Suggestion from trobort#0967 (102909432404406272)
Map pings.
Usage: '?suggestion your idea' in #bot-spam or #gtfo-chat
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1 messages · Page 8 of 1
Map pings.
Why is there not a enemy that crawls on walls? When the hunter goes off, it would be cool and really creepy if modified sleepers just busted out of vents in the map and crawled on the walls. Also another giant enemy that grabs and drags the enemy would be cool as well. It should be big and super tanky to damage but super slow. It should shoot out a tongue that doesnt do much damage but either pulls the player to the enemy or slow the player down. Once the giant reaches the player it should drag the player or sling the player over it's shoulder and run off with the player. If it went to like a nest or something of the sort to kill the player that would be cool.
Improve game environments to allow Burst Sentries to be more viable. At the moment, most of the maps are close quarters including those that attempt to have long distances. There is always an obstacle that would prevent a Burst Sentry from killing efficiently as shotgun sentries.
Medals beside peoples names for completing full rundowns. Or a customizable item for doing so (for example a wrist band for a prisoener, or small logo tattoo on the arm neck anything etc.)
Each weapon has a quick-melee animation. I.e: When you use the melee attack option with a firearm, it switches to your sledgehammer. It breaks the flow of combat, in my opinion, when I have my pistol out, quickly hit a sleeper to push it back and have to pull out my sidearm again. Slightly annoying.
A dedicated GTFO "tutorial video only" channel. For example: Terminal walkthroughs.
Have an in-game mic function that also affects the enemies as sound.
It would be pretty useful to have some kind of notepad in game that is linked across all players. (Location of Pdec or ID can be noted down)
maybe night vision goggles as a rare item you can find in lockers and stuff
The ability to place the long range flashlight on the floor like a turret. Creating a section downrange of light but it can't be moved until you pick it up again. Also the ability to create pins on the map so we can remember places we've been.
This might make it too easy, however it would be cool to have a command on the Terminal that can look at items in a specific area of a zone. like instead of looking at items in zone_49 we could look in zone_49 area A. It would save my fingers a lot of strokes instead of querying each individual item to discover it's location.
It also would be fun to have an interactive Hacking Mini game that one player would have to do while other's defended. It could be a complicated string of code you had to fix or something that would take time. The kind of mini-game that rewards players ability to type and their skill and precision.
Also granting some more utility to the terminals, such as the ability for some Terminals to be able to turn on and off lights, or to be open certain doors. Something to give the Terminals more actions then a "glorified search bar." Having actually code in the game and having players have to navigate around using is a really fun mechanics and I hope it gets expanded upon. I really love the Reactor mission and having to type some commands in to get it to continue, and adding in more of those in more complicated settings that require team work would be a really fun and engaging move.
Button to put away all equipment to run faster
Hello! I was thinking something like a deplorable barricade or wall that you can or cannot shoot through, so that you can defend alarm doors a bit better.
Only con I’m thinking is that it would most likely take up a gadget slot, which most people would be reluctant to do as it would remove a Sentry instead. So mayhaps a rare tool like the C-Foam Grenade or Long Range Flashlight.
A sleeper that has thick skin around the body and legs but is slow, except the head and when they get stuck in c-foam they can shed its thick skin giving it more agility at the cost of resilience
5 shot crossbow - medium ranged - arching projectile - 20% ammo refill would give 1 bolt. I think a crossbow would be a good middle ground for stealth with a heavy draw back on ammo consumption and being deadly up to a certain range.
A level with a subway system designed as a sectional level with different objectives at each stop. phase 1 would be powering the train and extracting to it. phase 2 would be a series stops and varying objectives at each stop.
Flamethrower turret - high damage - short range large radius of fire - high ammo consumption - fire could cause a burn tick over time on mobs and friendlies.
A manned deployable turret
A short range red flashlight with wide beam that is like the opposite of the long range flashlight
a sleek combat (burst) pistol with extended mag, a magnum pistol, or a sawed off 👌
And some fireaxe/battleaxe bladed melee weapons, for some new looks
what about a tear gas tool or pickup that makes enemies panic and attack eachother too
make sprinting feel like you are actually sprinting maybe with some camera/weapon movements instead of the weird "gliding" we have now
Customizable cryopods, merit ribbons n stuff to hang up in them, so we feel special 👌 👌 💦 💦 👌 👌
^^and window/backlight colors
swimming/diving system + equipment and new sunken/flooded map areas with loot/objectives, maybe even a new kind of parasitic water mine or swimmy enemy? Would be top tier spookonnery
make hearing people take damage sound more like impending doom and less like butt euphoria
an extraction scene/animation, like hooking up to the carrier system and actually extracting after you do the scan rather than just blooping out to the menu
spooky underground retro synthwave vibe menu music vibes
Play the game's Title Theme (the one from the reveal trailer) after you finish a level to make it feel even more rewarding
VR support + PC crossplay
Not sure if this feels out of place, but because sleepers are already so noise oriented as a mechanic, why not add a sort of "Noise grenade"? Im picturing like Ive just started the alarm door sequence, sleepers are running through the door and I throw the grenade to the other side of the room to get them off of me and put them in line of sight with a burst turret or something.
Flashlight ON/OFF indicator on crosshair
give the sniper rifle a silencer
fix the mines so that when they explode enemies will hear it
consoles can trigger alarm systems in some of the rooms, could be used as bait to lure/awake the enemy, or as check if enemies are cleared in the room
Tab completion for terminal commands
Have terminal command history be consistent across all players, so that if somebody new accesses the terminal, they will still have access to the previous user's command history by pressing the up key
Have terminals be linked in a given level so you can see the command history on any terminal you run across rather than each terminal having its own history
Scale the difficulty so 2 players can play together, more specifically the first door that requires 4 people to stand on the red circles
If I only have one other person to play with and don't want to play with random people, can you program a couple of "helper bots" join our game to help us out when needed? Since this game seems like it's in pre-alpha release; I figure it would be a great addition!
FLASH LIGHT ICONS, it's hell needed and it's extremely needed for helping players with flashlight warnings as the light itself is really weak and hard to tell if it's on sometimes
It'd be really nice if items would stack. Having 2 goo grenades, and finding another one should result in having all 3 grenades. It's frustrating when when I put down the 2 to pick up the 1.
in the 2017 trailer for GTFO, one of the character uses what seems like a 3d holographic mapping tool. It would be nice if that could be implemented into the game (maybe as a consumable even)
Not sure if I can link the video via suggestion but i am referring to this: https://youtu.be/r-y_N-3t7tI?t=28
Harder difficulties, raising spawn amounts (default rooms, alarms and hentai summoning) and lowering overall item usages. Potentially a difficulty that raises hp overall and buffs support (cfoam, turrents etc)
the heartbeat/sound scanner on the biotracker to actually work so you have a visual representation if you can’t hear the enemies beating
I've seen a few times shooting some ranged enemies will only have legs left. Maybe they should turn into like a type of melee and try to kick instead, as a fix for them ghost shooting you.
The ability to lay down / crawl chest.
Accessibility text on terminals. Add an option to increase terminal text size for people who have impaired or poor vision.
on the 'Expedition Survived' screen is it possible to get some stats for each player in terms of like sleepers killed, accuracy, damage taken etc? I think you had a similar idea already with the Vitals, Infection Level and Mental Status but its not clear what these actually mean
on addons for guns, turrets and all. The further into the game you get the more you unlock
Buff machine gun, it has a 25 round mag compared to the 30 round mag of an Assault Rife.
I know it's probably been said but flamethrower as a tool :-)
Underbarrel C - Foam launcher
your idea Different monsters one could be blind completely but hear and the other would be def but see well and could be stunned by a high intensity flashlight and they would work together
chainsaw as a melee weapon.
large katana like sword as special that's has the possibility to stealth kill biggums but makes extra noise. Also swings are rather slow and require to be in very close proximity to enemies. Also could be a laser/power sword of some kind to lessen it's effectiveness through mission (needs ammo)
M33 Rotary grenade launcher
Alternative mode for mines that makes them explode upon proximity instead of the small laser
Make the Ping Function for everything other than just Resource Boxes/Lockers and Doors. This feature can also help bridge the language barrier between prisoners from different regions if only a little.
make the expedition rewards and gear progression a top priority for the next updates, since that is what i've seen most people wait for before continuing playing the game
So I suggested the idea some time ago, but it wasn't that well received, but I wanna throw it out here again, now we have gathered some more players.
My idea is based on changing up the stealth gameplay -just- a little: A new sleeper type enemy.
They can be melee or shooting, that doesn't matter, but it have a modifier that makes HUD & equipment jammed/scramble in a large radius.
What would it add? - the variation of sometimes having to enter a room more blind or "handicapped", as HUD overlay, flashlights and biotracker wont be functioning (or at least only partially functioning, think heavy static, jitters and flashlight, well... flashing).
How would it change the core stealth gameplay? - By making the team prioritize a certain target (in this case the jammer sleeper) to kill first/asap, which in turn makes them, talk, coordinate and plot a route to the target. That would shake up the traditional "start from entrance, clean room up methodically" also make that if they alert a room, they can't fall back on deploying sentries (as they would be jammed too). So overall it would increase the stakes even more.
What issues could such feature bring? - Firstly, when I originally suggested it, people pointed out that it would risk making the Biotracker feel even more redundant. But I don't think the enemy should be -that- common that a team will expect it in 50% of rooms they enter. Another issue might be that it straight up ain't lore friendly ofc.
Imagine a tool that is made for those times when a room gets accidentally alerted, you dont have much time to react. Imagine either a tool or a consumable that is used to create a distraction either with sounds or an other way that can give you a few extra seconds to prepare.
Having it so in later rundowns you can hack the terminal with some time and effort to reveal hidden commands that can lead to further lore or small eastereggs placed by devs
dual wielding for dual pistol set-up bc why not
A new type of enemy where it flashes, much like the normal sleepers, except when they flash, the survivors are forced to keep moving. So that people don't get complacent with just going, "Oh I hear noise (that isn't tentacle bois) better just stand still). Probably make the AOE a lot smaller than the normal sleepers so it isn't too broken
let us see our teammates charging animation so we can see when are they going to hit. 😄
As a suggestion maybe include some levels that involve the group to be separated. These types of levels allows for more flexibility in the types of objectives the group will have to do.
Examples I can come up for objectives with the group separated:
Find an area that allows the group to unite and from there on find an exit
One side of a split off individual/pair provides information for another individual/pair
Control how the doors operate in one side to help bring some members to you.
I also thought that levels where you’re split off from the team allows for the levels to be more scary. This is true for people who don’t like being alone so you can take advantage of the feature to scare and challenge players.
an introduction to a LMG like weapon that features a large mag with low reserve
The warden keeps stats of prisoners that made it/didn't make it. Reflect the dead prisoners somehow in the levels that future players go through (as fluff).
A sound/light vest that would attract the attention of all enemies within earshot/line of sight. It can be worn by a prisoner as their tool selection. The vest can be switched on and off whenever the wearer desires, though the prisoner must stay stationary for a second or two to perform the switch.
Pros:
Cons:
So ngl, I find GTFO to be the best horror experience I’ve had since Dead by Daylight came out in 2016! The enemies are pretty scary (especially when up close). But, I got to thinking what would add to the horror... an enemy that crawls on the ceiling? I say yes! So I present the Strider or the Climber! It’s silent for the most part and can only be heard by the clicking of its claws on the pipes, beams, or rocky ceiling above. It also lets out a low growl before attacking either with a ranged shot or a large tongue that shoots from its mouth! It’s a bit easier to spot compared to the basic enemies being it has a light red glow coming from its chest and is slightly larger while standing compare to other sleepers because of its long legs and arms. It’s at least however a head shorter than a giant.
In my opinion I’d be TERRIFIED seeing 3 or 4 of these things crawling on the ceiling! What do you guys think?
A stun grenade. A non-lethal support gadget found in containers across the map. Equipped and thrown in the same way as C-foam grenades. Once, thrown, stun grenade are set on a short delay which is followed by a quick burst of high frequency sound and a bright flash of light.
Pros:
Cons:
difficulty mutators. Like a mission can only be completed with melee, every room has a sleeper, or every door is a security door.
A idea for an enemy ive really been thinking as of late of a new enemy type that would allow for a new flavor to be added to the game. What I call these enemy's are Mollusk(s)
The function of Mollusk are to force players to clear a room silently by picking off sleepers, seekers and ect first before them, __How they do this is by having a thicc black, clam like shell__that makes it so they can withstand more damage then normal sleepers, but this shell would open up when alerted.
This shell would defen the enemy moreso than other sleepers(that way if a group of sleepers are around a mollusk, you can dispatch the sleepers with a smaller risk of waking the mollusk) but it can take charged hammer shots if not done together. When alerted, it would create a bursting screach, opening the shell and alearting the room.
When the mollusk is awake and aggro, it would function as a striker that is a little slower and has armor on its sides, hits slightly harder.
I think this would allow for rooms to mix up how much teams need to pay attention to what targets and how to dispatch them without alearting enemys. As well as being a new addition, it could add to the stressing of silent missions
An ADS sensitivity slider to go along with the hipfire sensitivity slider, maybe in the future weapon specific sensitivity options aswell
set a minimum to the mouse sensitivity slider so people stop setting it to 0 and wondering why they cant play gtfo
chainsaw as a special weapon
A progression tied "Book of Beast" (inspired from the game Hunt: Showdown).
It's a datapad found in the menu, that thru gameplay completion, progressively explain the lore behind the enemies, locations in the complex, tools and weapons in a lore friendly way.
What will such feature add? An venue for lore friendly information thru gameplay investment. It can either be linear (passive exp gained pr. level) or objective based (stealth kill certain enemies, complete a level with certain tool loadouts, ect ect.).
The rewards would only be lore papers, so it wouldn't punish players that wont wanna engage in challenges or grind of the system. Also it would add some replay value as players can replay the game and still gain -something- out of it.
What could be problematic about such feature? Frankly the biggest hurdle would be the time consumptions required to be put into such system vs. the fact that people just can google stuff they wanna know about the game. Another (albeit somewhat elitist ) criticism would be that a Datapad like this, could somewhat lessen the "mysticism" about some lore factors and lean into the camp of "why tell, when you can show?".
letting the Bio tracker be able to track non moving targets instead of just only moving targets for a short time.
Consumable item:Night vision goggles/heat signature goggles PROS:being able to see enemies close/Far instead of shining your flash light or depending on a bio scanner CONS: limited Battery usage, can’t see anything else but enemies Example: say like in the predator movies they see only the outlines of people/enemies but background is dark and blurred out.
hardmodes (for fun or achievements or something idk)
-infection_ the longer you take the more you become impaired
-grit_ melee weapons become less effective the more they are used, gun jamming
-rundown_ a campaign from A1 to D1 with saves (so you dont have to do it all at once) but death resets you to A1
slightly faster gadget deployment, and an option to control how fast you can rotate through your equipment (at the moment its super slow)
They should try to implement a psychological horror system in the game. This could proc through looking at environmental horror things (like the bodies). Your character could react or have debuffs depending on situations, or a sanity meter perhaps. This could be implemented through audio ques, "hallucinations", player character could have different voice lines or other things. This could add a layer of horror and intensity to the game.
First, i feel like there's still quite a few species in this game. I would like some more species added to the game ,not variant(could be at least 6-7 species).
I get this idea from Left 4 Dead series,which has some kind of Special Infected ,and one big ass Tank who 's very strong in health,aggressive and muscular.
The tank can be the BOSS we must face when we return back to the starting point.
Second, i think GTFO should have a radio message system. Some msg could really be helpful like:
+"Sleeper! Flash off!" or "Stay still! Do not move"
+"Feeler!. Get to cover" - when encounter Tentacles-Feeler
+"Sentry up" or "Setting up sentry" - when placing sentry
+"Door is fortified" - when use foam to reinforce the door
+"Help!" - when low on health or being surrounded by horde
Third, the soundtrack is good.But,like the first,quite a few .Wish GTFO could add more soundtrack into this game.
That's all of my suggestions.
To be honest,i really like the game as a hardcore,co-op and horror game.
It's nearly 15$ in my country(Vietnam) but very worth it. Definitely gonna introduce this game to my friends.
After a small time playing your game I notice how overpowered turrets seem to be over any other tools. I think the reason for this is because turrets can shoot without consequence since they don't aggro mobs.
My suggestion is that mobs can knock over turrets rendering them useless(stop firing) until you set them back up with an interact command to prop them back up. This forces teams to stop placing turrets in such overly aggressive locations at no consequence.
So I was thinking about the strange nest formation located in C2. I would like to recommend that you guys add some type of syringe where we have to collect a DNA sample from the nest, or from a sleeper as an objective from Warden. If so, also ways to cut open the nest with melee or look inside briefly for a better view on what this creature could be.
What if you could like pick up boxes and like move them around. You could use them to like "barricade" door or forify your postions. Just a little nifty idea.
Some form of user prompt that gives a countdown to all/some players to help synchronize a mallet head bash. It works similar to Portal 2's co-op countdown prompt
Let us drop items. That way, we can trade weapons with allies if we want. Additionally, this would be extremely useful for missions like C1. Instead of just leaving useful supplies in random lockers, we could bring all of the useful supplies back to where our fortified position. It seems silly that our characters are incapable of moving supplies to easier to access areas.
give the long range flashlight a battery life and the ability to be used as a single use placeable item so it can be used as an alternative to glowsticks in rooms that need to be defended
I have yet to encounter an enemy that deals with teams splitting up. I've seen individuals run off in teams of two or a team of three with the last guy just playing terminal jockey. Something like an enemy that attacks and debilitates the individual players who go off on their own would really push the whole cooperative feel together. Say if a player left a maximum range of the nearest teammate, an enemy will begin to stalk that player and be completely invisible to them, but obvious to other players. Forcing them to cooperate and stay together within a reasonable range. IDK I might have just not run into it yet, in which case, my apologies!
I see that the models themselves have gas masks and I was thinking of making it a function in the actual game to up the ante a bit.
I was thinking that in some rooms there could be a gas-filled one that can only be transversed for a short period of time before the players start getting hurt. I currently have a few ideas for this kind of function:
While I'm excited about meeting new monsters, I think the current roster of enemies should be updated with new tricks over time as well. I'm not scared of them anymore, because after a bit of time playing the game they become too familiar, I know what to expect. Surprise us too! Thank you!
Change the current use of kits, Med, Tool, Ammo
From: "E to use" On yourself or an ally
To:
"Left click to use on ally"
"Right click to use on yourself"
This way we're not wasting stuff by accident. Plus when the kit is out, it doesn't use any mouse input at all.
Blackout Events: The power to lights and doors go out and the team must get to a terminal in order to reboot the power.
and all so door Malfunction?
night vision goggles or some infrared camera or gun sites
Infinite wave survival, kinda like C1?
Allow Security Doors to be opened by any of the party to allow players to continue in the event of a AFK. Currently if someone goes AFK the entire team must wait for them in order to continue progressing which can get quite boring and dull after awhile. Maybe have the Security Scan progress be slower when there is less people in the scan zone to balance it out ?
There should be a "sleeper" variant of the invisi-bois, similar to the scout, it being deaf and all however, they slowly wander around a sleeper room at snail pace and make very quiet footsteps. Difficult-to-see moving sleeper, seems kinda spookie
show turret fire arc/radius when placing for better tactics!
Throughout the rundown levels, add like small voice-logs and info logs that contain small clues about the lore of the game. Whether it be a Santonian secret, a descriptions, someones death note, etc.,
Add statistics to every weapon. at the end of a run (fail or win) let the game show you how many kills you have on each weapon for each member of the party. I would like to know just how effective I'm being with my mines vs my friends turrets. You could also show ammo used, Hit %, how many times somebody alerted enemies, and special statistics for weapons that do not deal damage. You could also record these statistics into an overall average to see how you have improved or how well you are doing compared to your friends.
visibly show the trigger radius and/or the blast radius of a mine when placing it. The red line we currently have is extremely inaccurate.
each rundown, there should be a special area with a special spooky "boss" monster or something that is optional but very hard to kill. then when new rundown comes, a new scary boss. maybe make it special optional mission?
A tutorial maybe?
Rename "Long Range Flashlight" to "High Power Flashlight"
a skybox for the initial loading area to get rid of that flat blue sky color in the rain 🙂
Allow for pressing the windows key while ingame to tab out of the game without having to do ctrl+alt+delete.
what if there was a timed event, say the facility will be over run in a certain amount of time. Making each wave harder.
why not add gamer bath water(adrenaline shot) that dampens fall damage. increases actions speed;reload, movement etc but drains health for a set amount of time by certain percentage ?
Armour - Gives you more HP but slows you down and makes you louder when walking/running.
