Infectonator survivors braker11/27/2023 Give melee characters abilities such as: cleave effect (attack all zombies in affected swing area), push back zombies (timer dependent), attack-dodge (whereupon melee character attacks and dodges at the same time (can be deemed usueless when character is pushed against a corner or immoveable square), temporary superhuman strength (either at the cost of health like starcraft's marines stimpacks or through a timer). Add random events where upon selecting the right choice can lead to picking up lots of ammo or the wrong choice being that you lose ammo, guns or materials i.e. Leave a probability that zombies may or may not drop ammo (to compensate for Number 3's larger zombie quantity)ĥ. This makes fat zombies/bosses more threatening as their role as bullet sponges become evidently unique.Ĥ. So instead of having your average zombie have 3 times it's normal hit points you'd simply have 5-7 times the amount of zombies on screen. Scale difficult of zombies by quantity rather than quality (if processing power allows it). This allows players a fighting chance should they have the materials, characters available to make them but no real amount of ammo to successfully explore an area or if they're still allowing their characters to heal up over time.ģ. Add a research objective for making more ammo (every hour that passes by so and so amount of ammo is created. Other areas can be specific item-based such as offices, houses, graveyards having a higher chance of finding survivors, malls, shops or convenience stores having more supply or materials etc.Ģ. Add map points in the game that lead to ammo rich areas like a gun-store or police station thus giving players an incentive to choose where to explore (should they start running low on ammo). I don't wanna just endlessly gripe on a beautiful and addictively potentiial game so I'll add some solutions to maximise ammo intake/outtake:ġ. Said tactics works up until the zombies change their attention to the shooters or the melee character gets cornered. I'm pretty sure you've noticed the lack of any real significance having a melee character has on the game apart from zoning/baiting. I downgraded my weapons after my day 30 playthrough (so my characters mainly used deagles, vanilla shotgun and submachine guns) but simply because of the way difficulty is scaled in the game (being that zombies had higher hit points as the days progressed) I ended up getting swamped due to the lack of damage I was dealing. But she should be terrible at fighting, discowering and constructing, slow to move, and yet player should be forced to drag her around (maybe as only char that can search for things)Ĭos all that "zombie apocalipse" (or even most of horror genre) movies where womans are nothing more then zombie baits.Thanks for your reply mate, not manually reloading is a great idea for conserving ammo but what you said brings me to another issue. Now -Gauntlet itself -take that classes from Dungeon&Dragon paper rpg ruleset(1st edition) -where there WAS NO DISTINCTION between classes and races, and dvarves and elf was in fact a selectable classes, with separate skills and bonusesītw -sure you can think that was stupid, but that was ages ago, and later D&D introduced a ton of even more silly classes (like Fetishist and such D) "Elf" as a profesion in Gauntlet is a reference to firts Gauntlet game (1985) where it was exactly same classess avaible. A profession would be "Archer" not "Elf." Bit a late reply, and a LOT of nerd speak D Originally posted by Wicked001:Elf is a race, not a profession.
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