#Item Idea

1 messages · Page 1 of 1 (latest)

jagged night
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Ammunition +1: It is placed last, no one knows if it is real or fake ammunition

Shuffle the order again: Great for the item to add more ammo and at the same time, whoever used the phone will lose the information provided.

A slightly crazy idea: Having a very low percentage of, when adding real ammunition, it becomes a “green” bullet. When it hits the player, it heals.
It will still behave like live ammunition. If you shoot yourself or the enemy, the player will pass the turn to the next player. If you reverse the polarity, it will become dummy ammunition and will not turn green again.
Note: When shown how many real or fake ammunition will go into the gun, red ammunition will appear. It will only turn green after the ammo has been placed. It will be possible to see the green ammunition in the magnifying glass, the phone will still say that it is real ammunition.

ancient hatch
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I may say this is really bad, Everything is good but then you needed to fuck it up in someway with the "Green Healing Bullets"

fathom steppe
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outside of the green healing bullet, this is pretty easy to implement and im shocked an item that adds more ammo hasnt been added yet

jagged night
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the green bullet is just to break the certainty, a new way of betting ahahha

But adding ammunition and shuffling makes a lot of sense with the game, cauterizing certainties is very good for a betting game

deep viper
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dude having a healing shell but you don't know when (in the order of shells) it is would be a FIRE mechanic, I strongly disagree with the others - Like, imagine taking a 50/50 on killing or healing an opponent. That would be so awesome

jagged night
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It would beautifully take away the smile of anyone who would hope to hit the other, the guy would still discover that it was a green bullet after the guy got up. Completely taking away the opponent's joy and sadness ahahha

the game is full of luck, doing this would not cause any problems

Just as the game can provide items to ensure victory, it can also provide damage ammo for healing.

If you think about it that way, the game should have a system of not giving items that guarantee victory.

You could only do a combo like this if you saved that specific item previously, but generated when reloading the weapon is bad

Furthermore, it's strange to want to balance a game like that haha

In short: the idea is just to have one more question to think about and/or break certainties. Leaving another factor of luck and bad luck

deep viper
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Honestly you could even split your proposal into two items:

  1. Adds one extra shell to the end of the shell sequence that is either live or blank
  2. Changes one random shell in the sequence into a green healing shell (that maybe just shows as the original shell color by magnifying glass/burner phone for balance?)
jagged night
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It's not interesting for an empty bullet to be a green bullet. The phone would say that it was a fake bullet, so the user would shoot himself. Shooting yourself gives you the advantage of still having possession of the gun. NOW, IN THE END THIS AMMUNITION HAS THE POSSIBILITY OF HEALING YOU. It's not fun if it's like that

deep viper
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Well, true, my proposal for item 2 does lead to the possibility of a blank becoming a healing shell, which yeah true may just lead to someone shooting themselves and being healed, which is indeed uninteresting, HOWEVER...

Because it would switch a random shell in the sequence, there is the full possibility that it could switch a live - So assuming that there are an equal amount of blanks and lives (just for simplification) shooting yourself with a healing shell requires that A, the item switches a blank, not a live, and B, that the gun's user has counted or used an item to distinguish that the current shell is a blank, and C, they choose to shoot themselves with it instead of switching it to a live with an inverter... so it would be somewhat rare.

I think the idea of someone switching a shell to healing at the start of a 3-3 live/blank sequence for example would be so cool - Imagine if there are two shells left and you know one is a live and one is a green. thats even more high stakes than the usual 50/50 for blank or live

You could just use it on the last shell and get a free heal... or you could use it with some careful thinking to bait your opponent into shooting YOU, hence skipping their turn AND healing you.

jagged night
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I don't find this interesting, the idea of ​​the green bullet at the end is not having the vision to make a move to benefit from it as a whole. It's more to “break” the player who has a great chance of being a real bullet. If the magnifying glass reveals it, you can benefit from it, but the turn will pass to your opponent.

And the knife would have more function than just doubling the damage haha

deep viper
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Sorry, I'm confused - to clarify Im suggesting the healing shell be placed in a random point in the sequence, not at the end?