Golf club
This is a 2 part suggestion, 1. Add a Roaming Monster that has a loud thumping sound each step that gets louder as it gets closer and unlike the sleepers and tentacle monster it works off Line of sight visible with the scanner. To counter this new mob you could start by Adding Vents/hiding area's/cover that u can duck into as he gets closer. The new monster would add a new level of suspense to the game as you are crawling around. Thanks 😄 Great game btw
The Striker has four Variants. The one that we mainly see in every level, The Melee Titan, Brawlers and Shadows. The Shooter Class has three variants; Common, Scout and Titan Shooter, I would like to see a later infection stage of the shooter in particular. This new variant would be similar to the Brawler Strikers in appearance however, The Shooters will not throw hands instead, have increased HP, fire their projectiles at a greater Rate/Velocity while maintaining better accuracy than The common Shooters, these improved projectiles will be barbed tipped making piercing though armor more reliable and causing greater damage. I am not sure the damage pool but, with the current game despite the scout (while its wandering around searching) I can say for sure, although shooters are in the game they are not nearly as dangerous as a Striker and its variants. From personal experience if I see a group of shooters alone I take out my hammer and rush them, at best I loose 5-15 HP but, bullets are more valuable to me than wasting them on enemies that hardly fight back and when they do attack it can be dodged easily. Thanks for reading!
Fire. Everything about these things screams 'kill it with fire'. I know fire is bad at killing anything quickly unless it's unrealisticly hot, but frankly I wouldn't care if I could get my mitts on an incendiary grenade or a flamethrower.
lights you can mount on walls to make sure you are going the right way, these can be a consumable.
maybe put more bullets in the sniper rifle and make the run animations of the monsters not so laggy
More jump-scares, if possible. Make our hearts jump out of our chests with scares here and there or sudden eerie music while in a quite room.
make sniper able to 3 shot big melee badies if hitting vitals with all 3 shots or give it more ammo
Improved stat descriptions for the weapons. Have either statistical or more descriptive stats fro each of the weapons. Such as how the Sniper has Very High Damage. How much is high damage? Will it kill everything in 1 shot? Will it kill only small guys in 1 shot? I think we just need a bit more descriptions for each of the weapons.
Individual Sensitivities, as in Hipfire has its own Sensitivity and AR,Pistol... like in PUBG or something, not super necessary but would be nice to have.
Introduce an enemy like an enemy thats not fully merged yet and still have human voices like crying or calling out for help and if they see you they will start walking towards you asking for help and crying. ( basicly the mecanhic is try to lure the person out of the room their in and kill it in safty) just for the spooky creepy messed up nature thats down below.
add more sounds that will freak you out or make you creep up like a woman scream or a child crying in a distance with a hint of echo, just basicly make the sound a bit more spooky that makes you second guess of playing it like wispers in the dark.
maybe more passiv interactions between the characters to make it more personal and if they finish they can have like celibrate speech like * hell yah lads pint is on me * and when you the last one that survived they have like a sad line * i made it thanks to you fellas or i will make the warden pay for this * just to make it more personal between the characters. and maybe some silly conversations like if ur down to 20% a character migth say hey you migth want to heal up and the guy respons oh no i didnt notice or something silly.
this migth have been suggested before but have a passiv stance where you hold a weapon or waiting you do some animations like messing around with the mace/ hammer or inspecting you weapon or stretch ur fingers just basicly diffrent kinds of waiting passiv animations that trigger after like 4 min after being still for to long or such.
this migth be added but if not maybe something to look into have a room ( area ) thats had an emp explosion or such that messes up your electronics like you cant see were your team mate is like theres no name or outline. and the map will be like very glitchy and scuffed and u cant see your teammate stats or such.
bigger penetly like if you fall down and take high fall damage like more then 30% you will move slower and grunt alot that will alert the enemys from sounds and your team mates have to heal you in some kind to get rid of it.
Stack items from lockers if you already have that item. (As of now if you pick up a medkit with 2 uses from a locker and you have one with 2 uses it just swaps them instead of stacking them)
being able to customize weapons and character a bit more? i get its early access and thats not priority, i just really like cosmetics
Hello! I know everyone has been thinking of adding a "roamer" enemy so heres my go at it. This could be used as a specific rundown type enemy, or imo could be better implemented into the game itself. Simply put, an Infected Squad that you can randomly encounter on each floor, the twist being the further down you go, the tougher and more twisted these guys become. It can be squad of 3-5, with the 5 being in the early stages as squishy but medium damage guys. Their detection is poor so they heavily rely on flashlights, with their source of detection being if their light is directly on you. If they detect you, they can fire a flare/decoy so that any sleepers remaining in the room will go after you, giving them time to set up defensive postions to engage the prisoners.
L e a n i n g
we all have stealthed around and found corpses of previous attempts on survivers ( prisioners ) that faild but what if we could search for loot on those corpses cus we all know were greedy for loot. Like a chance for some c-foam grenade, glow sticks, and the rest of small gadjets or like one use ammo pack. Like a small loot chest but to make it intresting add an enemy it like rng based, like you look through corpse and if ur unlucky u get bitten by a creature and take like 5 damage. Just a thougth to make the corpses a bit more intresting and make it feel more like ur scalvage stuff to survive the stage.
Bigger Enemies
An enemy that spawns smaller enemies, like a mother of some sort. When sleeping, maybe it could be slowly spawning sleepers, but when aggrevated, it stops spawning and flees while the other sleepers attack.
More spooky ambient noises like metal scraping and creaking
Secret rooms or bodies with some form of lore
night vision goggles
sorry i had another suggestion. what about armour in this game as like a second chance. it'd be like a collectible from closets and chests. the armour provides extra health but makes you move slow and it makes a lot of noise, so basically its a backup plan for when things go south.
What about a consumable equipment you can find that is C4? You can never hold more than 1. Lay it down some where, and when there's a big group of enemies rushing you, like at a security scan door, boom.
a cosmetic pair of Jorts™️ that can be earned or found
Make glowsticks a rechargable consumable kind of like in deep rock galactic and remove them from lockers and boxes. This gives more incentive for players to explore for resources such as ammo packs and med kits.
a way to add bots to the server, for if you play solo
a tripmine you may find in lockers or chests, similar to the c-foam grenade
Enable can trade items with friends
This deathly thing
https://giphy.com/gifs/MF6xEIAM25IBcSBwGo
a flamethrower, it is a tool which can kill multiple enemies at once but you only have a little amount of ammo
a mounted turret that is slow in fire rate but with high damage
Add in player collision similar to Halo so you can boost each other up to hard to reach spots which you could take further by having alternative paths that can only be accessed with a boost. And you should be able to shove each other with right click.
add in a female character :kek:
A monster that can mimic things like gunfire, footsteps, teammates talking and stuff like that.
character customization
Scores?
Ceiling sleepers
Small enemies that dont appear on bio tracker
Maybe l4d style pvp/invasion during
New enemy that would be a normal striker sleeper, but would have spikes all over it each a few inches long, like a porcupine. Instead of croaking like a normal sleeper would, it would vibrate a little as its spikes slowly get shorter buy being pulled into its body a couple inches, then it would shoot our the spikes around itself in a 3-4 meter radius like a sneeze. Then it would retract them back in after a couple of seconds and return to normal. If its spikes touch a player, it would do 20 damage to the player and wake up the creature. Of course, it would still he able to be alerted by sound/light/movement like other sleepers. Its version of pulsing/heart pounding would be its spikes moving in and out with its heart beating as well. When alarmed, it would try to get close and then shoot out its spikes. If it can't get close enough, it will use a tongue attack like normal strikers.
Silent ranged weapons like throwing knives BUT you have like 2.
Once a player finishes throwing all their glowsticks, make the weapon they automatically switch to is the hammer instead of their first gun slot. It has been the cause of countless rooms full of sleepers becoming alerted when someone was lighting up the place with glowsticks, did not see they had thrown the last one and fired off a shot after automatically switching to their gun, alerting the entire room and killing the rest of the group.
Make a very very rare item that that person comes back to life when you are all down as a second chance if you screw up, like I said, It will be very rare.
what if we had checkpoints for each door with an alarm, after dying you can start back at the checkpoint or go back to the lobby and change your equipment.
above the white circles on the bio scanner there is an arrow that shows if the enemy is above or below you
In the evaluation or failure, show the stats as in how much kills you got, how much times you got downed, etc.
Add a progressive texture to C-Foamed doors so they dont have a sudden switch to a different state, that way it feels more polished
What if we had better starting ammo and tool ammo depending on how many people you are playing with. The current ammo could be for 4 people and you could get x amount more if you play with less people.
show bioscanner scanned enemies on the map
add upgrades for different tools, weapons or even for you that you can buy with credits/resources that you get at the end of the game
maybe being able to choose the characters out of the four. similar to l4d2's character selection screen
More practical/purposeful area designs. I assume being early in development has a lot to do with this, but I got to address the fact that most rooms in the game is an unpractical storerooms with staircases and ladders going all over the place. Gameplay should of course come, but I'd much rather see The Complex have a couple of bathrooms than whatever the D1 center room is supposed to be.
an axe as melee weapon
don't make an in game match making system, I feel like the discord community is quite active and is very helpful to use this then to try to use some weird built in site. I love the fact that the game knows the ID of a lobby by simply seeing what you copied
Make a ceiling based enemy that is dormant like the half life barnacles
add a command to delay an audible ping command on a terminal by some seconds
when downed, show camera feed of nearby teammate in a small window below the compass
When you are being revived by an ally, show the progress bar on your screen as well as the screen of the person reviving you
Several ideas for the game if you guys don't mind.
-Perks earned and added in for loadout (Similiar to COD.)
-Sentry Guns can get attacked instead of monsters completely passing by (ammo take or or could be repaired.)
-Melee Weapons having a slight difference (More/less damage, faster/slower charges etc.)
-Pings for items appear on map momentarily (two or three seconds).
Also, countdown for how long till a person dies from being down.
hotkey to toggle hud on/off or on/{percentage}/off
proximity chat in game to up the spook factor
some kind of second version of cfoam that cannot close off doors but instead builds weak terrain that enemies must either break through, go over, or around
lower health regen limit to 10hp so shooters are more effective
Add more "visual impact" to SMG and Combat Shotgun models since it feels weak while they're actually strong in my opinion.
Distraction mechanic! Either something you can throw in a corner to keep enemies from immediately targetting you (until they figure out what's going on) OR something trippable, like the mines, that adds an extra layer of distraction to a hoarde attack. Either option to balance it out probably has a 50/50 shot of distracting normal enemies but is ineffective against the larger variant of opponent.
Bio Camera - A findable equip(in the slot of glowsticks and LRF, can't use with weapons)
Shows things in the dark based on where you LOOK AT when you have it in your hand, it has a little screen where you can ADS in to see it bit more clearly (just like Bio tracker) Camera shows around 30-40 FOV so it can't be abused..
Idk if this has been suggested, but a hacking mini game that forces you to complete a small word puzzle or riddle to hack into the console.
toggle crouch should be the default
possible to make Bio scanners also detect teammates.
more melee weapons like swords like the Zweihänder or claymore
Workshop support for custom Levels, Weapons, Items and etc.
I was starting up an A1 run when I got a visual glitch. Everything was near pitch black. The dusty orange particles stood out so brightly against the deep space black. I could only just barely see down the corridor of the A1 starting area. My flashlight was pitiful in how well it could illuminate ahead of me. It was utterly horrifying. It was the scariest few moments of my life until I pressed Esc, fixing the visual glitch.
My suggestion is a level that is near complete pitch black. The bright orange particles floating in the air and the puny illumination of both my flashlight and the room lights was terrifying. The inability to see or know what was ahead without spending so many seconds trying to make out shapes and figures, the sense of pure fear as you hear a clicking sound echoing from across the room, it would be a whole other way to feel fear.
fill in the pot holes in (crates stacked against a wall) so players don't fall in and have to restart the whole game because of a misstep
add enemies that crawl onto walls
When you add in game voice chat, please make it proximity chat, or if you feel like it, let your voice wake up enemies as well. Would make for funny moments.
make the music change for when a specific enemy gets triggered/comes into a room EX when a giant walks in the music would become more intense, while if you triggered a scout the music would change in a different way. This could make the game more spookier
Make C foam slow enemies down, they usually hit one gu and still running like superman make using c foam a little bit wasted
The ability to hear other teams in the distance, like hearing gunfire from A1 while playing B1, or the dropper thing screeching to a stop on other levels
Once in-game voice chat gets added, don't make it proximity or able to wake up monsters, that's just annoying and will push people to just using external voice chats, the players are all wearing full suits anyway.
However, it would be interesting to have minor static/interference for players trying to communicate at a distance. Not enough to make people unintelligible, nor requiring people to repeat themselves, but enough so that it's clear there's some degradation in (radio?) communication at a distance.
Block a player from standing when terrain is right above them. This doesn't make them get stuck.
Metal plates or loose objects on the floor that make noise when entering
Player behavior adjusted to health. At 20% significantly slower with poot aiming.
Quick execution for revolver; when used at a dormant one at point blank, slams the barrel into the head and fire, instantly killing the target
Add executions in the game, let me explain
Executions will be kills when enemies are weak and now I know your questions
"But Vex! You will get murdered in a horde of enemies while doing an execution!" Get a health boost maybe while doing an execution? Its just my idea, and I think you should get certain boosts while doing an execution, maybe speed and health.
Pools of water or junk, or dead / undead body parts cause a form of ragdoll / player interaction to the environment creating noise, adding to the spook factor. Pools of liquid feels especially plausible to be placed in C2 - Decode, with all the, stuff that you can find there.
Randomize placement of the Terminal within Zones, or the possibility to have none at all in one given zone. Adds more variety to the game imo, and makes areas where you plan to stealth trough an area rather than methodically kill everything a bit more challengening, since one guy can't just "rush" to the Terminal to ping needed items
Add optional negative modifiers you can choose to inflict on a round. Think things like
-Less max HP
-Smaller item stacks
-More Sleepers
-Stronger Sleepers
-Harder security circles
-Easier to wake Sleepers
-Harder to see
Perhaps in different rundowns, there could be unique modifiers available, as well as some areas requiring X modifiers to be activated before starting it.
Pushing/knocking back with a firearm equipped
let scouts hear small noises and not wake up, but change where they are going to investigate the small noise. If someone threw a glowsticks or opened a door, it might draw them away from a locker.
Additionally, they shouldn't have a set track and should roam based off noises players make.
Give an option in settings to skip the video part that comes in the start-up of the game [The Jumpscare I suppose?]. Let me stress I am asking for it as an option, in gameplay or something, not to remove it entirely. It's been fun for me the first 20 times, but it's getting a bit irritating...
Instead of same asmr drop down loading, turn the loading drop into one that has images or short videos of tips and/or fan art. This way people will see something different every time they drop and potentially learn something new to help them clear. Example: tip saying like your mallets circle will shrink when you are in range to hit a mob.
Allow the long range flash light to be a deployable item with limited battery.
health regen thresholds. I.e. health regens to highest 25% increment. So, 45 regens to 50, 55 regens to 75, etc. Threshold increment tbd.
This might sound really stupid but QTE's (Quick time events) would be a decent idea with some enemies, like for example: You got alerted and an enemy grabs you, it shows you a button to mash (It can't be every single button on the keyboard obviously to show up randomly, maybe like R or SPACE) and you have to mash it and fill a bar for you to struggle off. I know it might be a ton of work but I think it would be a nice addition.
a lot of suggestions for proximity voice chat getting downvotes. I think its a fantastic idea but shouldn't be imbedded into the game as mandatory, everyone will just use discord. I think add it as an option if you ever implement challenges or harder difficulties, where you get aesthetic awards or achievements or some trivial thing, like a badge. I know people will cheat anyway but it would be frowned upon, and perhaps if its even possible I have no idea; make it so when you select the option your mic is always enabled during play, in some way to prevent people circumventing it. Its a damn cool idea and I think adds a huge horror element and great for creating moments of fear or laughter.
expanding on a previous one:
Scouts should be able to walked through open doors.
That would be so much scarier
And also you will blame your teammates for leaving doors open.
Decisions in missions with impact, like unlocking an optional area with phat loot but the occasional enemy comes through to stalk you. Or turning on the power but makes the sleepers far touchier on sound and light, you get the idea. risk vs reward optional objectives. Can kinda already be seen in D1 with the side areas with the majority of the loot but that doesn't feel like an objective, just more like "we wasted ammo we have to backtrack to get supplies".
The lockers have a chance to have no items or more than one item in them
make different rundowns have different weapons/tools/map consumables available.
Progression Tracking in the form of a menu tab that shows each completed Rundowns and Rundown sections, along with a statistics page that shows kills, deaths, downs, revives, play time, etc.
example for above- maybe there is a flamethrower instead of the C-Foam launcher, or instead of glowsticks, a limited bio scanner (like an old camera, with limited film)
Insanity mechanics that show our prisoners slowly going insane as the map/rundown progresses. Such as hallucinations of enemies that are easy to tell up close but are hard to judge when you first enter a room. They also wouldn’t show on the bio tracker giving a little buff. It would add unease and tension to the room as maybe you see a cluster of enemies and it’s hard to tell if it s actually a cluster and would slowly make you doubt your senses and force you to pay closer attention to enemies.
Rooms filled with poisonous gas that require you to wear some form of gas mask that makes it harder to see
portable terminal (laptop)
noise reduced weapons (not silent). Aggros enemies in a smaller radius when fired. Faces trade-offs with reduced weapon power (range, damage, etc) compared to other weapons.
An enemy that explodes into a large cloud off poisonous gas when killed unless killed with a headshot.
This change can either be applied to a new enemy type or the current brutes
Make certain enemies have scannable weakspots (hidden dots on their bodies) that can be scanned by the biotracker. Shooting weakspots deals more damage.
What would such feature add? It would give biotracker more purpose and add an element of combat awareness and coordination. Of course non-scanned weakspots can still be shot by luck and the enemy would still be killable if the spots aren't hit. I just add a little extra use for the biotracker.
What issue could such feature give? Honestly don't know, it would raise the skill celling a little and might be a hassle to balance, so the biotracker doesn't become a must or the weakspots becomes a non-element.
Stun Grenade: Activates all nearby sleepers, but they will run around aimlessly until a shot is fired or the stun wears off
A gun that shoots lightning that chains between nearby enemies. It does relatively low damage but stuns enemies so you can save ammo and get a group with melee. The lightning gun has limited ammo and a fully charged shot uses 25 or 33% ammo, giving you only 3 or 4 fully charged shots at max ammo.
A special rundown that is one HUGE map instead of divided missions. The only objective is to kill every single enemy on the level, with a special boss enemy at the end. Set up so that players can go about it a couple different ways. Set up defenses and have enemies charge at them, or systematically eliminate rooms with stealth. Loot RNG is skewed towards ammo so health becomes a major factor in deciding where to go first and what strategies to use.
add duration circles or counter with second (maybe percent) to show duration of c foam. It would be a quality of life change.
add to previous visible even when c foam isn’t equipped or held
Biotracker's white dots turn soft pink as the sleepers croak, and the normal red when they are awoken.
Custom games:
Add some audio to keep us on our toes in the form of random bumps or bangs like rocks falling or scouts accidentally walking into doors. My squad and I are heavily reliant on our surround sound and this would be awesome.
I don't know how to account for this, but I was "goofing around" and noticed I can open and shut a door as much as I want with a horde on the other side and nobody notices.
Have the map be centered on your player every time you open it. I love using maps and polar directions, but I always have to find my position every time I open it.
Have the lockers/boxes on maps differentiate between looted and not looted. My squad likes to open all of them and leave them accessible for emergency, but we can't keep track of which ones are empty or not.
Just playing off the teamwork aspect, maybe allow the exchange or giving of ammo? This may be weird, but I enjoy playing the "support" or "utility" of any team and I hardly shoot and do more foaming or biotracking, I would feel more useful if I could also donate my ammo or gasp heal a teammate mid fight.. although this might be diverting into classes of playable characters, but maybe I'm tracking onto something?
I know this is just subject to opinion, but maybe be more forgiving on fall damage. I play for the experience and when I suddenly am being chased, I run like hell and even start jumping over things to get away... except I've noticed fall damage from what seems like 4 feet... again, this is last on the list for a reason.
so I mentioned this on the reddit and it gained some interest, but a new kind of enemy that sleeps in lockers? or just a sleeper in a locker?
reworking the flashlights? They start off powerful and effective and as the battery drain, the brightness reduces to off.
Could be solved:
A. similarly like metro by pumping a charge to replenish the battery
B finding batteries.
C please none
Forces you to be more cautious with having your flashlight on/off.
