Each and every perk will be unique. Some will last forever and some will last a couple of rounds. Each one of these perks gives the player benefits over time. I was thinking that permanent perks will be bought with tokens and temporary perks will be purchased with in-game money. Here are some of the perks that I've brainstormed: Health Perk - Lasts one round and gives +50 health Costs 2,500 In-game money Damage Perk - Lasts one round and adds one damage to every shot Costs 2,500 In-game money Slight of Hand Perk Lasts forever and doubles reload speed Costs 20 tokens More Ammo Perk Lasts forever and gives 1.5x ammo Costs 30 tokens Please feel free to add your own ideas and let me know. I understand these needs a lot of fixing and changing but hopefully it gets somewhere!
I feel like the HP perk is to OP, i meen srsly 50+ is good but 100% and your set for the hole round, also plz add slight of hand perk, its the best perk in any game
I think that if we do perks that they should all be permanent but you can only choose one, similar to hats/player models. Perks can only be bought with tokens though.
Very good idea, I also think that donators should get some advantages with perks as well. This sounds kind of selfish because I am one but its just an idea
The thing is with donators is that we can't give them an unfair advantage over regular players, the people with VIP would always win which would discourage others to play. We have tons of ideas for VIP to get cosmetic and other perks so to speak, things that would not give them the upper hand over non-vip players.
I definitely agree with you XOF and Decap! This is a REALLY good idea. Maybe I can stress it on Bayrock ;D lol, but I think thisi s fantastic and might bring around more players and make the server more active.
Money Money Money perk: Earn 15% more money each round Token Conversion perk: Money to Token conversion rates are decreaed by 15% (more tokens for less money) I Know the Guy perk: Shop items cost 15% less Proper Handling perk: Props receive +2% health for each prop they are welded to You are a Pirate Perk: Ablility to stand on other people boats, but have less health Lone Gunman perk: Recieve a +10% Damage boost when not in a team. Leet Sniper perk: +10% Damage when using sniper rifles Explosive Personality perk: +10% Damage with explosives Survivor Man perk: Regen 1 health every 10 seconds Michael Phelps perk: Swim 30% faster Cat out of water perk: Super jump when pressing "E" to jump onto your boat I ain't got time to bleed perk: Water deals -50% less damage How do i shot weld? perk: All spawned props are automatically welded together once the build round ends Then who was phone? perk Telephone prop has 200 health and better buoyancy Blaze of glory perk: When you die, you explode. Haxorz perk: Slightly decreases recoil on automatic weapons Flame on perk: Fire damage increased by 50% (from 0.5 to 1) Smoky the Bear perk: Props are fire retardant Prop Bounty perk: For each prop destroyed, you receive and extra $10 Ships Captain perk: If on a team, boost your teams boat health by 10% (cannot be stacked) Master Builder perk: Prop limit raised to 20 Starter Perk (Cheapest perk) Gives a random perk each round.
To be honest some of those would be op Edited - This could completely change how the flood gamemode is.
I think that the player can only change their perk once per build round. So say they change their perk, they will not be able to change it again until the next build phase comes up.
If perks are ever going to be added in the future, each one will need to be given a round recharge time and accompanied with de-buffs for other things. Physical cues could also be implemented so that players can distinguish between users with and without active perks. Example perks: Regardless though, I just can't see it being sustainable on the long run. What works in COD may not fare as well in other media unless heavily modified.
I dont know if this makes sense, but we should make even smaller perks that don't cost much, or smaller version of perks maybe because I feel like that the people who play flood all the time, and who understand the game mode might be like really OP when new comers come in and they will think its too hard to play with a person who has all the perks. I know that's the whole objective, to try to be better, but we cant make it too much of more power over another player or they will just lose interest. Does anyone else feel this way ?
Thats why I thought of this one Starter Perk (Cheapest perk) Gives a random perk each round. Can be bought with say 5 tokens and gives them a taste of a different perk each round. Or we can make it similar to the compound bow, free to the people who sign up on the forums. Also, these perks aren't meant to give someone a huge edge over the other players. The perks @Dawson suggested seems like it wouldn't be worth it, swim slightly faster but loose 30 hp? You're going to die in the water faster that way. Adding a physical cue is ok, but making it a player model thing wouldn't be the best option imo. I want to get @Donkie to let us know what he thinks before we get to in depth with this. Another idea is that we could test this on one server to see how it goes over with the players.
I would be open to any kind of testing that goes on. And open to express ideas, thoughts, or opinions.
Guess what was on my mind when thinking about perk ideas was to avoid making the same mistakes the COD series has done with theirs. I tried more of a TF2 approach to balance things out. With regards to my formatting I can always tweak the upgrade and downgrade adjustments. I simply don't wan to risk replicating any "Danger Close" incidents--if we're not careful, in the end, everyone's going to be on a tirade about them. ----------------------- Update: Well... thinking about it now, I guess if give the perks tiny boosts it wouldn't hurt too much. Just nothing too drastic though; sorry about being overly cautious.
Didn't even see this thread until now. I love Decaps ideas (so many wow oh wow), but I also want to bring in a cooldown or something like Dawson mentioned. Having pros/cons is also a good idea but I think we need to choose between either pros/cons or pros+cooldown. I would choose the latter one. My idea: Pay 10 tokens for a pack of perks (perhaps 3 or 4 packs?) Every round you get to pick a perk for free, which will then be put on cooldown for x rounds/days When the round is over the perk have depleted and you need to wait to use it again. This means that you can control their OPness. The packs also mean that we can distribute a large amount while still letting non-purchasers take part of it. Each pack should contain a few good and a few less good perks so that the less good ones are being used aswell.
We have had this perks idea floating around in our repo for awhile. It's nice to see the community flesh out some and give feedback.
Yes I agree, we don't want it to be too OP. But these perks could also give the new players a slight boost against their more experienced opponents. With that said, I like the 'free perk per round' which will make sure that everyone gets at least one perk per round, new or old players alike.
Ah, let's give this another go.... I'm going to build upon Decap's list if you don't mind. Prices and cool-downs will be coming soon--just not at this hour at night. Updates: Spruced up a few of the perk names. Categorized perks by the following: (1) Physical Fitness, (2) Handling, (3) Monetary, (4) Construction/Boat, and (6) Miscellaneous. My additions (e.g., alternate names, new perks, etc.) are highlighted in green. ----------------------------------------------------------------------- * * * Physical Fitness Perks * * * * * * Handling Perks * * * * * * Monetary Perks * * * Link to Part 2 (Construction/Boats and Miscellaneous): http://devinity.org/index.php?threads/my-idea-of-perks.507/page-2