#Idea: Modifier: Make do

25 messages · Page 1 of 1 (latest)

fervent pebble
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  • Heavily increased frequency of Gun crates and Gun shops

  • Heavily decreased Gun prices

  • [+200%] Max ammo, starting ammo

  • [-90%] Ammo gain, ammo pickup from all sources

And either:

  • [+100%] Upgrade kits gained
  • [-60%] Weapon attachment power
  • Upgrade kits removed
  • Weapons may drop with attachments, increased with the amount of rooms completed - rarity and amount may also be affected by other stats

The goal of this modifier is to create a gameflow where the player feels like a "scavenger", searching the map for weapons that they deem useful at that moment - and they will eventually need to swap, for their ammo is almost guaranteed to run out at some point.

How would you like such a game mode? Did I miss a crucial variable? Discuss below. [ ] Denotes variables that may need to change for balancing. You can leave a quick response with the emoticons (multiple responses are allowed!)

👍 = Would like to play
👎 = Would probably suck to play
itsatrap = Impossible to balance with respect to classes
Defender = Impossible to balance with respect to enemies
Airhorn= Impossible to balance with respect to guns and their mechanics
1️⃣ = With option one; upgrade kit numbers and power changed
2️⃣ = With option two; upgrade kits removed in favor of attachments dropping with guns

versed storm
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Did I miss a crucial variable?
I get the intention, but technically you missed the spare ammo start stat. There are 2 stats for spare ammo. The one for how much can be stored doesn't make weapons start with more of it.

empty vault
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I'm failing to imagine the balance for this mode in a way where the guns actually matter.

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I really don't understand the purpose of negative attachment power.

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It makes more sense to me remove upgrade kits, keep attachment power unchanged and drop weapons with attachments directly with the number of attachments changing with progress.

fervent pebble
# empty vault I really don't understand the purpose of negative attachment power.

Since weapon attachments cannot be removed, it is counterintuitive to swap a weapon that you've invested so much in. By increasing the drop rate of kits but decreasing their power, you make upgrade kits less of an investment and more attractive to use rather than "waiting for the perfect weapon" which you will inevitably need to drop due to the other modifiers

fervent pebble
empty vault
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That suggestion is for this mode only.

versed storm
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In terms of implementability built in attachments are better than shop price changes

empty vault
versed storm
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Also, a gun on the floor having more attachments is one more reason to prefer it over a current one.

empty vault
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It's doable but I think I would enjoy the full random use what you get more than rationing kit use.

fervent pebble
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Amended the post with this suggestion, also added three more quick responses

outer sequoia
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Attachments are all random on gun pickups

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But they start at 160ish % power

storm forum
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i'm imagining this modifier as a sort of gun game gamemode

echo gale
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Nah I like able to fix the gun to make it memeier/better

fervent pebble
echo gale
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I just dont like abolishing the upgrade kit in the first place, it is essential to turn the gun into wild behaviour in turn we get a consistent kitted gun

fervent pebble
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But their standard form cannot be maintained with a modifier like this

echo gale
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and you will result in a lot more useless guns ie smg rolled with semi auto

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that no one likes

fervent pebble