I doubt this will affect everyone but please can you add vibration to the controller when you shoot it feels weird to play. Also more buttons to map on the controller I have 5 buttons free with nothing of them but I gotta press (Y) 4 times to get to my biotracker. Damn.
make a different icon at the minimap for lockers/chests which were opened previously
Maybe when you guys have the time, make a VR GTFO. It would be so much fun and really scary.
BOOM stick: A grenade with a few sharp needles on the end. Fully charge and use to latch it onto an enemy. Detonates after 6 seconds. The explosion is extremely loud and damages all nearby entities, but only instantly kills when latched onto the head. (So you have to jump and impale against big bois)
mission type where a tunnel is dug to the surface, and you need to kill every sleeper, and block up the tunnel.
an enemy that runs over the walls and celling at you
dont know if it was said before but, is there a chance we get in the future a map that plays outside ?
Like we have to get some old military stuff and have to enter the bunker first from the surface and then go down collect the Main-Op
Something like during a storm so hearing the sleepers would be more difficult and the only source of light except the flashlight would be the lightning.
be able to hit spit away with melee weapon
Please grant server admins the ability to kick a player from the server. Last night we had to abandon a run with such good progress as one player went AFK and we couldn't open a security-scan door. Yikes.
Maybe instead of glow sticks being a tool you find in the map, every player already has them and they restock on a long cool-down or you only start off with so many. As more items are added to boxes glow sticks will have to compete for space with things like c-foam grenades and they might eventually fall off into being nearly useless.
make sleepers move around the place instead of chilling in one spot and giving easy kills to players
A hardcore insta-death mode
Add elevator music.
Combining refills (so if you find a medkit with 2 charges and one with 3, allows to combine to 5)
Purple glowsticks bc purple is cool
A challenge mode or challenge missions, where if one teammate gets downed for too long, then the whole team loses. For example: The entire map is filled with a toxin that slowly kills players, so the team is sent down with gas masks, BUT the masks are all connected to each other, sharing oxygen tanks. There wouldn’t be a timer, and they all can spread apart as far as they want, but if one person gets downed, the oxygen chain breaks, and all other players start slowly losing health( because of the toxin). To fix the chain, they just have to help their downed teammate.
Alternative melee options with perks/stats. I like how you can choose a preferred style of melee but i think variation in usage would also be cool. For example a hammer which takes longer to charge, but has longer range and maybe even kill Big strikers in a single blow.Another could be a machete like melee which charges quickly but has short distance and only really useful against sleepers and shooters. This gives option for different playstyles as people who like to clear rooms quickly can use the machete. Whereas people who take it slow and carefully can use the hammer.
Bicycles. Ain't noone got time to run around the map because you forgot to loot a box halfway across the map
Add animations the others can see while changing weapons / Charging melee / reviving people ...
Add more infos on the "Expedition Survived" screen like how many enemies got killed, how many got killed in a stealth way... Those stats could also be used by @pseudo sluice on Twitter for global stats maybe ?
Challenge level, nothing but shadow creatures and the entire level is pitch black. Every security door is an alarm door.
shoot a hack box to skip the hack
Add a little bit of challenge to the hack on lockers like : too many fails or too long time between each sequence triggers a small alarm that would wake up the closest sleepers
Please allow a 1:1 hipfire/ads option or just basic sensitivity options for hipfire
New enemy type that 'enrages' sleepers in combat, giving them new mechanics. An example being it gives the scout the ability to grapple or trip players with its tentacles, turns some of the regular sleepers in close proximity to it into the shadow versions, shooters get a bit closer and gain a melee attack if the player comes within range. You get the idea, I just think it would be cool to add new dynamics to the combat, but by not making it baseline it mixes things up sometimes and gives us more priority targets during stealth.
Just a Quality of life thought: Maybe be able to set the terminal to auto ping an item for a set duration. Example: "//ROOT/PING KEY_PURPLE_267 <3>" this will ping the location 3 times in say a certain interval. The Ping can go up to 1-5 times (<1> - <5> in command prompt) making said items easier to locate without having someone to be at the terminal constantly pinging a item.
Deployable Stationary Gatling Gun
buff or replace the burst turret
new knife melee weapon. You walk up and press E on enemy to enter QTE to stealth kill it (must be from behind and only on small enemies). Unlike the hammer this makes no noise at all if you win QTE even if there is an enemy right next to current target. Does not matter if enemies nearby are glowing. If you fail QTE the enemy counter attacks and calls for help. The knife is almost useless on large enemies. Balance: PROS: Skilled QTE for a guarantee no room alert. CONS: Must press E behind an enemy, does not work with large enemies. Weak Damage compared to hammer with lmb attack (3 stabs = half hammer charge worth of damage). Failing QTE causes damage and alerts the room.
make glowsticks persistent, so you can mark paths
add wildcards to the terminal, I hate typing
The mine deployer has different types of mines you can choose from. Pressing RMB cycles the mine types. Napalm Mine: does not kill instantly (damage over time and area of effect) but lights enemy on fire, burns until dead. For short time mine leaves fire on ground so it can light multiple enemies on fire. Burining enemies leave fire trail for short distance and move faster while on fire. Takes about 10 seconds to kill a melee rusher after its on fire. Seafoam Mine: Similar to throwing a seafoam grenade onto an enemy but also leave a bit extra foam on ground. Can freeze up to 3 enemies from blast and enough foam on floor to freeze 2 more. Proximity Lure: Makes a sound to drawn enemies toward it has delay trigger of 5 seconds after enemy stands near it. will wake up sleepers if put down, used for during alarm phases. Shrapnel Charge: Does non-fatal damage to injure a large group of enemies causing them slow them down from their injuries. Can blow off their limbs and enemies hit will bleed over time making them an easy kill. Remote Detonator: Standard charge but does not trigger unless player pressing LMB to manually blow charge. Can place multiple at time and trigger all at once since you place them by pressing E.
suggestion Can we add some type of color adjustment support for the visually impaired? This game is amazing but it's extremely difficult to play being colorblind
Buff sniper/dmr flashlight range, nerf sniper/dmr flashlight cone angle. The current range of the flashlight feels too close for using the dmr or the sniper.
If revive animations are implemented, have them be influenced by the Futuristic/Horror atmosphere of the game, to keep/increase immersion. (Food for thought: What would be required to get someone back on their feet after being brutally attacked by these monsters?)
I feel like the Pistol needs a better sight when Aiming Down Sight. As it is now when I go to aim my arms and gun cover up most of what I'm aiming at and I end up losing the target (sometimes because they are rushing me and get under my arms). Even if it's a small Red Dot or Holo Sight (like on some of the other weapons) I feel like it would help the gun in terms of being viable for medium and close range engagements.
As it is now I'm usually just hipfiring because at least then I don't lose sight of my fairly spastic target.
Everything else about the gun feels solid and in a good place. Just let me see what I'm shooting at when aiming lol.
just lost because 2 scouts aggroed after i automatically swapped to a gun after i ran out of glowsticks... please make it swap to hammer instead
deployable razor wire that slows and damages enemies
Combat quick time events, I think it would fit the game maybe/
not sure if anyone else has to deal with this, but I find that if I hit a sleeper (shooter or striker) in the head, there is a 1/10 chance that it doesn't die. Full charge each time, head explodes each time, sometimes it just doesn't kill them.
RNG is my worst enemy, especially in a game like this. Is there a possibility that the devs could make it more consistent?
When you place down c-foam, you can get trapped and you have to do a qte to struggle off of it.
When VOIP (Voice Over Internet Program) gets added to the game, or in-game voice. Make it so that whenever a player gets downed by sleepers, their in-game voice gets cutted off and a randomized sound file of their player character voice acter gets played, where it screams for help and being assaulted by the sleepers, to really add more to the atmosphere.
tbh its a simple enemy idea inspired by deadspace and a bug that was found (not my video) (https://www.youtube.com/watch?v=BzI3INioYb4&feature=youtu.be)
Having a sleeper with a diffrent body design be stuck up and binded to the wall would be a good add to the disturbing factor to the game, as well as have a longer toung since it cant move., but would allow for 1: the devs to get a little fun with creating another disturbing monster, and 2: makes for a stationary threat that could moan and cry and overall be more unsettling. I cant say this enemy would be here for a threat increase, but moreso the horror factor, tho more enemy types never hurt to see if yall would like it
Auto Chats - Players have a selection of premade voiced callouts on certain buttons (similar to CSGO)
1 - Hold Still
2 - Scout nearby
3 - I need Ammo
4 - I require Tool Refills
5 - MEDIC!
6 - Lets go
7 - Engage on 1. 3... 2... 1...
8 - We are safe
9 - They are alerted
Ect, ect.
Copycat: An enemy that disguises as a locker, and when interacted, swallows the player and slowly digests them. Drains 10 health per second. Distinguished by a very subtle breathing animation.
Characters appearing deteriorated and injured as health is lower, such as rips in clothing, gait in movement, hand shaking, etc.
Make it so that that placed mines have a prime time, instead of being instantly active on deployment, perhaps even with a sound that suggests it happening
Similiar to the game payday 2, give deployed mines by the mine deployer the secondary function to when, instead of exploding, to give a very short mark (not as long as the biotracker does), that lasts for maybe a second. This would be handy in my mind, since you could put this, when the alarm is going on, on certain places to cover your back in form of information, but only, if you are paying attention to it. Or putting it behind a turret as an early idea that they went past that line of defense. Additionally this could be an information only visible on the players using the mine deployer, as only they come with that toolkit.
set volume control for the elevator loading thing. me and my friends keep taking our headsets off while loading in.
Make the game run user optionally on VULKAN game render settings for better FPS performance and overall game performance.
C1 currently has a heavy RNG factor with Ammo and Tool Kit spawns. Recommend that there be a fixed number of packs with a chance of more being spawned to remove the RNG element of succeeding.
give the revolver ten rounds per clip as a reference to 10 chambers.
flamethrower or incendiary devices able to be found in certain expeditions, man that would be satisfying...
When using the bio scanner and enemies are on another floor, the white dots become light grey until you get to the right floor. (Red dots becomes a darker shade etc) This will up the easier of use and also allow the bio scanner to be more effective and also more fun regarding team strategies.
Can we please use 'Copy' and 'Paste' at least only inside the terminal so I don't have to type the whole ID number in etc.
VR and pc crossplay with proper grip point for the guns for added immersion
Maybe you could hold a button, and it shows up a menu of other buttons to press, when you press one, your ingame voice would say like "Wait!" "Strike!" "Charge!" "Run!" and such
Let us choose our c-foam colors!
Make an audible sound for standing up, so it's not confusing why sleepers suddenly get aggrevated by you doing something that sounds completely silent to you.
I think the game has become to mundane in its stealth mechanics. The repetitive nature of going into a room and look around, and then smashing an enemy in the head gets boring after the 10.000th time in the stealth phase of a room.
Therefor i suggest that there should be another way to kill enemies other than just hammering them. The solution imo is a pistol with a suppressor attachment. This silent pistol should have a limited amount of ammo and should do the following:
1. It should take up a primary or secondary gun slot
2. It should work like a "long distance" hammer hit, meaning if other enemies are glowing other than the one being shot, they should be alerted. (This would balance the gun since you still need information on the other enemies)
3. It should be a one shot headshot on the normal sleepers.
4. The pistol should be completely silent, it should only be the bullet that hits the enemy that makes noise.
The silent pistol would help players that are facing 3 or 4 enemies that are stack together, or enemies that are so close that you would alert the others, even though you didn't hit him yourself, and you accounted for their glowing effect.
Make the terminal reveal everything, including utility. However, make it's location around the map randomized as well, so it's impossible to memorize it's location.
Terminal should be able to do is to make an area search by typing List zone_number+area letter
9-iron golf club melee weapon
Enemies can be asleep on top of terminals just for that extra level of player pain.
Keep a hard maximum cap of one Scout per zone, but make the zones that it spawns in completely random.
An enemy that you generally never want to mess with or aggro. It can move between rooms, maybe by air ducts or something, and their is generally a somewhat easy way to tell it’s around. That way you never feel totally safe in a cleared room. Waking up any room carries extra risk, and there is always that fear. It could be mission specific!
Scuttler: new enemy type: an enemy that crawls and is smaller. It will never Aggro or attack the players, but it moves around making noise and causing nearby sleepers to yawn more frequently. This would mess up the rhythm of stealth and add an extra element. Killing him would require moving while hitting and perhaps even if he doesn’t Aggro on players, hitting it without killing it causes it to scream. Meaning players can ignore him safely and deal with the extra difficulty, or take a risk and try to kill him but also chance alerting everyone.
Game suggestion: It would be nice if we could deploy the long range flashlight like the sentry so we could light an area that we want to see better while defending. I believe that it would make the Long Range Flashlight a lot more useful and add some strategy too the game and not make this consumable OP.
Incendiary grenade, that's it. An incendiary grenade.
no quick time events cause that is pretty stupid
Quick time events in the game, as they can be interesting, like the current hacking one is. However, there shouldn’t be quick time events in combat.
There should be different "alarm" events where someone needs to cut open a door to proceed or run multiple commands in a console to turn off the alarm and open a door.
On big maps there should be a couple of cameras in place to view some of the bigger rooms. These cameras can be accessed from the console as a sort of scouting measure. These would only have vision in rooms trapped behind "alarm" events forcing the players to decide if the room would be worth it. (I know there's the bioscanner but a camera would be able to see what types of enemies are in the room as well as the location for the boxes).
An enemy that when asleep is wrapped in some sort of skin-like wings, when alerted it will fly and hover around in the air. Could have 2 forms, a ranged variant that shoots from distance and a melee variant that swoops in to hit you or tongue you.
Instead of grenades like everyone seems to want, place uninteractable randomly-spawning explosive barrels/canisters that you can shoot to make them explode. They would offer a bit more creativity when it comes to planning your defences for security doors, and hilarious moments where a teammate panics and accidentally kills himself with them.
You should be able to place down long range flashlights
In the category of bio tracer and the sentries have a backpack where that specific person could carry more items. When you guys implement animations maybe by pressing a key have the person crouch down, take off the backpack and put it on the ground , unzipping the backpack. They would have a selection of items that they collected ( of course there would be a max capacity) and can actually share with others.
make a survival run where it sends all enemys to you but it has some kind of a dispenser for ammo health ect. or a mode that would randomise the spawn the map and objective type so you never know what would come next so it could be the first room is the spawn room of A1 then a room leads to a reactor door hallway while its an ID mistion but only for those who compleate a entire set of missions
why not weapon lasers since they are attracted to bright light a laser for your weapon wouldnt be as noticeable and would be easier to get past and cold help you possably see how large the room is
In-game voice that sounds and behaves like real radios and is diegetic to the game world. Speaking over the radio makes noise that can alert the creatures. Only one person can speak at time without overloading the channel. Could be an optional feature for those that want to enable it, increasing difficulty and immersion.
Show expedition title in a more obvious place in the lobby screen.
There needs to be in game voice commands for people who don't have mics. Like your in game character would say quotes, hold a button for a menu of voice commands and you can pick one and your character would say it. Like "Run" "Help" "Get yourself ready" and such
perhaps make the middle mouse pinging more in depth like the one from apex legends
make sleepers take fall damage or fall if there is a drp. I tested something out and lured 1 sleeper and kept shoving it until I there's a high drop. Apparently they cant fall to death because they won't fall. Its like there is a invisiball wall for the sleepers
It would be interesting and a little bit immersive if there was a way to de-aggro the sleepers, like hiding spots or just running out of sight.
During the dropdown (example in D1 "Everyone is dead") have also a audio communcation...you hear someone run/radio frequency/ "Everyone is dead" / gunshot /sleepers attacking. That would add to the spooky fact of going doing there.
"angler fish" enemy that only spawns in dark areas, looks like a sleeper from a distance when glowing, but silently attacks for big damage when a player approaches (would be recognizable as a different enemy before reaching agro range if paying attention)
Allow melee to block sleeper face slaps if timed right
when sleepers or other enemies get aggroed, they go into a sort of alert mode in which they try to find out who woke them up and attack them accordingly. So instead of enemies knowing exactly where you are at any given moment (even if you weren't the one who alerted anyone) they will instead wander until they spot you before attacking or find you by sound you create. This will add immense immersion and will make it less unfair to get the full horde attacking you even if you weren't the one who started it in the first place.
give to the sniper, a ver narow FOV scope that has a little of night vision capability, and a red dot laser
[Tool] Pulse Rifle: Knocks all enemies in range back, and heavily damages them if they are knocked against an object or a wall. 4 initial charges
As development of the game goes on and features are added, continue increasing the utility to the current set of tools and consumables. Some ideas (that may or may not be good), for example; applying C-foam to electronics will fry them. Throwing a fog repeller into water or puddle-filled areas will drain some of it. Using glow sticks to see "invisible ink". Using mines to break through certain walls. Thank you!
Please add leaning
A Hardcore mode, where players can actually bleed out mid mission when downed.
Minor weapon customisation such as;
picking different sights for your weapon,
Bigger magazines but increased reload time,
just minor things that don't change the game too much but could give youre loadout that little personal touch.
p.s. for the love of god no golden weapon skins or stuff like that tho!
(Not sure how pictures can work here, but I will try nonetheless.) https://cdn.discordapp.com/attachments/522894627007758353/672494917985239078/unknown.png
The Title Screen when it says "Inject" to "Connect to Rundown" should also prompt the "GTFO and Quit to Desktop" the rundown itself has because (for the picture above) it does not have that feature, forcing the user to get out of the game from say their Control Panel by Force Exiting the game, or in my case force close steam.
option in menu to skip straight to rundown screen
in the lobby/opening intro, allow team to vote to skip the intro, if it is unanimous, they will just load into the last part of the swinging arm
add friendly fire for hammers
Add a method of reload skill-checks (in the same manner as say battlefront 2 or dead by daylight repairs) if timed right you get a slightly faster reload, if timed wrong it is slightly slower.
Would also be really nice if we could cancel our reload by sprinting, really annoying getting stuck at a walking pace with enemies right next to you
kills, damage, efficiency stats. Something to keep track of how well people are actually doing.
"Sleepers Neutralized:
Damage Dealt:
C-foamed enemies:
Sentry kills:"
Etc
The green visual cone on the sentries reflect the distance it can hit. Like a green gradient of most effective to transparent that means wasting every shot.
Put in a very limited weapon customization system. There are a few weapons that I don't use because I hate the optic.
Melee weapon categories, light, mid, and heavy.
Mid would be what we have now
Heavy would make it easier to take down giants, as having 1 and 3 mids take the chance out of stealth killing giants but a heavy is to slow to use during a door alarm. Also it swings slower meaning “kill them before they scream” wake up moments are impossible for that person.
Light: easier to use during alarm waves and keep enemies off you, but perhaps can’t stealth kill bigger things like chargers.
Weapon weight. Certain weapons are heavier and make your walking noise carry farther and cause enemies to yawn more when your around.
This way people could specialize before the mission began into stealthing roles and door holding roles.
As for finding new treasures in lockers or containers, I thought about finding key fobs that grant access to ethical batch commands. Like finding a fob that allows a one time use of a batch command that auto enters one password for one of the first three quarters of reactor tests in C1 (I think it would make things too easy if people always use it on the last wave). These thumb drive batch commands would be a super rare find under the shelf along with whatever is on the top shelf or taped under the lid in a container. As for other batch commands, something that won't break the game, but would be a little treat. For example, finding something that would auto ping one item until it's found and the strategy is that it would be unwise for players to use it on some random med kit.
Burst sentry either needs more damage or more ammo as it just isn't as effective as the shotgun sentry even with the range advantage
Middle mouse button should be able to tag enemies, the same way it tags lockers and doors and such.
after completing level/Squad wiped out, on the map see all Lockers and boxes that are open/closed and see items in them with the percent
Make personalities or mental states go deeper. Make more mental states. Such as irritable for example and give them traits. Like for irritable have them suddenly and randomly toggling an attack or placement of whatever is in hand, but they can also take more damage or something like that. Cause as of now it seems mental states are kind of irrelevant and I would like to see them be part of the game.
I would love to hear more voice interactions between the characters
A flame thrower turret, shooting flames that stay on the floor for a bit too and do damage over time. It's range would be very limited but when enemies are grouped up the damage would be really high.
In game voice chat, with an option to make sleepers react to it as an in game sound.
see the objective and chat while using terminal
option to control the volume and mute the elevator
melee weapons give a small movement boost when held out.
Keep old Rundowns in some kind of archive so they remain playable.
