and designers for games it's just not true to say that ideas like these aren't included in the game design process. The first round of concepts would have been exactly like these. There'd have been a continual process of cutting out and refining before they began to form into ideas which could be integrated into a game, but you don't just start out with the final idea.
Not only that, but this isn't a game concept development meeting, none of these people are game designers. None of these ideas are ever going to be included in a game, so what's the problem? Besides, the game isn't perfect and I don't see why it isn't possible for someone to come up with an idea that would improve it.
But what about the intial race to the shelter in the last level? you don't start the finale in the shelter, you have to rush there, and having souped-up zombies before you even get to a defensible position would just be a slaughter.SomeBritishDude said:Why not just have certain infect not appear in the final, or there stats change between final and other levels? You could give the players a warning when this happens.TheBXRabbit said:So far I see two basic types of zombies that have actual merit: some sort of hit & run zombie (Sprinter) and a stealth zombie (Shade, or Constrictor, or whatever the hell you want to call it). As for closet camping, I think the only way you could stop that would be to tweak the boomer, which would make it unbalanced everywhere else (they'd basically have to disable the melee weakness and boost health, which would be lame). That or creating some sort of Boomer knock-off that sprayed acid instead of bile. They already have zombies like the smoker, which splits the group up. I just don't know what they can do to incorporate that into close quarters environments like the buildings in the finale without making it completely unbalanced in all the levels leading up to the finale.
Ideas?
Well then, just gimp all infected once the survivors set off the alarm. Simple. Set up a little warning when this happens.TheBXRabbit said:But what about the intial race to the shelter in the last level? you don't start the finale in the shelter, you have to rush there, and having souped-up zombies before you even get to a defensible position would just be a slaughter.SomeBritishDude said:Why not just have certain infect not appear in the final, or there stats change between final and other levels? You could give the players a warning when this happens.TheBXRabbit said:So far I see two basic types of zombies that have actual merit: some sort of hit & run zombie (Sprinter) and a stealth zombie (Shade, or Constrictor, or whatever the hell you want to call it). As for closet camping, I think the only way you could stop that would be to tweak the boomer, which would make it unbalanced everywhere else (they'd basically have to disable the melee weakness and boost health, which would be lame). That or creating some sort of Boomer knock-off that sprayed acid instead of bile. They already have zombies like the smoker, which splits the group up. I just don't know what they can do to incorporate that into close quarters environments like the buildings in the finale without making it completely unbalanced in all the levels leading up to the finale.
Ideas?