So as you probably read, I have some ideas that may or may not be frowned upon, so here goes:
Extracting from Bots: What I had in mind with this concept was that you can get items from dead bots. I like to think of myself as a reasonably good FPS player, but man, I am always out of ammo! And when you run into a room with 5 bots and an empty mag... Yeah it's really futile.
What would be neat is if you could take (a random amount of) bullets from the dead turrets, and batteries from the flying drones. I'll cover the batteries in second, but being able to take ammo from turrets would definitely make getting from room to room a lot less tedious when you've started with a horrible loadout.
Batteries: The torch is an awesome feature, I had to change my brightness settings just to stop myself walking into walls sometimes in the old builds, so the flashlight is awesome for those spots. It's also seems a little too forgiving when you have it though.
What I had in mind was maybe if the torch started with low battery or no battery at all, and you have to acquire one by extracting it from a drone. This battery mechanic have a similar: Holster, Remove, Add, Re-screw feel to it too. Maybe even the tape deck can run out of battery?
Manual Disabling: Now this is the last idea I had, and would add a whole new element of stealth when taking on a simple nicely placed turret. Rather than wasting a couple shots, why not be able to just yank some wires out if you get close enough?
Imagine coming into a room when it's just spinning around carelessly, then you wait for the camera to pass over your hiding spot, sprint over to it and press a key (maybe add a x3 press to activate) and then have some wires flop out the bottom where you've ripped them out to disable the entire turret.
And if you combine that with the extracting idea, you could go from being completely empty to having one turret down and maybe enough to fill half a magazine.
EDIT: Other Community Ideas
I didn't expect so much awesome feedback and other ideas from the community so I'm going to post my favourites, some are a combination of a couple pooled ideas, really hoping these get noticed!
User MooseHead proposed having a bolt action rifle that you can use along side your sidearm which has the bolt operated manually.
MooseHead wrote:This game needs a Mosin Nagant, or other bolt-action rifle.
Hit dat Z button to raise the bolt, hit E to bring it back, R to push rounds into the internal mag, E to bring the bolt forward and then Z again to close it down.
Another user jonnythejew proposed that the rifle be in pieces and you assemble it as you find the components around the map.
jonnythejew wrote:What if you were to find parts of the rifle scattered around the map, and you would have to put it together when you find all the pieces? That's not very generic! Of course, it'd be extremely hard to acquire, but it would be worth it.
My suggestion to this also is, like the torch, there can be multiple instances of the parts so it's not as difficult as acquiring the 11 tapes, but still not something you could do every round.
Coincidence wrote:And I would like the ability to lean.
Enough said, would make peeking at turrets a lot safer.
Aleph wrote:Imagine a "Hard mode" in Receiver where you spawn with this gun [FP-45 Liberator] and 10 bullets, and must try to win the game, or find another, better gun lying (laying?) around on the floor.
A single shot gun made with low cost materials for mass production and distribution to those in occupied areas during WWII. The gun features a single shot mechanism that requires a number of steps to re-chamber and fire another round. It also has a limited capacity of 10 bullets which are stored in the grip of the gun, Aleph propose this gun be used in an optional 'Hard Mode'. Initial idea on how to work the firearm:
- - Pull back firing pin
- Open barrel chamber
- (Situational) Poke current shell/casing out with wooden rod
- Open bottom/storage
- Remove 1 round
- Close bottom (same button)
- Place round in chamber
- (Optional) Poke bullet into place with wooden rod
- Close barrel chamber
- Apply firing pin
EMP Grenades/Special Ammo
Shadow207B2 wrote:What about EMP Grenades/Special Ammo?
This will oneshot turrets and cameras, no matter of where it hits.
For the grenades, they are for clearing out areas with tons of turrets.
The grenades will have a balanced radius and a very low spawn rate (suggested 1-3 per map)
The EMP rounds are less common than regular bullets and can occasionally start in your inventory. They will need a special magazine to be loaded into (incompatible with Magnum) which needs to be found or started with. To use these bullets, holster your gun and bring up the EMP magazine, it will auto load only EMP rounds, then load as usual.
Bullets are 1 shot kill to all areas of turrets or drones.
Startup Content Selection
orlok wrote:A better idea weaponwise is to have simple user installable "packs".
The idea with this one was to install packs/mods that allow you to define what content you want in game. After some more discussion it was also acknowledged that a loadout/selection screen at start-up could be a very handy option with so much new content.
Instead of having random guns every round and so many guns/ammo types lying around, your experience can be more accurately chosen for a better personal challenge. The idea I had in mind was:
- - Select sidearm (dropdown list) ['Random', Glock, M1911, Magnum, Liberator etc.]
- Select secondary gun (dropdown list) ['None', 'Random', Mosin Nagant, Shotgun etc.]
- Select bonuses (tickable boxes) [Torch, EMP Rounds, (Standand/EMP) Grenades etc.]
- And select a difficulty setting (dropdown list) [Easy, Medium, Hard, Insane?]
Easy mode might make the turrets spin slower and the drones fly slower. And harder modes can obviously do the opposite and speed them up. For those of you who prefer a more hardcore experience, maybe there could also be an option to reduce the frequency of ammo or weapons lying around.
Using what Orlok said, the selectable content can also include community mods that are added into the game as packs or 'drag-n-drop' installations, further extending your choices.
Coincidence wrote:May I suggest a break-action double-barreled shotgun? With .22 Long Rifle ammunition?
This idea is currently in progress to confirm a balanced damage model. But the idea is for a short range effective weapon with the ability to shoot one or both barrels.