Add an info tab at the main menu that shows information regarding weapon statistics, enemies attacks and tips on how to dodge them, a tiny bit of lore regarding the enemies backstory (ex. why some are small boys and some are big boys or scouts) etc.
the option to trade items with the group , such as glowsticks,flashlights and c-foam granades
C-foam directly applied from the launcher should last a bit longer on sleeping sleepers as they are not struggling (following the logic that C-foamed doors stay C-foamed for a long time). Unless there are plans to change their reaction... At the moment, it makes more sense to bring a sentry instead.
add dead prisoners with ammo, health, or tool packs on them.
a gamemode that would randomise the entire map for replayability and objective type so you never know what would come next so it could be the first room is the spawn room of A1 then a room leads to a reactor door hallway while its an ID mistion but only for those who compleate a entire set of missions (reason for repost was cause this one was on 2 separate ones so I cut it down to its own )
Right now, pressing the middle mouse button while it's over a door or a locker sets up a tag. It would be really useful to be able to put a tag anywhere. "Bob, you go here" - click to tag a location. "Sue, get behind this guy" - click to show which striker you're talking about.
support tools added where instead of bringing defensive equipment or a bio scanner you had the option of taking items such as an adrenaline boost for sprint speed, or even ammo or medical supplies. Draw back only 1 use item
armor vest that absorbs a certain percentage of damage before depletion obtainable from rooms with a higher threat level.
Failing too badly at hacking (such as letting the orange portion get too big in the current mode) produces a small alarm, waking the sleepers in the room. This would make hacking a skill worth getting good at and add depth to the stealth gameplay
Further, add consumable auto-hack tools like in Deus Ex that go in the glowstick slot so people can safely hack something in a crowded room at a cost
when a door breaks you could fix it with c foam but only has a little bit of hp
tool that would mute all noise including gunshot only in the area of effect. Would be useful for taking out scouts silently at a decent distance. Say 10 meters
counter idea from previous post. Gun suppressor that breaks after a set amount of shots have been fired
changeable gun sights
A level where an alarm sequence begins at the start.
more realistic melee weapons. Crowbars, fire axes, lead pipes
a wheel for voice commands
An in-game map editor/creator.
When the cage starts to stop, sparks fly off and give off light
An enemy unit that works like a trap door spider hidden in a knocked over crate, that has tentacles spread across the floor. (maybe about 8-10 meters in front of it's hidden door) Hard to spot unless you flash your flash light to spot. Only way to lure out the head to kill it is to flash it's hole up close or throw a glow stick in front of the door. (glow stick wont set it off.)
Add small holes in the walls in security door rooms that you can use C-foam to clog. Currently C-foam is not to useful, so this gives C-foam more use and this would help spread the enemy spawns so you have to focus on more then 1 or 2. (would last about 20-30 seconds. maybe 1-3 holes per room that spawn 2 sleepers.)
limit the amount of carryable C-foam grenades to 2, but make them stackable so that if you have one and find another in a box you don't have to leave it behind
Broken Terminals. An idea for future Rundowns, but there should be a chance for terminals to spawn broken, requiring a part hidden somewhere in another zone to repair.
some droning red noise when in complete darkness that gets louder or quieter based on how close you are to a wall. Can be used to increase immersion if blended well with the enviroment.
ground sound hazards that can make sleepers more irritable when approaching from that area. Like cans or broken glass.
add achievements to the game
big boys can throw the little guys and players
add a crowbar or pipe melee weapon
|Sleeper| The Hive: The hive is a type of sleeper that stays latched onto the wall, dormant.
Add perks, each perk has its unique talents, EG spawn with max ammo, be quieter or less alerting, spawn with a 2 use ammo kit, meddi pack, ECT, a bunch of stuff that could change the outcome of that run significantly so long as your team and you can communicate.
night vision goggles with 90 seconds of use time, while active it drains the batteries, however it lights up an extended proximity around you
an echo machine, has X amount of uses, when active it pings every monster in radios, however also puts them in final stage of being asleep, so any movement when its is use instantly triggers them, so everyone needs to be still in order to not wake them, until they calm down
An underwater rundown or some type of water traversal that requires some time underwater to get to a new room,etc...
A separate sensitivity slider for when you are zoomed in (Aiming Down Sights). It's hard to find the proper balance right now.
replenish items like medpacks on pickup until max amount instead of switching them
the flashlight pickup is deployable like a sentry turret for horde lighting
Welder tool --- door reinforcement or forced entry of locked/damaged doors. Obviously still an expendable tool that requires ammo or a consumable pickup (flashlight/glowstick). Hard implament: can cut through alarm doors/key doors for a large amount of spent tool ammo and -1 active shooter in a hold out and possibly a shorter amount time spent on doors. Cutting through security doors still sets off alarms. Used on standard doors to reinforce them and slow hordes/block entry points. Can create possible optional doors that require unwelding to open for potential scavenging. Various ideas, up to devs if and how they'd want to implement it of course.
Summary: I like aliens... welder is cool ._.
in later levels the walls and ceilings of the levels should be covered by some kind of organic mass the deeper you go down
Add a small shield wieldable only with one handed guns. Able to block or decrease damage taken. If hit too much or high damage (big boi tongue flick) your character stumbles.
The further down you go, the more grotesque rooms become, with things such as blood, sleeper material, or bodies. General visual changes to the levels as compared to every level having stone walls and floors accompanied by clean shelving
Vertical levels
give the sentries voices
If you fail hacking loot box on first try it destroys itself to make the game harder
Alright. I'm going to be talking about:
Downed system: When you get downed. The camera remains the same. Just lowered down to the ground. And you pull out a secondary with limited ammo. Which can be refilled with Ammo pack. When your downed and can shoot. The sleepers can still hit you. And knock you unconscious. Eliminating you from Seeing, Shooting and Hearing. (You remain still and can look in every direction. But you can't crawl around, like Left 4 Dead)
new arms, like bows, molotow and maybe drones that you can control to scan the room tracking enemies
When you open the map it is centerd on your position. Could be added as configurable option for those who prefer current behaviour
What if there is a new type of enemy that is a turned survivor? They are always walking around, with their flashlight flickering (Only makes things yawn). So imagine seeing a flashlight moving around when you just opened a room. Because the suit worn by survivors is "strong," they can't be fully transformed and still remember parts of their mission. Maybe they are just STARING at an interactable for 10 seconds, then wander over to a door and do the same, then they circle back between 2-5 POI in the room. Taking down these will always reward an equipment of some kind.
Being able to ping sleepers like material and doors. It'd help sometimes. Help alot actually.
I feel like the bioscanner is really underpowered. It seems cool to be able to use a "Halo-esc" radar for detecting baddies. But I think going with this version would make it better for direct visual feedback in the world while also inducing risk.
I think it could be really cool if the scanner would work like this: It requires a sample of a dead sleeper/other mob and scans it for the "wake cycle." It then finds the right frequency to jumpstart the signal and transmits in on upon activation. This makes all enemies within a large radius yawn/go up by 1. If a scout it "feeling" it will be alerted if it is in range.
-If it seems too strong: Have it activate in tiers based on how long you transmit (5 seconds to reach each tier). 1st tier is a small radius, 2nd tier is a much larger radius but then increases the alertion level of the last one by 1. (So all in T1 start to pulse while T2 yawns). This keeps continuing, but you will wake the nearby ones.
-TLDR: Kill something. Scan it. Go to new room. Activate Bioscanner and make everything nearby yawn.
my buddy pointed this out while we were playing a couple of days: it's kind of inconvenient having only one "use button".
This example came on his first time playing and when he was using the shotgun turret. His intuition told him that since he was replacing his firearm in his hands with the turret, the turret should take the place of gun in his keybindings. because of this, he expected the key to put his turret down would be left click.
But it wasn't left click. instead, it is the 'E' key. this ended up confusing him and made him have to stop and ask me what key he needed to press to deploy his turret.
once he understood how the turret keybindings were set up, he wanted to change them because that's not what he's accustomed to but he couldn't, because it would change all the keybindings connected to the "use key".
This issue made me also realize that while the game's "use key" fails to utilize other un-utilized keys (or keys that aren't utilized at certain times), it also forces overlap. I've had multiple times when I'll try to use a consumable only to climb the ladder I was alittle too close to. having the option to make my "consume" actions connected to a different key than my "climb the ladder" button or "open the door" button would be a convenient thing.
To summarize what I'm suggesting: Look at the "Use" key, explode it into the various options it has compacted into itself, and give them all their own key binding in the options.
Thank you in advanced if you do take my suggestion!
change medpacks/ammo packs/tool kits/other consumables to override activation events, ie "Door alarms". It hurts to heal your teammate, only to prematurely set off the door alarm you're standing next to. Quality of life.
TOOL: Sound Wave Emitter
same suggestion as above, but doesn't have a motion sensor, only works in your hands, probably the thing that ludvig leaked to us a while ago, seems cool
Bio Tracker simple QoL upgrades :
Locked chests make small alarm if you fail so many times.
maybe barb wires to slow down the enemies during certain situations
item descrptions or instructions on how to use certain items
A challenge mode for those who have completed all of levels in that stage (B1 and B2 etc) and apon selecting challenge mode and dropping in the Enemies are my healthy, less lockers and boxes, they deal more damage and are more wary about your presence (they glow more often and flop a lot more)
remove red glow sticks
A different kind of alarm door that instead of doing security scans you setup a breaching charge(s) onto the required door. You could justify it by saying the door is malfunctioned. Perhaps you need to setup multiple explosives, justifying waves coming after you being ticked off by the massive sound. Then to finally open the door you'd have to remove debris stuck loosely in the door and thus gain entrance
New enemy type Host medium health pool medium speed high damage when the host dies 1 to 4 underlings (name my change) will spawn they will deal low damage but are very fast and not a lot of health they can only melee the player but the host can spawn in packs but usually cant spawn where scouts are
https://cdn.discordapp.com/attachments/585063132553281556/673538201943539722/render.jpg 3 keys lockers for major items or quest item or maybe a chest that can only be open when the alarm is on (this last suggestion is made by @cursive fog )
reduce ID collection amount from 12 to 7. Collecting 12 ID becomes tedious after time. I spent 2 and a half hours with a group on one mission yesterday and we all became annoyed at the constant roaming. Fearing that we may miss one locker and be forced to searched room by room a second time.
Rampant security AI that locks and unlocks doors, messes with alarms and maybe some automated turrets. Gameplay is more of a stealth (hide from cameras, avoid terminal use) away from the AI. The AI tries to look from room to room for the characters, so trying to draw the AI away from rooms of sleepers may be possible to make clearing easier. End Objective is to get to a security hub room and shut it down, then GTFO as the AI tries one final time to kill you by calling hoardes.
infrared glasses (as a special gear) with short limited timed batteries (between 1 and 2 seconds i'd say) which you can loot on the map like other consumables but they should be quite rare as night vision is rly broken, ofc you have one battery at the start of the mission.
IDEA:
All three hammers should behave different to archieve more variety in playstyle:
Mallet: The light one, you can swing multiple full charges to clear multiple enemies, if you know what you are doing. It's fast, but does not the best damage. It's reliable for people who love to use the hammer often. Because of it's light weight you have a pretty good range.
+Fast
+Good for multiple enemies
+longest range
-Does not a lot of damage
-Not good against big enemies
-aweful pushback
Warning! Not good against Big Strikers
Maul: Pretty average, it's medium weight is perfect for everone, you can charge at a normal rate, and a full charge does full damage. A not fully charged swing is not so powerful
+Medium Damage
+Good against more enemies
+medium range
-Push back is aweful slow
-need multiple hits against bigger enemies
Sledgehammer: The Heavy one, it's heavy weighted and has a long Charge time. It's damage is pretty good for people who love to take it slow and rely on sneaking. If you wake them up, you can't use it to clear enemies that fast. A not fully charged swing is pretty weak
+Most damage
+Can take out big enemies with one full charge
+Strong push back
-Not good against multiple enemies
-Charges take quiete long
(Note: If you read this you may realized i didn't included the Gavel. Well... i just forgot it, ok? ok!)
same suggestion as above, but make sledgehammer less OP, acts as two fully charged maul hits when full charged, essentially double the damage, but of course charges slower than the maul, takes a bit more than 2x the mauls recharge time to make it not a straight upgrade.
Adjust the terminal view. When you are at the terminal someone can block your view by standing too close to you. With friends this really isn't an issue, however I can see it becoming a big griefing issue in the future with matchmaking. I don't think the view should be locked, because if you're in deep fog the fog can sometimes block your view as it's passing, and I thought that was kinda cool. At the same time, I would be extremely frustrated if another player blocked my view on purpose.
Be able to ping ennemies like we can ping items, with middle-click
I would have thought of adding a competency tree, the points for progressing in the competency tree would be obtained through a successful mission. For example one could improve the starting ammo from 10 to 12 (This is an example) When using a medic kit one could heal oneself from 20 to 30 hp.
Press Z to zoom in to help spot things in the distance.
Lower the glowstick spawn rate, really not a good feeling to get a room with 5 boxes and every single one is glowsticks
more glowstick colors for no reason
A new enemy type; Blinders. They won't hurt you but will glow very bright when awake which can wake more sleepers. In the sleeping state it will not make sound or light up so that it will be hard to spot and easy to bump into.
Extendable fences that can be deployed in various locations to create choke points. Between walls or doorways or stairs, something to stop enemies from passing through temporarily until the wall is destroyed.
The abilty to modify the weapons. Like change the DRM scope/iron sites to something like the shotgun scope/iron sites. Or the abilty to earn scrap so that I can modify the machine gun to maybe have a slightly bigger mag. (Or another scope/iron sites)
add area filter for List command, that only works for zone in which terminal is located. Might have syntax like "LIST ZONE_20_A RESOURCES". This command wont add any new information, since you can ping every item in same zone and get their areas, just a QoL feature.
For player customization, have the original payday 2 crew that are now prisoners. (lol)
show commands of @grim reef in discord
If the tongue of the strikers hits you to many times the infected meter rises till you can no longer be revived and eventually turn into a sleeper.
So as it is now Terminals can only access information specifically within their areas.
What I'd suggest is a means to connect the Terminals information but only ones that you, or a teammate, have actually interacted with during the mission.
Not really a big game changer but more so a QoL just so that running between terminals isn't such a hassle.
Easy implementation of this would be the Terminals and their information is cutoff until the Terminals are turned on via interacting with them.
A melee weapon that is a chainsaw. It alerts everything in the room but does massive damage. It will need to be refilled with an ammo pack,
The ability to ping boxes/doors/chests that you have already discovered on the map. this would make it easier to show someone the location of ammo for example, if you've already moved away from it
add a feature to were you keep track of kills on weapons or total kills you have so you can see how many kills with the hammer you have
and a logbook for all the monsters and items and characters.
Environmental hazards to prisoners and infected. Such as causing debris to fall, door crushing, possibly flooding or gas (poisonous or flammable) in certain levels.
add remote play together functionality
Many many times i see people not know that you can scroll down in the weapon select. I know there is a scroll bar but it should be more noticable. Many people don't know about shotgun turrets or the sniper which are both pretty useful
While killing scout make c-foam required to kill him silently without alerting room he is in. If you kill him with melee he should scream and alert a room he is in. If you won't succeed he should behave normally - blue light and you're f&*d up. If you use a c-foam first and melee him, the kill will be silent.
Actively using a cfoam launcher should trigger nearby enemies' pulsing state. It makes quite a bit of noise when you fire it, and I feel like timing the blasts should be a must if you're using it in the middle of a group of enemies.
Opening lockers and chests that have an enemies right ontop of them should also trigger enemies' pulsing states. Playing the unlocking quicktime event directly next to a monster should alert them. Players shouldn't be able to open locked containers and grab the loot without risk or punishment.
If you start the scanner for a door then don't open it, the text prompting you to stand inside the scanning area can obscure other messages, like reactor codes. The scanner message for a door needs to disappear again if not used for a few seconds
The 'ping' feature you can use with consoles is too high pitched, needs a menu option to change it
enemies cant scream (and alert nearby enemies) if you decapitate them
Make the sniper rifle able to penetrate multiple enemies
implement toggle option for automatical uncrouch on pressing "sprint" key
New Weapon: throwing knife (same slot as glow sticks and grenades)
You get ONE longrange stealth weapon
Can be picked up again
Every throw damages the knife and the accuracy sinks
Hitting ground or wall makes noise (wakes them up) and damages the knife more than a hit
allow host to change selected map in lobby
New enemy type - Monster like a barnacles from halflie https://www.lasertimepodcast.com/wp-content/uploads/2015/10/monster-4.jpg
Update on my Challenge mode suggestion. At least 1 scout will always spawn on a area where they have a chance to spawn, their feelers reach longer distances. During alarms the Security scans will go far from each other making alarm doors much more difficult. Finally you spawn with only half of the ammo you would spawn with meaning most engagements will require the use of melee.
An awesome idea could be upgrade parts scattered around the levels, attachements for guns and equipment upgrades. things you can find by doing extra objectives or something, permanent upgrades.
Perhaps this could be a way to implement cosmetics?
Thermal scope for DMR and Sniper rifle; lower signature for dormant sleepers, higher for activated
small ennemies crawling on the ceiling and screaming like damn demons, quite fast, they die with 1 or 2 bullets but they explode if not shot in the head and near you. They should be quite rare, they alarm other mobs when they blow up but you will most likely meet them while the security alarm is on
chainsaw as a primary weapon.
For character customization it could be a character change like instead of woods, hackett, Bishop, and Dauda it could be Nick, sam, rick, and david etc
if the alarm on too many hacking attempts gets added, add a lockpick mechanic or tool that replaces the hacking tool slot which is significantly slower but silent.
very insignificant issue but it would be nice if 100% sniper ammo was 3 shots loaded and 9 reserve, rather than 3 shots loaded and 8 reserve. (Short version: give sniper one more reserve bullet at max ammo)
An animation that changes the position of the medipack/ammopack/tool refill when you're set to use them on another player/turret, in order to limit accidental uses on oneself or others. Thank you!
Please for the sake of those of us with a bad case of OCD make "100%" ammo actually make sense when I look at reserves.
Having a full mag then four more full mags in reserve then... Oh what's this? 2/3rds of a mag? But my ammo says 100%! And my other gun! What's this 4.8 reserve mags but it's also at 100%!
Quickly wastes ammo to even it out in desperate attempt to forget the sin that is uneven ammo reserves at what is "100%"
when you're out of glow sticks, change to empty hand and force the player to manually switch to an new item/weapon. I've had multiple incidents in play throughs where people accidentally shoot their gun because they ran out of glow sticks and kept clicking.
|Mechanic| Add more hacking minigames
Different colored blips on the bio tracker to differentiate standard sleepers from new enemy types.
Idea for a ceiling crawler enemy. Slowly creeps towards the nearest player and lashes at them with their tongue. Does not alert the room (Scout's already have that niche covered) but forces the players to work faster & more efficiently within the room, possibly making more mistakes.
new levels that disallow bio scanner
C-foam at the doors should be removable without destroying the doors
After completing a map at the end card there should be a timer so you can see for how long you played that level (for example if you played the map for 2 hours and 3 minutes it should say that in the end for everyone)
the ping feature doesnt just have to work on lockers and doors. it should work like a normal pinging mechanic in any other game. e.g pinging an area where you want your teammates to hold out
Maybe Doom-style monster infighting with a very low chance of happening would be an interesting feature, adding the ability to run into a group of enemies and hope they start killing the big guy
|Mechanic| The drawing on the map stays indefinitely unless the creator right clicks on it
I'd say make the ammo count have the starting ammo and max ammo be divisible numbers. For example, instead of the machine gun having 25/82 for it's max ammo, make it 25/100. Also, I would suggest making the weapons sound more powerful (they sound like peashooters rn) and increasing the Machine Gun's clip from 25 to 50.
The Sniper optic should be more Sniper. It’s currently something you would use on a AR
Enemies and obstacles that cause status effects like damage over time or freezing players for a few seconds like redeads from zelda
enemies that can knock you down (also more maneuverable death camera)
change the viewmodel for each character.
Going off of the claim that anything extra the prisoners grab can be kept, players should be able to keep whatever consumables they are still holding at the end of a successful rundown, which would encourage more replay of older levels even after beating them.
we can combine packs to make 1 with 5 uses and reduce the others uses
Either as a loadout gadget, or an addition to the long range flashlight, an IR light/googles be added. I feel like that could be really cool.
a gadget that would be place on the floor and in a aoe around it any sound made becomes muted. It would need equipment packs too recharge it.
Add more use to the terminal with hacking. Like a certain sequence of commands or a query linked with certain items that could bypass things like a secure door. Where you enter this command or sequence correctly and a secure door is unlocked without finding a key. Or maybe it just disables the alarm on the door so it doesn't alert the enemies when using a key or opening it. But on the flip side of things. If you mess up the sequence or create an incorrect hack. It alerts the various types of enemies and they charge you for x amount of time. Basically a risk verses reward on the hacking. That if you pull it off it could help you possibly bypass whole areas without needing a key. But on the flip side you will have more enemies come at you in that spot for so long if you get a bad hack.
