Idea's and suggestions.

Mathiel

New Member
Various idea's i have had or something. Do i feel strongly about them? Not in the slightest it is just something to throw at the guys making this so that they can decide wether to use it or do a variation of it or not do it at all.

Classes/loadouts -

Detective - revolver focused, additional damage/accuracy with revolvers, auto ejects casings after emptying revolver. - Adds revolver ammos to atm such as .357, .44
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paramedic - somewhat fast and capable of moving quickly while dragging things, starts with basic medical pills and lesser degree of surgeon, faster at doing basic medical stuff as splinting (idk im not a doctor)
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Combat engineer - once turrets exist i'm hoping that so too will deployable covers, sandbags, barbed wire, plasteel barricades. Combat engineers will be faster at setting up turrets and heavier defenses alongside having both light armor and a standard rifle loadout. maybe start out with some materials for quickly setting up a base.
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Smart gunner - everyone wants it and smart guns in the game, probably force them to wear light armor with an attachment for the smart gun that cant come off so they cant just grab heavier armor. Also smart gun ammo in a crate somewhere in the armory? or maybe..
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Some sort of Quartermaster role for the marines so that buying ammo/armor/attachments is cheaper
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Soldier flamethrower class - Grunt with a flamethrower and fire resistant armor, surely that wont go bad!
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Synthetic/cyborg - Non fleshy being who cant take drugs/medicine and requires either a mechanic or engineer to fix them, reduced damage from sources by a moderate amount? just ideas. useable synth chargers and kits since they somewhat already exist on the map.
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Mechanic - similar to engineer, starts in the north of the map, increased usefullness for synths. give them a pipe wrench i dare you.
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if drink mixing is in the game possibly give bartender income for mixing/making drinks.
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only ideas for classes i have at the moment
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Attachements - for the atm and around the map (hope this gives you guys some ideas)

Extended barrels - more damage, faster velocity, louder gunshot? barrel slot.
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Magnetic harness - Attaches to upper rail, makes it so you don't accidently throw your gun or drop it cause of fracture, returns to hand or armor
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Upper rail laser sight
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Flame thrower nozzel - longer flame thrower range
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Flame thrower injection upgrade - makes the fire blue, deals more damage and damage over time, sticks to things longer
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Choke - shotgun, increases accuracy , makes buckshot have increased range and less spread.
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heavy silencer - sniper rifles.
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Recoil pad/bipod - reduces bullet spread on full auto for lmgs/hmgs should those become a thing in the future.
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Armors and stuff - for the atm or around the map

Heavier armors such as the ones the marines get, swat gets and possibly even buying heavy pmc/merc armor. Would also be nice to be able to recolor armor's with a facepaint kit.
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Flame armor/some sort of flamethrower suit for those fire happy guys so they can walk around in fire and light everything thats not a marine on fire.
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Holsters both general and what already exists, larger/medium/small ammo pouchs for the atm including shotgun pouches
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Not sure if it exists yet but flame thrower fuel tank pouches and possibly a backpack fuel tank for constant flamethrower use! and on that note maybe a military flamethrower.
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Weapons -

Auto shotgun - including drum magazines! or stick mags. drums are always better.
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Smgs! Ppsh/mp5/ump45/vector/uzi/mac10/pp bizon/ who doesnt love spray and pray?
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one or two more standard rifles other than the pulse rifle mk1 and mk2?
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Grenades! Willy pete, fragmentation, smoke, caustic gas and molotovs that can be fired from the grenadiers 40mm
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Better versions of basic weaponry that classes get and are buyable in the atm?
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Kruger assault rifle and kruger .50 handgun? It's aliens so weapons from elite fireteam are good inspiration :)
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Other ideas!

Reduce the cost of the ert beacon from 3k to 2k possibly and give them slightly better gear, they almost NEVER make it to me ever, like 8 out of 10 times they die before even remotely reaching me. and make their gear blindingly white :>?
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i don't know if theres advanced medicines for brute/burn but i believe many would enjoy that if surgeons could make it
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5 minutes more prep time please people seem so incredibly indecisive that it hurts.
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A marine ert beacon?
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Class loadout variation maybe a drop down menu when selecting a class with option 1/2/3 with different weapons/armors/pouches in them
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extend the current map maybe to include an actual soldier/pmc area, currently the only soldier/grunt area is just... a couple bunkbeds where they spawn. possible road leading away from the current area to a small area that is themed around the corp and them.
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On harm intent unless needed for something else make it so if your holding a melee weapon you cant click drag something to you?
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If on help intent if you throw a grenade/molotov it lands where you aim simulating you throwing it over their heads instead of hitting the first enemy charging you?
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Melee while prone, help the melee guys out?
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Buyable npc guards for 3k+ - one or more npc guards who are generally at extraction just follows your beacon around, the one you bought. Could just be a single guy.
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Money for kills/doing job should go straight to atm account instead of id, if a player needs paper money they can pull from the atm.
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At lobby round prep players can vote on an extraction spot to blacklist for that round.
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10% of money left in the players atm carriers over to the next round and added to what their class gets.
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The ability to whisper though for machine gunner they always yell. The ability to emote! such as going /m is pointing at the shutters where banging can be heard constantly.
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Possibly a game mode where its roleplay and no impending apocalypse for players to get used to the map/loadouts/test the waters on possible locations being defensible as well as just finding various issues and bugs.
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Clothes, hats and armor vendors in say a central location like near the pool?
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Themed maps! Possibly with themed class restrictions.

underground bunker - Marine/soldier themed bunker, perhaps where a final stand of the worlds military with survivors are trying to hold out and when shit goes wrong a nuclear detonation happens. More crates of ammo for various guns around. 1 to 3 entrances to the bunker, multiple turrets and defenses already set up but low on ammo?
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Massive hospital - who doesn't love our surgeons, well lets protect them in a hospital themed map while they try to fix people only to explode when the ammo gets cooked, less ammo around the map, unless its a hospital security area? Zombies swarm from perhaps the far west or east through a highway leading to it.
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Parking garage and attached mega-apartments, something straight out of dredd? - Large civilian area with an attached parking garage, zombies coming from everywhere, bashing the windows and doors to get in.
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Shopping mall(weymall) - Lo and behold the standard to almost all zombie media and some monster media. I dont think i need to go into description about this.
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Space port - Main planetary space port where everyones trying to evacuate, local forces try to and clearly are failing to hold it.
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Jungle temple - Wey yu execs and mercenarys/pmcs as well as doctors/scientists are holding a digsite/excavation site in a horrbily wet and dense jungle yet they activated an alien machine which is drawing not only the undead but also xenomorphs to their location to rip them to shreds.
 
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