#Changing the equipment loadout system to utility only items. (Poll)

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silent lily
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Hey everyone,

Preface: Before you vote, please read the post in it's entirety. I am happy to edit my post with changes if there is a consensus in the replies about something you guys don't like or would like to see changed.

IMO the current system of equipment selection before the round doesn't fit in that well with the vibe the game should put out. I'd like to introduce the idea of 'quality of life' improvements to the individual characters life and story. The following suggestions should increase the attachment and individual characters lore that you invest into individual characters, increasing the stakes if something goes wrong. I think the ease of killing the zombies themselves should stay out of the loadout system, as this can have big effects on how the gameplay and game flow are laid out. I think it changes the game games character too substantially and makes it feel less original.

Things like better visibility (eg. better quality flashlight) or utility items that can help with complex puzzles or tasks that would otherwise take longer to complete, or require more teammates in the same area to finish one objective; I think loadouts based on those add progression while keeping the spirit of the franchise intact. There's a lot of creative area and breadth to add new utility items that are either needed and/or assist in completing objectives. I think the gameplay would be more immersive and would play better with the spirit of the NMRIH franchise under these changes: (Please see below)

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  • Changing the in game 'cash' system for 'purchasing equipment' to an experience system where your character gains a 'preparedness' type of experience that you 'research' or 'gain skill, not 'spend'. Further expansion on this system could potentially include decision trees where some skills you gain are mutually exclusive with other choices, allowing for unique specialization between each character slot you have. Each character should have there own 'preparedness XP level'. It shouldn't be pooled to all characters. This new XP system could be combined with the existing character leveling system in some unique way, or be a separate system with specific and unique ways to level it.

  • Utility only items (things you need/or assist in completing main objectives/side missions), there are many different and unique ways to add a system that could work around this, findable tools around the map, character unlock system with different tools you can equip; You need to find the tools before you can equip them in your characters load out; perhaps whilst you have the required amount of 'preparedness' experience? Want to open a car trunk? You might need to find a crowbar first to pry it open, or find another way of getting inside. Just throwing ideas out here, please pitch in.

  • Removal of all guns to loadout system. I think loadouts should be all about how easily/efficiently you complete objectives and navigate the map, rather then your ability to kill zombies.

  • Scavenging for guns throughout the map, should be if not the only way to increase your zombie killing ability, at least be the main way you do so.