For example. You do a query and in the details of a ammo pack you see somewhere a capitalize DI. A completely different item has a SA in it and lastly a third item with just an RM. You do a massive query putting those item ids in order basically spelling DISARM with the capitalized words. With the random way items are put in the level would make it very dynamic. You could even have matches where you don't get any hacks or maybe some partial hacks to think you can do something. Also you could completely randomize the # of items needed for the hack. Maybe you could do it with one item or even 6. Key point is you are using the terminal as a way to find hidden keys to perform an ultimate hack on the floor's entire system.
Sometimes you have a moment that your friend needs to go afk for a bit. (Well our group has it many times though..) It might be for short or a long duration. Of course, you can clear the rooms further ahead, but when you're at a secured door with a bioscan; You basically cannot do anything till your friend returns.
So my suggestion is.. C-can we please play something like pac-man, snakes on the terminals to kill time? :X
Add a "hardmode" option at lobby, all it does is to set crosshairs and some others HUD opacity to 0
Add a proximity alarm device, this could be used when doing a alarm door to warn the players of the direction of the hordes, downside is this has a chance to spawn more. Balancing out knowledge vs threat. Max charges would be three, can be damaged by ai.
for character custmation it could be divided up into 3 categories, headgear plus gasmask, body and backpack, and other small things.
Make levels that better cater to a "more run-and-gun, less stealth" preference that aren't straightforward shootouts like C1. The closest level to this right now is B2, which is packed with stealth gameplay. A level like B2 would do well with less stealth between alarm doors. A level like B1 or C2 could use more collectables behind optional alarms. The resource level of C1 could be carried into a level where you are intended to screw up stealth in rooms and go loud halfway through clearing it (although this risks being close to a stealth-oriented level, other stealth levels tend to punish you far more for pulling rooms, since they offer so few resources outside of side areas).
I think it would be cool to have another kind of scout who uses a pulsing echo location technique. So he would create an echo pulse and identify players in the room. He would begin moving toward the closest player. The players would need to move into another spot before the echo goes off again. Players remaining still will trigger the echo scout to freak out like the feeler does. The context is this creature is one intimately familiar with the room so he knows when something is out of order, like us the players. This then creates significant tension for us because it forces us to move quickly despite our desire to remain stealthy.
What about a creature who wanders and occasionally vomits/dispels a slime of sorts? When stepped on, it would alert him or stick you briefly. He would then start honing in on you based on the bio nastiness. A counter to this could be c-foam to cover the stuff up. It would add increased value/utility to the foam as well.
Make a map with random spawn location Mini Boss that suddenly breaks door and hunt players, with ability to summon hordes when below 40% hp that can be cancelled with a little bit of teamworking
gender non conforming for the people who dont idefnetify as male or female
stats menu so you can see things like how many rundowns you've completed vs how many you've attempted, preferred weapons, total number of kills, etc.
possibly the addition of an un-ready button before loading into the level.
minor amounts of resources (a bullet(s), a glowstick, maybe a seafoam grenade) upon the corpses that are found within the complex that are already dead. Makes them functional as well as adding to aesthetics.
On the other suggestions about a water based level or something, an easter egg should be being able to see the 'ocean man'. Yes, take me by the hand.
Reduce the camera moving when taking damage from an ennemy
add rats and bats as something that can alert monsters
Limited flashlight battery life. You can find batteries around the map to refill yours or use a long range flashlight which can never run out but is risky to use.
make the despawn time of corpses configurable.
make the number of visible corpses (before despawning) configurable
make an enemy that is alerted only when players are making WAY too much noise and are being too reckless and pins one prisoner (or two depending on how many there are in the expedition) down.
Make a short animation to indicate when a scout’s tentacles come out instead of an instant cast. This way scout’s are more approachable for a melee swing.
make a long range flashlight a placeable object like a sentry, this way it can be useful as a lightsource at alarmed doors.
"Toggle Gear" option needs to be renamed to "Cycle Gear". An option should be added to allow cycling last weapon/gear used
Another Mine gun that can launch a mine and blow up in a proximity but really loud so it will alert the whole room
the ability to turn on/ off lights in the complex
Similar to the suggestion above, all/most of the lights throughout the level could start the game switched off and you have to find a terminal and punch in a command like LIGHT_ZONE_17A to toggle them off and on, however turning on a light in a room that still has monsters would make them aggravated and break down their door to come after the prisoners. This would make more consistent sense with how the monsters would react to ALL light, not just the lights from the prisoners. (Don' the number of brightly lit rooms I've entered filled with monsters is ridiculous and brings me out of the moment)
the ability to charge and release the hammer, as well as allow shooting (and aiming PLS) in midair
parkour? I'm not saying full out wall running (although that would be cool) but being able to climb things around the character's hieght would be nice
Can you add the option of lean in the game(when you aim behind an object), so we can peek while crouched behind an obstacle. Sometimes when you hide behind an object you can't aim right.
display allies as an identifiable blip on the bio-scanner
If a Wave spawns Musik should Switch to BFG-Division.mp3 😎
generators like or other loud things that you can turn on in rooms which would attract sleepers and makes your way clear for small period of time.
mute button.
Provide an option to make ladder climbing not based on where you're looking. I want to press S to still go down even when I look below me.
I'm not sure if this is how it's meant to be
Really intense music plays when only ONE sleeper wakes up. It feels like everyone in the room woke up. Maybe toned back if only one wakes up
Have a single mission from old rundowns (once new ones are added) that rotates out every day or week so people can still play them occasionally.
Make the bio tracker have ammo darts that can ping sleepers and not wake them up with only 4-8 shots so it’s limited ammo and you don’t have to change anything else about the tool
I'm going to regret this, but I think it would be cool if there was a Weeping Angel style enemy in the game. Search Doctor Who weeping angel if you don't know what I'm talking about.
chainsaw as a tool.
glowsticks should last longer. They should go out about when were done clearing a room. Also keep the glowsticks, just make them look like they ran out of power so it doesn't look like they just despawned.
more complex terminal mechanics?
Probably already suggested, but add bodies of previous prisoners in subsequent runs of the same level for the one hosting the game, or have them converted into sleepers/infected that could attack you.
Some audio logs hidden throughout the facility that could provide secondary optional objectives to find hidden lore. Or logs that would simply overhear some staff in the facility going about their regular day of work to hint at what that section of the facility was designed for. Finally, some non-lore based audio logs that could be strewn about left over from previous units sent into the facility discussing the dangers they experienced somewhere else, or giving a tip regarding a room that contains high loot spawns.
if you tryna make the game more intense, make a monster that could wall climbing/walking/hopping or a monster kinda simillar to Witch in L4D. Or maybe can make some monsters that sleeps on the ceiling like a bat and behave like a bat, only attacking people who makes sound. It kinda different from a normal sleepers, this monster you can hide from them and stop making noises so it become idle again. This way, if you clear sleepers on a room, you still have to silently walk and not running around from room to another and making sound. Maybe this one is a special monster that only spawns in subcomplex/D/E mission.
have a creature that requires multiple players to stealth kill it might have 2 critical points to create more team based stealth.
Environmental based enemies. Wall sentries that yawn, taking the form of shooters and strikers with modified abilities. Wall strikers ambush and incapacitate prisoners, not immediately downing them, but damaging them over time, while pulling them towards the face. The shooter variant would drop small turret like enemies that shoot an amount of shots then die. The enemy would work with an aesthetic of overgrowth.
music scaling stolen slightly from @chiral#5378. when you enter a room with lots of enemys the music plays a quiet music. when you alert a enemy a rapid heart rate can be heard on top of this quiet song. when group wakes have the volume increases and heartbeat stays. when everything wakes up the game plays into a battle music. and when you use a alarm door it uses a more mild air raid sound or emergency broadcast system sounds mixed with a scary mix to it
tranquilizer dart like c-form grenades 🙂 SMILEY FACE
Tool: Torch Gun
Requires the user to stand at a door that requires a keycard and cut a human sized hole in it.
When you finish torch cutting a hole in the security door the panel drops to the floor alerting the room, on the bright side you didn’t need to hunt for a keycard...
Big boys have a special animation where they can pick up the player and slam them on the floor
Uncommon Enemy Type:
An enemy that is attracted towards bio scanners that are in use. Not aggroed but sleepwalks towards it's user, whether directly following or just periodically moves towards the player. Could easily cause terrifying moments or create alternate strategies to clear rooms.
Chainsaw as a melee weapon
bio tracker to have a use in combat. Maybe making it so you can get info on a target when aiming it
bayonet on the end of a rifle gun for charges
grendade launcher special weapon
throwing knives for long range stealth kills
difficulty changer to make the game easier
attachments for weapons
cosmetics and character customization
allow other players to see when you are charging a melee Attack, like a new animation
when killing an enemy up close their blood would fly onto your gasmask and stay there for a few seconds
fix the ol spaghetti arm swing for teammates melee animation
Realism gamemode: Minimalistic HUD and limited information given about ammo, health, etc. Can't see teamates through walls (silhouettes), perma-death if you go down, lower loot spawn rates, and enemies do 1.5x - 2x damage (not including giants).
expanding on @gray estuary You should have to equip weapons to check ammo
add penetration. mostly on sniper rifle and mine deployer. i have just checked if two runner walk together, sometime the mine doesn't blow both. Sniper need more ammo or power and mine need more power to make it viable
maybe add knockback and damage on the dmr, but not too much, else we will one shot scout
C-Foam launcher behaves more like a sprayer, rather than burst glob launcher. Think similar to how flame thrower from TF2 behaves/is operated. Player has to then use C foam more conservatively but is more capable of using it precisely. Coating doors would require more active "coating" of the door rather then just burst firing and having the door suddenly coated. Also reloading should be screwing canister off and back on to make it feel more like foam product.
exploding type enemy that deals splash damage and throws you back, and alerts all the others in a 100 foot radius, if shot in stomach 3-4 times or hit in stomach in sleeping state with hammer explodes, if hit in head has same reaction as common enemies, either die or somehow stay alive
The bodies that have been left behind and on the ground can have loot in them but there could be a little thing/enemy (either one) in them that would either attack you when you loot the body or make a noise that will alert a guy with the same mechanics of killing a sleeper with another sleeper nearby like sometimes it won’t wake anything nearby but sometimes it will and there is a higher chance of waking them if their heart is beating or they are glowing
More stuff / trash around the place and floor that causes noise. Think of like a metal rod rolling around because you stumbled on it, hitting a loose metal plate, crunching of dirt / gravel. Considering the rundown state this place has in certain areas it feels appropriate, also just spooks you a bit more / keeps you on edge as you move from enemy to enemy in silence
Make appear the box and locker numbers on the map, and/or change their status in terminal after opened. (Opened boxes on shelves makes it hard to backtrack which loot to has not found in a zone)
Change the way max charge melee works. Instead of having a forced swing after moments of max charge, perhaps implement a momentary stamina loss (fatigue) after a maxed out melee charge is used. Sudden loss of stamina/inability to sprint away would be a better and more realistic system to navigate than charging swing and being forced to swing.
Automatic weapons singe/auto fire mode
Context based UI elements that can be toggled to appear only when “interacted with”. For example instead of all weapons and gadgets appearing on UI at all times, UI only displays the info for equipped weapon or gadget.
Add bonfires
Give scouts and big boys an animation when they go up or down a ladder pls. I do not like it when they instantly kiss me when I stand next 2 a ladder.
Let us ping the items inside the lockers or containers. I don't want to ping that there is a container or locker XD
Make it so there are more voice lines. When the characters are speaking to each other it really makes the atmosphere even better.
And make it so you can choose who your character is 🙂
maybe make it more atmospheric like: if you're hacking that others can hear it to. And when you open the door and go in a big ass room that all players hear the same sound and not like a random sound for each person. So they have the same impression like "Wow did you hear that"
boost machine guns ammo to 45 or 85.
show icons on map indicated what is inside of resource lockers
have the ability to do directinal pings, not just for boxes
Since everyone seems to take offense to the whole thing about how I went about my joke of a suggestion/rant let me clarify the issue and how/why it should be fixed.
Hitting an enemy in the head with a charged Melee will kill it. Easy enough.
Hitting the same type of enemy in the chest and COMPLETELY destroying the upper torso (this includes the Rib Cage, Arms and most importantly the HEAD) does not kill the target, or at least not consistently.
Clearly this is confusing for... well... everyone. Person hits it and sees this clearly obvious display of destruction only to realize the target is still standing, moving, attacking them and screaming to alarm the entire room when the thing has no "mouth" to speak of.
Now understandably if the target just loses its arms or legs or even gets a gaping hole in the chest or hip area but the head is still intact then it's safe to say that the entity can still function.
Of course the occasional moment when the targets lose their heads and still keep moving raises a few questions and thus just makes it all the more confusing as then things don't seem consistent... which in a game like this that's probably not a good thing but that's a different topic altogether.
TL;DR
If I destroy the entirety of an enemy's upper half of the body and it doesn't kill them because I didn't hit the Head specifically even tho the Head was destroyed along with the rest of the body it should die right there.
Or at the very least not be able to scream and alert the rest of the room or climb up the ladders in a completely awkward way with just its feet.
Change up the current enemy meta by adding alien spider creatures that are light sensitive, therefore can be fought using flashlights and whatnot. Think the spiders in the Metro series. Basically these creatures are awake and more aggressive and require the use of light as a weapon against them as they are vulnerable to any light source.
A way to set a delayed fuse on the mines. You could make it so you can hold down left mouse while deploying them, and the time you held it down is how long the delay is between the mine being tripped and it going boom. This would help prevent a mine being rendered worthless because one guy decided to run in front of the horde, and letting the player set the time would prevent it feeling unfair if it went off to late.
Might be nit-picky but more specific sound options, so i don't blow my ears out with gunshots cause i turned the sound up high to listen for sleepers.
Flash light, and equipment batteries for the bio tracker. Extended, unnecessary use could have you stumbling around in the dark.
Enemies/environmental assets (inspired from the indie games such as the Amnesia series, SOMA, and Syndrome) that cause Visual/Audio distortions and effects on your character. A huge part of what made those games scary and thrilling is that you were prone to lose control and you weren't really able to "understand" the AI. As the game is now, 60 hours in; at the 15th hour, the only fear was being overwhelmed... but now i completely understand them, that I'm able to get up into their faces with mallets, be they giants or regular sleepers, they are kind of... cute.
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The horror is gone. Please surprise us and mess with out minds! Make those of us with experience tremble at the sight of one sleeper again! I know the team has the skill and i believe in you guys! Thank you!
Several people have suggested quick time events. However, due to the character's body rendered in game, this is not needed to get the same effect; For example (might be a good or bad one), one of the smaller enemies could latch onto the player's leg, possibly slowing the player down and/or biting, one would be able to simply look down and shoot it (or an ally shoot it of you). Thank you!
Sleep-walker: When any noise is being made, this creature follows the player within all open doorways, causing players to close doors. If two players are making noise nearby, it goes between them, starts tearing itself apart and making a slight, echoing, screeching noise (making the other creatures in the area light up) which soon grows into a scream if both players continue to move. This causes the players to act one at a time, putting pressure on each player as it’s their turn to move. To keep the creature away the players would have to juggle the sleep-walker between themselves until they’re ready to attack. In theatricality, it’s the concept of always being followed, no matter if all the other creatures are dormant or unprovoked. It restricts the movement of more than one person and adds tension to the scene. The Sleep-walker takes two hits to take down. However, the first hit stuns it temporarily if you hit its soft spot. If the creature catches up to you, it starts quietly strangling you. And there’s a hassle mechanic to keep the silence amidst being strangled. This creature should be rare to come across, only because 2 or more would just follow alongside each other. And when creatures get to the player, the player would have to hit multiple extra times for each sleep-walker that has added up.
Creature similar to (basically the same thing let’s be honest) boomer from L4D. Slow moving, with extremely bulbous torso and head. Staggers towards players and if gets close enough will explode and spray player in blood and guts while also staggering them with a knock back type animation. Blood and guts have a cool down where players sight is extremely obscured. The creature can navigate the dark just fine, and will always try to get right next to the players, but imploding doesn’t necessarily wake up sleepers as they already sleep through their buddies getting whacked with melee. The loss of vision with potential of staggering/ walking into a sleeper would be punishment enough.
guns scattered across the complex that could be more powerful than default weapons you equip in the cage drop, albeit somewhat rarer.
remove the battle music.
I forgot to mention in suggestion 296558198834462731, that as far as horror goes, the scout is the best designed enemy in the long term and still makes experienced crews tense up a bit with it's partially random pathing and chance of bugs, even if there are plans to cheese it with mines or risk the DMR/Sniper route; the fear of tentacles clipping through walls/doors or running up to it with a mallet/shotgun to the head and failing really keeps everyone on their toes. it doesn't matter if we're all prepped for the possibility of him screaming. So great job on that!
Mimic-type enemy like in Prey 2017.
Enemy will spawn as a normal sleeper that can be killed in stealth as normal. However is players alert the room, the Mimic won't engage the players, instead it will run and take the shape of an object in a room like a barrel, terminal, or loot box. Even after players defeat the alerted sleepers, they still have to be on alert as there could still be mimics in the room waiting to attack them.
A minigame in the terminal like pacman or snake for when people go AFK for 10 minutes 😕
Maybe make a special handgun with a silencer. Not much ammo. Like 2/4. But you can't shoot to close or they will be triggered. and if you have a ammo pack only give 2 ammo. And you must hit the enemy 2 times quick before they trigger others to make it more difficult.
Having a Marathon Mode, It's going through all the missions 1 by 1 no pausing / exiting. Changing loadouts is limited to 30 seconds between each level.
I know gun silencer's aren't a thing, #faq #13. But what about a weapon nicknamed "silencer" that shuts up a monster temporarily, doesn't work for the feelers/scouts. So you alert one enemy, but that enemy can't alert it's other monsters for temporary duration. This gun's ammo would be more difficult to get than sniper, and only have a single shot.
Add a leaning aspect to the game so we can peak around corners.
instead of having our mines be proximity based let u set them of manually(or let us do both?)
can we have the shortcut logo look nice pls? it's a little grainy.
Idea:
Base one expedition around an extremely large and powerful "Hunter" enemy that wanders between rooms(Think Mr. X but he dose not chase you until awoken). He is immune to damage. I imagine him taller than big guys and appearing to have undulating black skin like he is made out of some kind of black sludge. His silhouette would look similar to that of big strikers, but overall "beefier" or stronger looking. Goes trough closed doors by sliding himself through the separations in the doors metal. This expedition could have a tool specific to it for leading the enemy around or locating him.
Asleep:
He dose not wake enemies. He walks around aimlessly until he is attracted by a loud noise/important event like gunfire or a security door. He will investigate smaller noises such as sprinting or opening boxes when he is in the same room as the noise. He can pass through closed doors or vents without opening them (This would take a bit so players know when he is entering).
Activated:
He is only activated when he takes damage or touches a player. Once he is triggered he will glow and convulse for around 30 seconds, waking nearby enemies (Damage during this time shortens the 30 seconds). Once he is done glowing he will let out a scream, then relentlessly chase the nearest player until the players are dead or he is dead. He moves similar to Mr. X (A brisk menacing walk). It attacks with a lunging punch for 40% (maybe more), and after an attack it "cools off" for around 3 seconds before resuming its chase. Attacks can be avoided if you sprint away before the attack lands. He destroys doors and dealing damage to him stuns him (more damage = longer stun length). When he is in "chase mode" he makes nearby sleepers convulse when he passes. You win by leading him through some kind of special room where he gets zapped or falls into an incinerator.
TLDR: Add an expedition about k
Going off a previous suggestion, create an alternate mine tool that deploys remote bombs instead that explode by press of a button instead of by tripwire
what would be cool is if there were a "character creation". it doesn't even need to be like hair colour, skin tone, and stuff like that, but a Body select where you can either play a character with a more "masculine physique" or a "feminine physique"
Need a new species type of sleeper that can be killed with 1 full charged but if it is awaken or alerted, it would run off to the nearest door and start hitting them until it is broken and alert the next room(which can be open/shut by prisoners).
The first hit to the door would start to make noise and make the nearby sleepers to glow, the next hit would make the glowing to pulse, and the next hit will alerts the current room. If the door is broken, it would run inside and randomly alert a specific area and then went somewhere else to sleep to grow in bigger sizes than the regular sleepers.
if it sleeps too long after it is awaken, it will grow .It would then takes 4 full charged to kill it like the giant sleeper. This enforce a specific play of stealthy+risk strategy.
Change the animation/models of player characters who are crouched and not moving to Slav Squats
We can hold glow stick like flash light instead of throwing them around
Able to hold glowstick like flashlight but it will drop upon ground if u switch to melee or weapons alike.
Adding ingame proximity voice chat, I feel this would pump up the immersion alot when playing with friends, as opposed to being able to hear each other regardless of location in discord, you'd have to co-ordinate, i.e set up meeting points to return to after a certain amount of time. In addition, you could add a radio which could take up a utility slot (glowstick, etc) which allows you to output voice over any distance.
By default though all players should have a built in "receiver" that allows them to receive any sort of radio communication, maybe you would be able to flick through the various frequencies and hear things from other places in the facility with the radio, for example, heavy or labored breathing, firefights, screams for help, the sound of flesh being consumed or tampered with, crying etc, before returning to static. Note that the "receiver" could not receive those things, as it would not be able to read those frequencies, as opposed to the radio which could.
** TL;DR**: Ingame voice chat within a proximity, a radio that takes up a utility slot with which you could speak regardless of proximity, but unless you have a radio yourself, you cannot reply back, only receive. This of course can be an optional feature.
Also: Adding a configurable player detection system, as in, the lobby host can change the range at which you can view your teammates through objects, if at all, and the ability to toggle on and off players seeing each other on the map.
The map could use a little work. It isn't always clear which zones are which and we tend to end up just running around looking for signs on the walls.
The option to permanently draw on the map would be great for note taking, tracking objectives, and loot management.
Also, Stackable loot. That needs to be a thing.
A terminal keycard behind really hard alarm doors. The card can be put in a terminal to unlock workers logs for more and level info.
A screamer utility that can be thrown to distract enemies for 10-15 seconds. It could also be a rare spawn in crates and lockers. I imagine this would be extremely helpful with more dangerous events such as triggering a scout so you can get some time to set up defenses.
Would be dope to have Easter egg levels/requirements to unlock special levels.
Exploding barrels and cannisters placed around the level which can be shot to deal damage to enemies or allies if they're nearby.
4 vs 4 gungame mode
end game report that shows how effective team players were. Headshots, weapon accuracy percentages, amount of kills with guns/melee, WHO triggered the sleepers.
increase maximum sniper ammo from 11 rounds to 12 rounds (considering 3 round clips)
a run down with a vent system around the map and in those vents is a special enemies the goes around in the vents so you will have to be quiet around vents otherwise the enemy will kill you
once matchmaking is added, include a way for when someone quits/is voted out, someone can be a replacement
a new consumable hidden around the maps called the Night Vision Goggles. It would be fairly rare and would have the same effect for you as the long range flashlight except would tint your screen green. This light would not be visible to other players and would not alert sleepers. It would have a limited battery that only drains while in use. Can be toggled on and off by using [fire] while it is selected in the menu. You don't have to hold it to have it active though, unlike the long range flashlight. When the battery runs out, it goes away.
Difficulty adjustment on security doors based on amount of players.
Overhaul how weapons handle and feel. Currently the weapons just feel really light and have strange weapon sway which makes them feel almost useless and "toy like". First and foremost GTFO is of course a stealth game, but weapons should feel solid and lethal as they are still the primary form tool we use on dives. Improved weapon sounds (which I know are already coming) will probably also go a long way in making weapons feel better and more fun to use (when shit hits the fan) but also improving accuracy, having predictable spray patterns etc would help weapon feel immensely.
Plasma cutter/rifle. Shoots horizontal plasma beams which are extremely lethal, but has a slight charge up time before firing. Ammunition in the form of batteries you swap in and out of rifle.
Plasma Drill. Would be used on hard locked security doors/ vaults. A fun way to change up the security meta where instead of security alarm alerting sleepers, they are attracted to the sound of the plasmas drill cutting through the door. Could be a special Dive type where players going in already know that all doors have been hardlocked so they need a plasma drill to complete that dive.
When progression comes out with exp or what you guys are using. Some sort of side level with bonus exp. This level would be larger and another team would spawn on the other side of the map. Eliminating the other team and completing the objective before they can would award extra exp. This would make an extremely challenging mode for more advanced players to use. Not only do they have to compete against the enemies they also have to watch out for another team of players on a race for the objective. In addition if they can eliminate the entire enemy team they can take their ammo and gear to finish the mission.
Give the Biotracker a secondary function similar to the fancy 3D Ping like in the gameplay trailer where it outlines both the room and the sleepers (but still in that awesome looking "dust" appearance (unless that maybe comes off as too high-tech for the crew)) up to a certain range and for no longer than 5 seconds (and using it when there are moving targets like during a horde or a Scout will more or less "smudge" the 3D Dust).
Can easily be implemented where basic click does the standard group tracking and holding the fire button does the 3D Ping.
Just wanting more incentive to actually bring in a Bio Tracker instead of just running the usual 4 Sentry Guns.
Bio Tracker seems kinda useless as one can just listen for sleepers and your team is suppose to move slowly anyway in a filled room and during a horde... well... I already know I'm going to be surrounded or where they will come from so I'd rather just have another gun killing things.
increase machine gun ammo capacity Reason: it's a widespread gun and I think it deserves a little more ammo
More particle/decal effects for bullet strikes. For example, when sniping a scout, there's been more than a handful of times where I've gotten a very arguable clear shot, sometimes within 20 meters; but be it lag on my part/the server/or a bug, it doesn't connect with his head and he'll scream and i'll have no idea where the game registered the shot. Some realistic bloodspray or sparks based on the material you shoot and the power of the ammunition would be an excellent way to solve this. Also, would be helpful when firing at enemies between the steel equipment racks and when using cover.
New Enemy: Stealther
Half the size of a normal sleeper
Low health
Normal damage
invisible to the Bio-Tracker
not pingable with the biotracker
Ranged
enemies that when they hit you it prevents you from moving, blinds you, or something that has a serve effects almost guaranteeing you to go down.
random enemy behavior
Provide Biotracker ability to pinpoint the sleepers’ locations not only the moving ones. Also provide players the ability to pinpoint more objects rather than simply doors or boxes. Pinpointing the adjacent enemies within 5 meters will also be good to improve the gameplay experience.
chainsaw melee weapon
grenades and grendade launchers
a way to change to difficulty to easier so that there isn’t such a learning curve and that people can learn
enable vote kick so you are not stuck on a door, when there is a afk player
add the payday gang as playable characters
I dunno if anyone suggested that before, but it would be great if you could let the players choose the display monitor. Atm it's autmatically on monitor 1 and to change that you need a program like ShiftWindow to change it to monitor 2, a beamer ...
Collectible scrap/junk/items that we can pick up and "sell" after successful dive and extraction. Rarity of items translates to in game credits, with item sell price percentage split between the group. The in-game currency then can be used towards character cosmetics, weapon attachments (scopes, stocks, barrels etc) and performance upgrades (rate of fire, stability, etc). Things to look for other than Warden Objectives promotes exploration and gives players personal goals to work towards etc.
I pretty sure this has been suggested before, but I'd love if items where stackable. They could still have that maximum amount but for example, if you have one C-foam grenade and find one more in a box, grabbing that new C-foam puts one in your inventory and leaves one in the box. It would be great if you instead got both grenades. Same goes for all the other items around the map.
Integrate Discord to the game through an API so monsters in proximity can hear you by your voice in voice chat. This doesn't have to be forced on, but rather give the host of the lobby the option to enable or disable it. If the option for this is enabled, the in-gamw chat is automatically disabled.
By implementing this into the game, the squad when they have monsters in proximity, will have to cooperate through character nods and (another suggestion) character animations like pointing to the direction you look, showing numbers with fingers and so on (these animations can be selected through a UI wheel which shows up when you hold down a button). This would give a relatively good amount of replayability and its also something that would fit in very well with the setting of this game.
Add a survival gamemode where it's similar to C1 but will no end. Basically it should have a straightaway map with 20 lockers all in the same room that we will have to make use of until the very end and have to keep fighting off wave after wave with no end Increasing the difficultly slowly as you do so maybe spawning giants after wave 3 and so on and so forth I think it would be a very enjoyably game mode.
Hammer damages allies so you dont have to waste ammo on them
Nitpick, change the middle dot on the pistol's sight picture to hover above or be actively displayed by the front sight post rather than being displayed in the center of the rear sight
EMP Door: Just as an alarm door causes visible, and killable enemies. I thought it would be scary and cool to have an EMP door that disables all electronic light. Which causes noise-monsters to patrol in the dark for a certain amount of time. The players would have to avoid these ‘noise-monsters’ by being quiet, listening to them, maneuvering around, and by using glowsticks and the natural ambient light around each player. This would allow for greater use of the glowsticks. And would be an event where players have to talk less than they usually would, allowing for tension in the atmosphere without being able to be reassured by the voices of your teammates. How I’d image these noise-monsters is that they’d sound like a natural tv-static. Or a daunting and eerie sound of vocal scraping. I also thought about the glowsticks being able to scare or remove the noise-monsters, but just another idea.
Add full body and 3rd person animations for swinging hammer, turning, operating doors, opening lockers/boxes, using consoles etc.
Add additional fog type: ground cover. Basically as thick as current fog but only covers areas from the players waist down. Obscures hunched sleepers, edges of walkways, ladders, other floor hazards.
BIO Tracker Mind control: Silently stabbing a device into the nape of a strikers spine to control them temporarily. Using them to investigate areas.
Play a rapid heartrate sound when in melee range of a giant sleeper (which is not heard by other players or sleepers), it would add to the fear of the giant sleepers as an entity
Make it so that SOME terminals (except C1's reactor terminal please) require some sort of big batteries (which can be scarcely found around) in order to function. The reason behind this addition is to add to the game's environment setting, a very dark and underground old and almost destroyed place which still has a very limited amount of power
One of the most frightening experiences in the game is the cage drop. All these weird sounds in the background while you're dropping into pitch black darkness and the text on the left side with a tip. The cage drop would be a lot more frightening if there were:
The cage drop is meant to prepare you for an intense survival horror experience that's about to follow, so why not make it more interesting?
In game voice chat where you communicate on in game radio and the further you get away from other players the more static there is
Make weapons run with a magazine system. Reloading at 3 will swap to different magazine, and one magazine will still have 3 in. Ammo packs could then provide 1-2 magazines also.
b-hopping hear me out, move faster it's fun and it's really loud
When failing a hack, the hack device will make a slight noise, that will have non alight sleepers become alight and alight sleepers become alert (same as the flashlight) in a close proximity of the failed hack.
Mine's detonation are currently silent, that's weird but that would be even more weird if, let's say, the sleepers suddenly knew the location of the Players if they're not in the location of the mine's detonation. I don't know what the current Lore say about Sleeper's detection of Players, but an explosion shouldn't tell the Sleepers where the Players are if they are far away and in a different room. I think it would be more realistic if the Sleepers had an "awoken" state (like Scouts) where they're just wandering in the room, waiting for the Players to come back again and then, aggro them on sigh
TL;DR : Mine's detonations should wake up Sleepers, but not telling them the Players location if they're in a different room too far away
At the end the result is the same, players would have to confront the whole awaken room at some point, that's just to add more realism
chainsaw melee weapon
drivable forklifts
randomized half opened/Jammed doors. Have to crouch to get through, are jammed but maybe on a slight loop of trying to open/close, make a slight pounding noise. Add a bit of ambiance, as you can hear the jammed door from a distance. Just a small thing to add some random ambiance, create some "WHATS THAT NOISE" moments among the players.
Intercom system with randomized warning messages, emergency lockdown, evacuation reports, alarms etc. A random thing that would add to the ambiance of the compounds, and a reminder that humans did in fact live and work here. Old AI system that no one bothered to turn off and gives a general creepy feeling of "no one escaped, no one had a chance to turn off the lights". Another factor could be randomized intercom loop that makes sleepers yawn, so adds a layer of players having to time their stealth routes carefully etc.
When cosmetics are added via microtransactions please then also add some exclusive Skins, Weapon Key Chains, Masks etc to certain levels that require much more work to get to then just normally completing the mission. For Example: To get to the Executive Offices on C2 you must open Door 100 and back track through hordes in order to get to the Executive offices. That look pristine like an office building with "windows" that are just TV monitors that give the feeling of looking out a window. You get to the end of the Executive Offices, hack the Exec Managers Room and manually turn off the alarm system and then fall back to Room 100 to evacuate. Which would give a Steam Achievement for Completing the extra task and also a Cosmetic of some sort.
make the in game dialogue need to be fixed. It not scery when the characters are mute when 15 monster break in.
Allow players to select their desired team color (player marker color). This would be very usefull for players who play together often. If several players pick same color, its decided randomly who gets it.
Tripods for the long range flashlights.
Make a Demo version (timed or not) of the game that include the current available loadout and A1 only. Don't know if that would be complicated to put on the steam page. But I miss the good old demo days.
Increase machine gun ammo
for april fool purposes, c1 mobs are all scouts who exclusively spawn in rhinos:)
Create an option to use an in-game microphone, this will create sound that can alert the enemies whenever the players speak.
maybe like a mission in the next rundown where we have to fight another squadron that was there before and went crazy or something (they would have AI and shoot on sight), or we have to navigate through areas to find someone in one of the rooms so we can escort them out
water flooded portions of levels. Knee deep water that slows you down a bit.
down the road when character customization is a thing, hazmat suits (old junkers probably) with proper gas masks and what not would be frikin sweet. Who knows, maybe the warden lets us have one for all our good behavior 🙂
Battle royale kinda mode (don‘t take it serious, just trashthinking xD)
You have to work through a level as a team, but at the end you have to fight your own mates for the only place on the safety pod
If the community actually thinks that this idea is decent ill explain further in another suggestion xD
- Maybe nerf the number of C-Foam grenades one can find in certain maps (C2 for instance). It should be a lucky find, not a certainty. It can discourage the use of the C-Foam Launcher.
- Buff the "charger" a little. It can allow for some nice gameplay options. For example buff the damage reduction of the charger in the front. Also make them easy to foam. This could make nice synergies between the sentries and the Foam Launcher. They will become true bullet sponges, if the team fails with the preparation and you need to shoot them in their stomach or head. I think that they are somewhat easy to kill for a special unit. Give the sniper rifle pierce damage to allow for easy kills against them. 3) Maybe make a consumable which acts like a decoy (ultrasound device). This could make one person the target and it allows him to kite the enemy. Would also be good against chargers. 4) Maybe make a tool, which gives a person a jump boost. This allows to quickly traverse the terrain, but has limited uses (charges, refillable with tool refills). It could help for kiting the enemy and would synergize with the consumable I mentioned in 3).
adding the ability to kick
Watching the movie The Descent makes me kinda want rundown specific climbing gear and vertical levels with stops along different floors to gather items as we climb down into the darkness.
a silent enemy that waits on the roof for people to pass under, and does significant damage if hit
Customizable drop pod, after all, who doesn't want to drop down into D1 with a nice lookin seat that only other people could see
It's kind of odd that out of all times the regular sleepers could be making noise, that they are basically pretty damn silent when chasing and attacking. They scream bloody murder when you kill them "silently", but should you pump them full of smg rounds or kill them they don't seem to mind much at all!
I mean, the video when connecting to the rundown
makes you expect them to scream at you. I understand that it would take quite a library of screams/gurgles/etc. to make it so it didn't become annoying, but if the game continues to be successful, I think the team is more than capable of making them become more appropriately vocal. Thank you!
what if the scream after you died only happens sometimes? it looses its edge very quickly so it would be better if we didnt expect it
Create an enemy that wanders around like a scout, but has the ability to open normal doors. If you come across a random opened door, chances would be this enemy is in the zone.
This behaviour could also just be added to the scout without creating a whole new enemy.
New Enemy: The Moaner
currently, the Meta for c1 soloing is exploiting the spawn amount of creatures. Now, this may be controversial because it's the easiest way to complete c1, but what if there was a creature that only spawned in c1 and maybe like 2-3 per round spawned, and shooting off its head doesn't do anything, rather in order to slow it down you have to shoot of its legs or just kill it. This would make it more hectic when you're trying to shoot off the heads, because you would have to aim for the legs. Either way, it's not like it matters due to them not adding new creatures before the second rundown probably, but if there's a c1 like mission that could be easily completed like this, it would be a cool and scarier addition to add.
in the last level in the next rundown, we should fight a giant sleeper, and when you kill it 10-20 other sleepers attack you, similar to a boss fight, possibly to show us that the deeper the rundowns are the more aggressive the creatures get, or something along those lines.
fix stunning/stumbling enemies with melee. im sure a few have had times when you right clicked up in their face and nothing happens and you take damage anyways.
add me as enemy (or another prisoner). I'm not under the Warden's control, I'm going to escape this facility or die trying. I can or do appear on certain missions. Other prisoners are resourses so I can survive and escape. I stealthily take down players one by one until I think I can gun down the survivors. I've got stuff you've never seen punk. Advanced munitions, next gen armour, and latest gadgets the geeks thought up. All looted from the complex. Me and sleepers are no friends, they will attack me but I might try to alert them so they attack the players if I think they also will not get me. You may have no qualms about killing monsters, but do you have guts to kill your fellow man just to follow the Warden like a wind-up soldier and be rewarded with satsis and more missions until you die?
We've got reactors so implement radiation which would slowly kill you and/or boost enemy health/damage while in the area with high radiation.
what about if the mines could be remote detonated as long as you are within a certain distance? I think it would be more versatile if you could time it like when there are a lot of enemies, a big boy or ranged sleepers around it rather than just one sleeper who triggers it. However, if you're too far away then it'll work like a regular trip mine. Also what about a crawling roamer? They would be a real pain in the foggy areas, maybe they could move faster than regular roamers but have shorter reach
what about if the mines could be remote detonated as long as you are within a certain distance? I think it would be more versatile if you could time it like when there are a lot of enemies, a big boy or ranged sleepers around it rather than just one sleeper who triggers it. However, if you're too far away then it'll work like a regular trip mine.
make the items stackable such as medipacks, ammo and tool refills
I'd love to have more verticality to the game, a lot of dudes here wanna see more vertical level design but Id like to see more in the enemy types/abilities. Nothing too fancy, could be something like a simple trap monster that stings or ensnares you when you get too close to a dangling tail that it lowers from the ceiling - something that people can avoid with a keen eye but still get caught in if theyre not looking in front of them, think of the barnacle from HL2 if you will. Kinda just want to leave the idea open.
Not sure if it's been mentioned before, but when you have 17% in the primary and 90% in your special, instead of giving about 10% to each, the ammo pack could put more into the weapon with a much lower %
What about a combination of a puncher (black spiky enemy) and the brute (big boy)? They could be stealth killed with a hit to the back area, but they're tougher than a regular brute in a frontal fight and they can hit you with multiple swipes for a total of 60% of your health and a big chunk of your health with their tongue
What about a trap/deployable that will slow down mobs and damage them? They don't break and you can pick them up to reuse them, they just slow down the enemies a bit and do some minor damage, really useful for a chokepoint
What about if there was decrease speed or a timer to how long you can run depending on how hurt you are? Maybe like a limp in the users running animation or a shakiness in the camera? This might be overkill as the game is pretty intense already sometimes lol
maybe switch the characters reaction to fall damage voice with their reaction to enemy damage, it sounds like they're dying when they jump off a 10 ft drop but they're ok with getting hit by a big boy
Add some legendary prisoner characters, rare weapons, etc. (1) Legendary prisoners: The one with special abilities, perks, special weapons, or more tools slots. Those legendary chars can be unlocked by two steps: Step 1: searching for clues or diaries in the different rooms across all different rundowns. Step 2: Utilize those clues and dairies to unlock a special prisoner rescue mission, with higher difficulties and more powerful enemies. The mission can be entered and activated by locating one secret security door during the middle of a normal rundown mission. The location of the secret door is completely based on the clues you got and will only spawn when you choose to activate those clues in the lobby by pressing the button called "initiate evidence integration process". As a result, only the host of the lobby has the right to call this special mission and therefore only one mission can be created in one map. (2) Rare weapons: Those weapons can either base on an existing model with slightly bigger magazines, higher accuracy, higher damages, or a completely different set of weapons. The rare weapons can be obtained by looking for weapons parts which are spread across different rundowns, and one digital once-used blueprint. Once obtained, the rare weapons will permanently kept with players and will not get lost if the players die during the rundown. During one rundown, if one player find and take the weapon part or blueprint, all the other players will also get the part simultaneously (To make sure the collaboration spirit of the game). As a result, the weapon parts and blueprint will be very rare and extremely hard to find during the game, and the terminal can not ping their locations. UNLESS!!! you find a locked box which does not match any shown resource on the list. And of course, It could be empty or you guys are the lucky ones 🙂
Add an option to disable sending of game stats (like for the survival rates in #the-warden) in the settings so players that are experimenting with game mechanics don't skew the data. Currently there's no option to play around with enemies in a sandbox environment, so we're forced to experiment within the confines of the rundown missions, rather than actually trying to beat them. This would also allow modders (and people who use cheat engine to play w some enemy spawning/damage values, you know who you are 😉) to mess around more easily without skewing the data.
Preserve as much of the difficulty and uniqueness. I see a lot of people requesting changes like "I had to stealth and use my hammer too much and couldn't go guns blazing" or "stealthing for too long is really boring and unintuitive". It sounds like all they really want is an easier game to faceroll. I guess this isn't a real "suggestion" but in the same sense I'm trying to suggest more functionality that isn't guns blazing horde shooting type gameplay. I would like to see more difficulty and more stealth mechanics to push players to the max. :)
In deeper levels possible loot to add to your arsenal with some stats i.e armour (dmg reduction) a unique weapon or item that may or may not have limited uses.
Randomize prisoners upon entering lobby and after failing an expedition. Also could add new prisoners.
A new possible enemy, one that spawns small critters that do small amounts of damage, and can disrupt prisoners when their numbers increase. (usually active when sleepers are inactive, adding them to the horde would probably be overkill) They'd have to search and destroy the spawner silently.
Another new enemy could be a mob that stalks the prisoners and can have the chance to capture a prisoner who may be out of position or if separated from their team. The captured player would still be within the zone they were captured in and the previous zone they came from, ( only because they may be further away from their team, so that they wouldn't have to search too far in the "captured" zones) so their team would have to coordinate to defeat the stalker mob or rescue their teammate, or do both!
Character dialogue; more conversation between the prisoners maybe conversation topics that can give hints to lore; various other dialogues. (different statements about taking damage, about enemies or allies).
what about creating unique characters with special skills like this character is a athletic person which makes the character's skill moving fast even when walking or crouching
As others have suggested, a new enemy type that while sleepers are inactive, will move around on the ceiling.
It could stop, and then drop a tongue down similar to the barnacles in Half Life (to increase the horror angle, I imagine the mob's torso would have a grotesque mouth, and the tongue's in there). After 30 seconds or so, it would retract, and relocate. Hitting the tongue wouldn't alert anything, but silently pull in the player.
When sleepers are awakened, it could drop down and try to latch on to players. Doing so would slow/pull in the PC's to the mob's location. You could hit the tongue with melee weapons or bullets to break the grip.
This would only spawn on the level like the scouts, not in hordes. That way, it punishes the unaware, and gives more reason to bring the biotracker.
Hostiles which hang from the ceiling with a single tentacle coming down. Think of the HL2 barnacles. Hitting the tentacle won't damage you, but it will trigger the room.
Joining the game after the start shouldn't teleport you to the other players, it should just put you at the start
When you draw on the map add a toggle button that makes a line that starts from your position to wherever you want the end point to be. It gets displayed on the ground or heads up display so you know to travel in that direction without checking your map repeatedly.
barnacle but without the line so we check the roofs. Wake up if you go under them.
There have been quite a few mentions of special gear, but taking it back seems to be the issue. Instead of this, how about for certain rundowns you could find gear, whether it be special tools or weapons, that you could use specifically for that rundown. Depending on the tool or weapon there could be many scatter around the facility or there could only be one, and you wouldn't take it back with you after completing the rundown. This could change how some rundowns are supposed to be played as you could make the tool a necessary part of the rundown, or simply just make the rundown slightly easier.
A Tether Tool: This tool is a device that can either be mounted or held. It’s an aircraft cable wound to a strong motor which is used to pull creatures away from the scene. Strangling them on the ground as it pulls them away. It pulls the creature in the direction of the motor, but it has to be a direct line of sight between them. Once the cord is put around their neck, it has to be pulled quickly or they’ll make noise. This tool is meant for creatures that are too close to be taken out on their own. Or, it could be used for a new type of creature that intendedly groups up with more of its own kind. This tool (by decision of the Dev’s) could also be made to be used on the brutes or larger strikers as well. However, to make it realistic, I’d say the tool would have to be mounted into the ground to be used on them. This tool adds only to the stealth part of the gameplay. Unless it’s given the ability to act like a trap, with the cord on the ground to pull the creatures away when they step on it (Being used once). As for restrictions to this tool, it could have a certain amount of battery life, and/or it could overheat for a bit after each use. This tool takes commitment, because if you choose this tool, you will have less support in being able to handle yourself in chaotic moments. Surviving on your wits of stealth. There would still be alarm doors, however, this tool would be used to clear usually avoided rooms that carry supplies which can help you and your team through those alarm doors.
Environmental storytelling, nothing directly related to the lore but something more thematic. Broken equipment, abandoned drop pods. Maybe even the remains of a former squad, represented either by an old battlefield or perhaps a group of nasties huddled around some suits. Perhaps even then one of the player characters could say something along the lines of "Hey, over there" in a sharp whisper, shoot maybe the game could use the position that players from a previous run died in as a reference point of setting up props for such a scene
Mission specific tools. When choosing your loadout, one player has to sacrifice their tool slot to bring a certain device necessary for the mission. An example of this could be a drill, a laser cutter, an explosive charge, or diving gear for the squad that they have to bring with them to make the other three tool choices more difficult to choose from, also making it more of a team oriented mission as I think someone said the devs thought the current levels were too easy to complete solo or with less players.
Hello GTFO Mods, I was wondering if you could implement an Easter Egg. When you type in "Execute Order 66" into a console it would be fun if it started an unstoppable alarm that summoned hordes of enemies for fun. Thank you for your time
Doors that are tied to terminals, and need to be unlocked as such. I.E: DOOR_UNLOCK SECURITY_DOOR_151, possibly with a password element, to proceed. Could be stealth, could be alarm door, etc.
Chime that sounds if you completely fail (i.e, misclick on the largest section) a locker unlock, only alerts nearby enemies to a small radius
The ability to crawl and get under certain objects, like being able to crawl under one of the shelves to avoid walking enemies like the scout.
The Long Distance torches, allow you to drop them on the floor whilst theyre on, so you can setup your own personal light sources for choke points when youre doing security doors.
occasional roof monster, not yeet out of no where one though, it might have a unique cry or perhaps a hanging tongue to warn you. walking beneath it will cause it to pounce you, maybe have a droll patch on the ground to show where you cant walk. I donno just a reason for us to look up every now and then
Many have suggested that the long range flashlight be deployable. How about an upgrade to that suggestion; a deployable floodlight with an even longer range and larger cone of illumination, but cannot be used on the go
Suppressed Pistol that has few shots but one shot headshots as a consumable
a Tranquilizer gun that is a consumable that makes it so the creatures you shoot dont alert with the others. bigger creatures obviously take more shots
I have a great idea! How about a silenced chainsaw with flames! 😮
For real though, I have some enemy ideas and wanted to share them. The first one would be called „Dazzler“ (yes, the names are something). All enemies are capable of emitting light. So how about an enemy, who is like a lightbulb. His head is shining even emitting light into the room. They could also flicker, trying to mimic broken lamps. Most of the time they spawn behind LoS blockers like pillars trying to trick players. Also they do not click like the others. They emit a quiet sound like someone is breathing out of their mouth. They should behave like some form of anglerfish. They look similar to the shooters and have the same HP. They shoot one projectile which does 1 – 3 % damage and irritates the player. The vision becomes blurry for 5 to 10 secs. Everytime you are hit the timer resets. As a special feature: When the head pops they act like a flashbang giving the players in a certain radius the blurry effect. One should not be effected behind a wall disrupting LoS. So shooting the body would be preferable or coordination can be used.
Then a snare type enemy. They are burrowed, quite small and a mesh of tendrils. For lore puposes they used rats as hosts or other small mamals. They do not damage the players, but immobilize the player for 10 – 30 sec, when he/she steps on it, and alarm the room (depending on their spawnrate; if common then 10 secs). After that, they simply die. The player can still shoot though, just cannot use WASD, They cannot freed. The snare enemy can also be killed via hammer and such, when spotted. Those things would have a tendril searching for targets, but it retracts in contact with a light source. One could still see it on the ground, but needs to pay more attention to it. Even retracted they can still trigger. Would synergize with the „Dazzler“.
Then the „Screamer“. Would look like a striker, would have the same HP and attack mechanism. Unlike strikers they charge in the middle of the players and try to scream. If hit by the scream an interesting debuff would take place for 5 – 10 secs. The mouse would be inverted for the time being and the sounds would be dull. A „Screamer“ can use this only once. One can spawn in a wave or a room. After they have screamed, they behave like a striker.
Then an overweight monster type with a bullet hell attack. HP would be between „Scout“ and „Big Striker“. Also it should be slower than most enemies. How it behaves: It shoots one large glowing projectile at a player (like all shooters). The projectile speed is slower though. If hit, the bullet will dissipate and the player gets 10 to 15 % damage. If the bullet hits the ground or a wall, it will disperse into smaller bullets (maybe three). They will ricochet. If hit, they will disspate and make 5 to 7% damage. If they hit the ground or a wall 2 times, each projectile can disperse into 2 smaller projectiles (sums up to 6). They will dissipate after hitting the ground or wall 2 times or after hitting a player dealing 1 – 3% damage. Everytime Projectiles disperse, they will become faster. The monster himself has an average attack speed maybe a bit lower then that.
Then the „Jumper“. Although I think most people would find him obnoxious and he is probably a bit to sci – fi for the monster theme of this game, but anyways. Like the Scout he walks through the rooms he is in, but he teleports from time to time in the room. How it would work: When the map is created a „Jumper“ gets let us say 6 paths he can walk on (depending on room size). Those paths are not connected. Those paths follow the A to B approach. So one is a line, one has a curve or one goes down the stairs. I hope you get the gist. So the Jumper starts on one path. He walks from A to B, then he teleports to one of the other paths and walks from A to B, rinse and repeat. It could be completely random, which path he teleports to or it is determined by creation via a certain sequence. He should have the same HP as the „Scout“ and he would make the sneaking experience more thrilling and less punishing like the Scout. He is not a force multiplier. That is why you could see him more often, than the Scout. If the Jumper walks into you, he will trigger. He also should click, if he hears you or a light is shined into his face and after a time will trigger, if you fail to resume your stealth position. In fight he randomly teleports around the players especially when shot. Making him harder to hit consistently. I am not sure, if he is a melee fighter or a shooter type though.
Thats all for now :P. Hope my english was understandable. ^^
Player Count Balancing:
It would be really nice to be able to play with my friend when I don't have 3 others available. It doesn't feel too fun when you're forced into a situation where you have to fight and don't have enough firepower to actually win bad situations. Just something as simple as the amount of infected, or the damage output on either side, or the amount of meds, etc. Feels a bit too, slow I guess for less players.
To go along with this, it may be good to add two versions/difficulties, one with reduced rewards that makes it a little easier on smaller teams, one that if people want to take the time that rewards normally/maybe more. I really want to play the game, but I don't really do well with random people. So I just don't play it since I'd rather wait for my team. It's seriously a lucky situation if all my friends want to play GTFO, so I never even get the chance to play.
I just would really appreciate some balancing or some alternative for playing with less players.
Later on in development it would be interesting to see missions that would push the teams to their limits. For example (could be a good or bad one): A complex "live" sample return mission; a level with 3 mobs (for 3 chances) that the team has to pacify (cfoam and body bag?) and bring back to spawn. Requires 2 to carry. Carrying is slow. requiring the rest of the team to provide cover.
(Adding to suggestion "296558198834462731") Maybe in some live sample return missions, the Mob in the body bag gets gradually louder and stuggles harder the longer you take, adding the possibility of waking up whole rooms and slower movement. It might get to the point where the players can decide to kill the captured mob, and try again on another. thank you!
A more complex audio system that takes into account materials and verticality between the character and sound source. Right now we can hear mobs through concrete and steel doors as if we are in the same room. The same if we are behind cover. Even with a 5.1 system it is difficult to figure out if a mob is above or below you. I suggest the team check out the work of the hunt: showdown team and take some inspiration. In that game it's very easy to figure out an opponent/mods height compared to yours on only a stereo system and sound is muffled appropriately between materials and distance.
Make the enemies more noisy, more or less, when attacking you in hordes. Usually all I hear is battle music, gunfire and someone occasionally going "DAMN IT IM DOWN!" but the creatures are fairly quiet for something that look so gross and terrifying.
I want to hear little buggers skittering at me as if they're hungry little freaks and the one's that "Naruto Run" at you with their mouths wide open should be screaming at me, or at least it looks like they should be anyway.
Of course have a limit on the number screaming and such but enough to make me "Oh god there's a lot on the other side of the door!"
I absolutely understand the team's stance on in game gun realism at this juncture. However, as the performance of the game increases to the point where higher amounts of monsters can spawn and larger rooms can be rendered. I think the developers should push towards it as at the moment it is kind of jarring on the immersion. Even 75+ hours in, it's still difficult to believe that the pistol has the power that it does over the assault rifle. Balancing should be easy by way of ammo availability, especially in the trying times of being a warden prisoner. Thank you!
Expand the functionality of terminals, particularly of query. It would be nice to be able to remotely learn if security doors require keys, if they're alarmed, how many alarm cycles they have, is it open; is a normal door open, c-foamed, or broken; is a box or locker open, closed, does it require a hack, and what's in it? Also a great opportunity to add lore bits for HSUs, PIDs, PDECs, etc., especially if we can list and query objects not strictly related to gameplay.
there should be a Valentine's day event where all the monsters are turned into sucky by Incubus where they will sell a car fine but slightly different and as you continue to play in killing monsters the more offense or the more of that Quest you complete the morning report you get like costumes and gun skins
Later on in development, a high stress mission where a deadly AI "team" has rebelled, barricaded themselves in with supplies, are holding key assets hostage, and have demands. The Warden has given you only half of the required demands. The rogues' barricade is surrounded by A LOT of enemies and more will come if a fire fight happens. Multiple options to complete the mission: A hard stealth option. Search the LARGE map for more supplies for a peaceful/quiet transfer. Try and bargain with what you have with the AI being randomly aggressive or passive. Or go loud and proud with some serious risk with the possibility of keeping the supplies for yourself to fight with. Make us think and mess with our minds too!!! Thank you!
got 2 things. first one could be a 'class' tab in the lobby menu (3 classes) where you can pre-set each class instead of constantly changing each individual weapon/tool. i know there isn't that many weapons and that but it would be convenient since you can join randoms who already have a loadout for the 'role' they play as in the game. The second thing is movable objects in certain rooms where some of the monsters can actually throw them at you for increased damage and knockback. It could change how a team clears out a room.
got an idea for a progression system what if you add infinite levels that take forever to get (like 5 completions for first rank and scales up) and you only gain xp if you complete the level so that the ranks matter cause they take forever and you dont gain any progress if you fail so it incentivizes completion (could give bonus xp for all stealth run, no damage taken, only landing headshots...ect.ect). if you make the ranks really take forever and add a trial to each rank you could even use it as a matchmaking system cause the ranks would take so long to get it shows the skill of the player cause you'll have to prove it with every rank. Thank you for your time and i hope this helps cause this games sick
being able to ping anywhere instead of just only being able to ping items, lockers, doors, etc.
Flamethrower tool. Short range, does low initial burst damage and does high damage over time. Enemies on fire panic and run into others spreading the fire to whom ever it touches including the players. Level of damage done and length of burning effect to enemy or friendlies is base on how long you spray them with fire. Flamethrower overheats if used for too long in one burst and requires a cooldown time. Visually looks like WWII M2A1 tri-tank flamethrower and has about the same fuel capacity as one.
Bit of a long one, but bare with me here.
In The Legend of Zelda: Skyward Sword, there is a certain dungeon that revolves around (no pun intended) one mechanic. There is a table that acts as a sliding puzzle. Moving the square pieces around shuffles the layout of the dungeon rooms accordingly. You have to use this table to line up certain rooms in certain orders in order to access them and accomplish certain objectives with the end goal of reaching the boss fight. I think adopting this mechanic into GTFO would be a stellar new type of puzzle, where players have to use the terminal to find which rooms the objectives are in, and shuffle the sliding pieces accordingly to get where they need to go.
Enemies are too bullet spongy. Make guns actually deal damage.
Enemies that are headless shouldn't be able to spit homing projectiles. Instead should go in to melee attacks. Would add variety.
A shock turret or trap that stuns any enemies that walk on it, has a cool down of something around 5 seconds, each burst will take up 1 shock charge, the tool can hold up to 5 charges, each tool refill gives it 3 charges, you start with 7
Developer feedback that lets us know what type of suggestions they’re wanting or looking for (If so). Such as map themes, class types, creature types, different supplies, weapon ideas, new gameplay scenarios, etc.
there should be a extremely weak unit called, a "screamer" like the scout it activate the room. But, unlike the scout. It only activates during the scream of a fellow sleeper. It's ability would be to make an explosive scream with a tube-like head. Killing it and dealing damage to nearby players. The ability would also activate all previous rooms with incomplete sleepers, it would not summon more, just mass activate.(only in opened rooms) They would hide in the corners of rooms and essentially be there to remind you that all enemies must go. It is veunreable to one quick hit-tap to the head. (Appearance) it would have a bulbous head with a tube like end, similar to some mushrooms. It's body would be frail and practically immovable, with it's chest area being the most infected part.
having a leveling system that when you level up you can get points/money for example, that you can then buy upgrades or skins for your weapons and tools. Then also maybe having items that unlock once you have reached a certain level. You could also have upgrades to your player like health, defence or speed for example, by playing for so long your players body would get "stronger" so you could upgrade certain stats or just an all around buff.
Having different reticles/sights either by just having the option to change them or by unlocking them by using the weapon.
Have a game mode where teams keep their previous loadout, ammo, health level, and items from previous missions. Teammates left behind are removed from the group lobby upon mission completion and do not get credit for the mission. Deployable items left deployed are left behind at the end of a mission. A randomized tool item spawns at a low chance per level playthrough(i.e. one or two per mission). New team members joining the team during the mission are given only randomly selected weapons and equipment. While being given the excuse "Warden authorized loadout gifted to prisoner. 'Be happy someone like you even got a gun'. The Warden."
Remove Glowsticks from a locked box's or locker's loot table. Glowsticks are left out in the open on the map there is no reason they should be secured in a locked container.
a introduction to Select fire to some weapons, ranging from the AR have a single shot mode for more control and a 3 round burst for the SMG for better focus at longer ranges.
Please don't make the player auto-select a gun when they run out of glowsticks, default it to the melee weapon if you must
should be a monster that can open doors and walk around. Maybe using the walls instead of the floor. Just to make the “clean room “ not so safe anymore.
Minor aesthetic suggestion, make item IDs always be three digits (eg like key_grey_001 instead of key_grey_1)
Pressing "Tab" in a terminal should auto complete terms. EG: qu + tab = query. For multiple items with the similar beginning prefex, eg KEY, should select the first then second, etc.
"The Morpher" - Appears in deeper levels of the complex. This monster disguises itself as a storage container. There are subtle visual clues that the storage container is in fact a Morpher if the player pays attention. Something along the lines of a slight color variation, visual defects like letters on the box code instead of numbers, or strange light reflection effects. If you try to open the box, the Morpher will awaken and morph into a Scout-sized Striker, with health similar to a Scout. A fully charged hit on the fake container will kill the Morpher. As a counter to players simply striking every box, damaging storage containers can reduce the charges of the item inside by 1 so players actually need to check for clues. This enemy type can keep players on edge in lower levels of the complex while adding in the classic Mimic type enemy.
Keep bodies from disappearing after killing them. I wanna have the rooms decorated by the corpses of my enemies. Why is it not a thing?
Can the Dev’s make the up arrow (which recalls the last command in the terminal) translatable between players? For example, if someone were to type a command, the next player that uses the terminal would be able to see the command that was typed and use it for themselves. This would help with pinging if someone were to leave the terminal, or if someone wanted to re-list a zone.
A silencer for people that suggest silencers
having a portable console tool - for doing basic stuff like pinging containers and searching for stuff - leave it with limited functionality/and/range(?) as in the future you could do spicy things with default consoles
My take on what a silenced weapon should look like in this game: It should replace the hammer, and have either extremely low ammo or a moderate amount of ammo that cannot be replenished. It should probably also require a headshot to kill strikers and shooters, so it takes some skill to use. For purposes of gameplay and realism, it should still stir nearby sleepers and wake them up if they're right next to you or nearby and glowing. This would make it a weapon used purely for stealth kills at a distance, with multiple sacrifices for being taken over hammer. Groups would likely take it to support hammers for some missions, and it may not be worth it for others. Replacing the melee is what I feel to be the best way of curbing its utility to a reasonable level.
For being Warden prisoners, getting used guns, and equipment that have probably been through hell; our characters look like they are wearing freshly laundered clothes and the guns/tools look brand new, even our hammers! Some signs of use (rust, stains, scuffmarks) would be excellent to create more immersion. Thank you!
May you please take out the fog repellers from A1 there’s really no use for them there
Some VERY SUBTLE audio/visual effects (using the context of the
Cortex interface
?) during gameplay that reminds us that the Warden owns us in a more... uncomfortable manner. At the moment, it feels like we are free of it's influence as long as we are out of our HSUs. More immersion/creepiness/mind-messing (literally) please. Thanks!
A alternative game mode that is basically a infinite C1 expedition. Every 5 waves The Warden sends you ammo, tool refill, and medipacks in a care package to keep you alive. It would be pretty fun for those you doesn’t want to be the sneaky type.
Rework some hud elements to declutter the hud. Add more options to the settings to allow users to retain some elements while eliminating others, such as removing the hud entirely but leaving context clues for actions on doors and pickups. Add an optional more traditional hud that only shows basic information regarding the players ammo and health count in the corner of the screen.
Deployable big lights for use at security doors.
Add some more verticality in the maps! This could also introduce some new gear, such as some climbing-specific gear.
Bring Back Alpha's map.
Make sniper capable of piercing several smaller enemies. If it's strong enough to make a hole in a big one, it's strong enough to be utilized for multiple small ones with one bullet if positioning is right.
An enemy type that has a reactive chemical in it's stomach/body that produces a loud noise when introduced to air. When this enemy is killed, the reaction will start and cause a loud pop or small explosion in the body of the enemy. This would alert other enemies in the room. C-foam could be used to suppress the noise. Otherwise players should avoid killing this enemy without preparations. There could be some damage that is taken as a result of being close to this enemy when the reaction "pops".
In later development scouts new model could have a pod thing on its back that stores its tentacles like bulbasaur has in pokemon.
Randomize loot spawns more to encourage varied paths and use of terminal. B1 is currently the best example, ||as objective items can spawn in any of the three paths to encourage more alarms, more scouts, more giants, etc.|| D1 also misses a lot of opportunities, ||the fact that 75 -> 76 is always better than 73 -> 74 due to 8 items, as oppose to 3 (with fewer uses), spawning in 76 means 74 is rarely visited. It would be cooler if either zone could have good loot in it, motivating players to take that route||. C2 is decent, but ||pretty much the only choices are "90 or not 90," "98 or 99" and, if 90, "96 or not 96"||. B2 does pretty well, ||the HSU and key for the HSU's zone are both random, and there is a supply room. Only real issue is that the supply room is somewhat sparse on loot, and it's behind an alarm that can only be activated after two spawn routes are open, making it best to avoid much of the time||.
Maybe a new enemy could be added, something like a bloater, whenever it comes near you it blows up or when it dies.
when we reload can you make it so we just stop in the middle and start shooting if we fire if you get what i mean
just an ordinary frag grenade
An enemy with eyes, just for detail.
The ability to use objects, like crates, shelves, etc, to baracde doors.
melee weapons have diffrent stats and maybe diffrent melee weapons, an example would be if you have a crowbar you can attack faster, but can't charge as much as a sledge hammer
whenever you get hurt it will show some blood on the sides of your screen to show that you're hurt and you don't have to depend on your health bar as the only source, but not too much because then it gets in the way
Could cameras be added to the terminal for certain zones. (like how five nights at Freddy's did theirs)
if you throw a glowsticks and it hits a enemy then it should start throbbing or wake up
A room when you enter the little sleepers start pulsing blue, if they're not eliminated before a certain period of time, they slowly grow into golems.
when everything is done and the game is fully developed maybe this could be a good VR game?
Difficulty adjusted based on amount of players. Bought this game for my buddy so we can play but its so challenging that we are having trouble with the first level. We are getting better but its just overwhelming at certain points every security door alarm is horrible even with sentries.
Let us place Long Range Flashlights on the ground as an extra light source. They aren't very useful right now, and this would make them much more usable in the rare cases where they're needed.
long range flashlights should be able to be mounted to you shoulder or gun/not count as a consumable item
you should be able to stack the c-foam grenades
Seeing how all the playable characters are prisoners, it would be a neat cosmetic to see what each character is behind bars for at the beginning beside their little brain scan monitors, like how at the end of a successful mission you see their infection level or mental state.
after a terminal has been turned on (used by any player), then be available to connect to them (like ssh or telnet)
The animation (or the mechanics) of the enemies movement should be a bit refined, when the situation goes gunsblazing. They doing some real unbelivable direction changes, and moves, that makes shooting a bit flustrating.
Something more than just win or game over screen when you lose or win. There should be cutscenes for losing and winning, but make them not be stupid or cheesy. An example:
Win: The prisoners are transported back up to the surface, perhaps a conversation happens between them about the hell they’ve witnessed, before being put back into the HSUs.
Game Over: The monsters drag the fallen prisoners into a secluded area of the facility, perhaps a nesting ground for these enemies, before they are mauled to death.
Again, this is just an example, but when cutscenes are implemented if at all, should be skippable and until everyone either finishes or skips the cutscene, it goes to the lobby screen.
Most importantly, if cutscenes are added, don’t make them stupid or cheesy, make them scary and suspenseful.
Let me play Minecraft in terminals
an enemy type whose presence in a zone causes illusory sleepers to spawn, who are intangible and destroyed with a single strike. The enemy itself would be motionless and unable to be alerted, visually distinct, but generally 'hidden' from players in some way (shelving, walls etc) to avoid it being spotted and cleared immediately. If the infection rate/mental state stats are expanded upon, these could increase the rate and 'severity' of phantasmal foes (maybe more unstable players see giant sleepers etc). Bonus points if every player sees different phantasms to really ramp up the paranoia - would reward smart bioscanner usage too. Destroying the new enemy would also dispel all illusory sleepers.
An entire level full of toxic gas. This gas slowly but surely whittles your hp down over time. Finding health packs keeps you alive until you complete the objective and escape. This would induce a sense of panic/urgency in the player
New tool. Shock strip. You place it on the ground, when enemies walk over it, it triggers, and shocks anything that walk over it, freezing them in place for a short duration. Functionally similar to cfoam, but can stun big guys as well, and also has a shorter duration
a short cutscene at the beginning and end of each drop where the prisoners have to retrieve their equipment from a remotely locked locker attached to the drop-cage, and return it on extraction; reinforcing the idea that we are prisoners not in control of our own situation
Behind the scenes youtube channel that documents production, discussing potential changes to the game, what to look out for in future patches, various types of announcements, etc
A giant boss sleeper, like the scout, it walks around and searches for enemies, however, this would only detect if noise is made near it. It would drag a gigantic maul on the ground behind it so you know where/when it was active. It would be an obstacle for teams, and completely invincible. It would be covered in a tattered and torn black trenchcoat/other ripped clothing. Possibly a failed experiment or mutated "special" sleeper. This would give the game a more challenging stealth approach, and diversify gameplay to avoid the boss and the chambers it is in at all costs until it moves to a different room while searching for the team
When you have a tool that's below 100% they should be stackable, example, if you have 10 glowsticks and the max is 12 then you should be able to pick up 2 from the glowsticks you found, this won't work for packs (tool refill, ammo pack, medipack,) because you can't merge them together
if there are ever bosses in this game dont make them bullet sponges or summon a lot of sleepers, make them more objective based. For example: Plant explosives at pillars to collapse roof on a sleeper hive to stop them from being able to enter the complex any more.
A "smart" sleeper. A giant roaming boss that follows players from chambers previously opened, using clues like opened containers and bullet holes to locate the team. This will have an easily distinguished sound que/ sound effect to know when it is near, and is killable by explosives found at the end of the rundown, and until then, is a persistent threat. It can lose track of the team if it goes too long without contact, is melee only, and has a very slow movement speed
a themed rundown based around a single insurmountable enemy. For example: A1 - it shows up towards the end of a standard run; B1 - an information run turns into a frantic extraction as the seemingly-invulnerable foe pursues you. B2: you try to gather information about it. C1: gathering supplies such as mining explosives to defeat it. C2: preparing an area to lead it into so it can be buried or bombed or flooded with radiation etc. The point is that the entire rundown becomes based around a single objective, and it has to be defeated through unconventional means.
Steam Workshop rundown making tools (custom rundowns)
Pelting an enemy with a fog rappeler or glow stick should wake them up.
Some achivmet ideas giant hunter kill 250 giants, sweet dreams kill 1000 sleeper in the sleeping State, and Time to be a man kill 50 scout with a hammer with no c-foam. hope you guys like my idea :)
How about some more small details in the enviroment to make it... I don't know, a little bit more dynamic, and add to already a stunning atmosphere? Like flickering lights in one of the current expeditions (I think B2 or B1, red flickering light), but with that comfy neon lamp buzzing and crackling when they're malfunctioning. Maybe some exposed electric wires, and maybe not even as decoration, as part of enviroment and gameplay, with sounds as well. Dunno, thought that would be pretty good. Maybe some ambient noise as well?
Maybe adding a throwable item to get alerted sleepers to investigate where the noise came from so you have a chance to hide again but the enemies in that area glow way more often
Light turret special tool. Acts like a turret, but "fires" concentrated UV light instead. Given that Sleepers are quite light sensitive, it would either actively damage them, or at least keep them away. Not for long, though. Such thing would require a powerful battery as "ammo". Could work as a static cone AOE, or it would actively track the closest Sleepers and project the light at them. Effect of UV could be making Sleeper panicking for a short moment + dealing small amount of damage but scaling (or not) the longer he stays in the light + Sleeper moving away from the light as fast as possible.
Flares. A consumable like glowsticks - not safe to use around sleepers, but bright and longer-lasting for placement during defence sections
Roll-up wall/door tool, like six siege. Either as a pathing redirect, light cover vs missile boys, or a small door replacement.
A shield that covers you from the attacks of monsters... It will have a duration and it's a primary weapon.
Improve the sounds of the Shooter enemy. It sounds less like a deadly alien creature and more like an annoyed bluejay.
Add silencers
rename glow sticks to Tac snack /red Tac Snack
reduce wave defense levels from 8 waves to 5-6
make defense waves require you to visit different terminals instead of holing up in one spot and forcing someone to run back/leave the fight constantly
After rundown #003 (after #002) drops, some developer supporter pack options (as long as you guys stay indie!) for those of us that appreciate what 10 chambers is working on. Multiple level packs $5/$10/$15/$20/$25. No pay-to-win content! Only OSTs/Story related content/cosmetic content/and maybe some military grade glowsticks! Give us an idea on what the money will be used for, say more Mo-cap or baby sitters so 10 chambers can stay at 9 people without burnout.
Biomass removal type mission, potential re-use of assets found in the ceiling of some rooms in C2. Areas are blocked off by the biomass until it is cleared. Perhaps a flamethrower class weapon to deal with it, doesn't necessarily have to be effective against sleepers. A similar design for reference is that found in the Valve game 'Alien Swarm'.
When the player gets hit they have a different reaction depending on how much damage they take. From something like being hit by a Arrow Head (the ranged monsters) it’s a deep grunt or something like that but being hit by a Leviathan (the big teethy head monster) your prisoner does a painful yell.
as some guys already suggested to have more vericality in the maps, more falling hazards and deep hole to fall down, where u get insta downed. There should also be sometimes ropes instead of ladders, which could be climbed slower to have a variety and have the feeling that someone already was here exploring
a new tool would be the tripwire: a maximum of 12 uses, deploy like the mine, but u need to have 2 points selected which are valid surfaces and not more then 10-20 meters away from eachother, the wire would break after 5-10 small sleepers tripping over, or after 1-2 big sleepers. main aim for the tool would to crowed them in 1 place and slow them for some seconds, till they get up, so u can C-foam grenade them or have some shots with shotguns in the crowd or to have a mine deployed behind it to ensure u have more enemies killed with 1 mine and takes cooperation between the 2 mates how bring tripwire and mines, but it can also be combined with turrets
In combat, the half-gibbed sleeper models look great but during a fight (particularly when you're using melee or a shotgun) it can be frustrating to blow half its torso and head off, move to a new target and have the first sleeper still waddle after you and keep fighting. Keep the brutal gore but tone it down when an enemy is still up and kicking so it's less confusing during combat.
An enemy only visible by glowstick, or bio-tracker. They're less sensitive, due to their rather stealthy nature. This could create many things: Necessity in carrying at least a few glowsticks, a heavier need on a bio-tracker, communication increase as well.
Perhaps they create their own unique sound, like fizzing or crackling? Pinging them on a bio-tracker gives them an outline.
An option to display latency like with FPS.
Make the bio-tracker distinguish enemies above or below you,
Consumable that creates a high pitch sound, which will keep sleepers from entering the AoE for a little bit. Wakes up sleepers if used outside of combat too, so only useful in combat for a few seconds of breathing room (enemies can obviously still attack from range)
Add the ability to Ping enemies and show they type in the ping and on the map.
Remove the ability to hear scouts through walls and remove the windows in security doors. Biotracker is already a fairly weak tool, there's a total of one level where it has very high utility. Windows and audio ques currently give the player a load of information, which takes away from the niche of biotrackers. It may get more use if this were amended, since there would be less information you could get without it, all without changing many of the core mechanics of the game.
puzzle rooms deeper within the facility like the laser grid room in resident evil or other kinds of unique puzzles as we get closer to the epicenter of the infestation/ground zero
While opening doors make 1 of the players truly hack it, add hacking door related puzzles like ordering numbers that constantly move, connect electricity trough dots to reach to an end, follow a path like labyrinth with your mouse to unlock (design more options) and continue the progress of opening/hacking a door. This would prompt a designated player to perform this actions and his team players to protect him while he literally focuses on opening the door challenges. (¿Door doesn't open?) Waves keep coming. You can check out some of this mechanics for reference in a free to play game called Alien Swarm: Reactive Drop
(Edit of my previous suggestion) try by implementing more mechanics to hordes coming from opening/hacking doors such as, a player connected to a computer that is linked to a ceiling machine gun with a camera (of course this horde should be more difficult) So besides defending the guy hacking the main door you also need to defend the guy with the big guns showering from above. Besides from just being another door that we need to open you can add also tools dependent to the map like a poodle of water that you can electrify with a switch that you can see with a camera while you control the switch (AGAIN DOORS WITH THIS FEATURES SHOULD HAVE A CONSIDERABLE HARDER HORDE AND HARDER HACKING DOOR TIME/MINIGAMES)
Building onto the same idea, a puzzle involving blue or yellow (not red, looks like player mines) lasers that you need to navigate safely. Can be triggered by hostiles, and cause AOE damage to the team.
New Tool: U-41 Crab-Turret a small, deployable turret that follows the player. It does less damage than the shotgun turret, and can use a melee attack if no enemies are currently alerted to your presence.
Gun type: shotgun
Ammo: 80 rounds max.
Damage: less than shotgun
Melee damage: 1 hit on normal sleepers. Will not engage scouts, or giant sleepers.
Can not open doors. Will auto-disable if it runs out of ammo or if it cannot access the player's location.
blue glowsticks
Hackable doors, that are based on player skill. If you mess up, it starts a wave. From there, decide if it spawns more when you fail again, or opens after you beat the wave.
lower the volume for every start of the rundown please. It's so loud even if I lowered the volume in game.
Be able to see when your team mate is charging up a swing for easier synchronization. Also, it would be nice if we could use the long range flashlight as a distraction when being rushed by ranged or naruto runners.
A leveling system
[STAMINA] Player characters have breathing aspect which when near sleepers it steadily agitates. Use a button to hold your breathing. Could use ALT as the key.
Once you let go, you inhale a louder gasp of air which extends the sounds radius.
Sprinting also causes panting. Over time it gets quieter once stamina is back to full.
(Only on Hardcore-mode)
After release run official tournaments, with levels holding the same seed/rng numbers across all teams. Winning team gets a golden mallet?
Extremely difficult drops where (unless this is counter to the lore) the Warden wants us to stop corporate espionage against Santonian
or investigations by Interpol/The UN/or Mexican (due to Chicxulub crater being in their territory) Authorities, them being fully equipped and us being outgunned. Forcing us to pull off some morally grey/wrong stunts to add to the dystopian feel of the game.
Environemental weapons/tools specific to maps or rundowns. These could be hidden behind tough alarm doors or a series of rooms forcing players to decide if the risk is worth the reward rather than carrying on with the objective of the map. Some ideas for this could be an Acetylene torch used to cut into otherwise unreachable areas or as one method of opening a malfunctioning security door (as an alternative to hacking), a concrete saw tool that can be used to cut limited openings in walls connecting two rooms (drawback of excessive noise) and biomass-remover (see suggestion 142408921620021248 ).
High steaks Santonian employee rescue missions where not everyone can be saved due to space or infection.
to give the bio tracker more relevance, how about we get a visual queue when one of the sleepers lights up, or the option to temporarily ping a team mate and see him in the Bio tracker's screen.
Add a key binding for slide, rather than using the crouch button while sprinting. I use toggle crouch and its annoying to to do slides that way, would be nice if I could just tap alt to slide.
Environmental 'hazards' such as a one-way slide down a steep ramp, sound traps from past attempts to survive the initial incident, or a shallow mud sand or biomass that restricts movement
Other environmental hazards that cause noise or other effects. For example, broken glass on the floor. If you step on the glass, it makes noise, causing sleepers to react as if you were just walking (uncrouched), meaning they would start glowing, then, start pulsing, then wake up if you don't stop moving. Environmental hazards like this would make stealthing a room a bit more of a challenge of choices on top of the already pretty good stealth mechanics.
for HUD custmation the HUD could have a different lay out. Lay out 1 will be the default Lay out 2 can be like the HUD in 2017 trailer etc.
Add the ability to drop items into an empty locker/box rather than just replace them.
Concequences to failing a hacking minigame. For instance, when you fail, it creates a sound triggering all the sleepers into the next state. You'd have to time your hacking properly to make sure that IF you mess up, the sleepers around you aren't already beating. Hacking should be more reliable too, feels like sometimes it's just lagging behind and sometimes it's working perfectly fine.
Hitting sleepers with consumables should always trigger them into their next state.
Certain actions don't trigger sleepers, like wacking the wall or ground next to them. This should trigger them.
New primary: a ballistic shield for your primary slot that you can use with your melee weapon instead of a primary gun.
A riot shield type item which is in the tool slot, acts as a second health bar for the front while equipped, can use melee attacks while equipped, breaks uppon reaching 0%, can be fixed using tool repair kits
amendment to the previous riot shield idea, if it seem too good make it so you charge your melee weapon 2x as slow or you can only do an uncharged swing, if it seems too bad make it so it blocks half damage from behind while on your back, still takes 100% of the damage to its durability.
updated riot shield concept 25 hits until it breaks, replaces tool slot. Allows melee combat with your melee weapon while in use
semi-finalized riot shield idea: starts with 100% durability. Use tool kits to repair. Takes 4% durability from a normal sleeper hit and 12%-16% and a slight stun from a heavy sleeper hit. Replaces tool in loadout(c-foam,sentry) slot. Can only use uncharged melee swings when in use. Does not protect your back from hits unless currently not in use.
(Currently all we have figured out in GTFO-Chat)
A monster that could revive the other monsters in the complex
a monster which could regen limbs/hp!
Right handed weapons. Brass and shells flying in your face when hip-firing looks interesting. But it does ruin immersion a little. 😛
boss enemies
customization to characters
footsteps should be louder for harder games
add VR support for immersive gameplay
Make an ARG (Alternate Reality Game) in the universe of GTFO on twitter, you already created an account of the warden, you can use it to export the lore here, like content video, or text file, maybe you can hide some crypted message, who fan can try to decrypt it to know more and more about the lore of GTFO 🙂
Maybe for later to increase the "fun" at alarm doors. Make them that the light can sometimes go out as long as the door is used. (Overloading and such). This means the D1 enemies can spawn for this particular event. Alarm doors can have a percentage if this will happen or not. Like a dice throw. Gives variance for multiple playthroughs.
The weekend before a new Run Down is released give the steam store a weekend pass to play the game that starts Saturday and ends like Sunday Evening. That way people who are on the fence about buying the game will see the progress made at the end of each run down and will be incentivized to buy in.
At the current rate the rundowns are going to take 3 months between release so a weekend of play at the end of every 3 months doesn't seem to extreme.
a c-foam sentry that shoots foam at enemies running past
destroying the legs of sleepers doesn’t kill them, instead they drag themselves with their hands and move a tad slower
add a setting to change aiming down sights sensitivity, so aiming down sights sens is not reliant on look sens
Add a setting to change the size and colour of the hip-fire reticle
I don't know if it's just me, but all the talk about the new rundown feels like we're replacing the current rundown. Please keep the current maybe label it differently (Instead of
A1do&1). Some people who recently started and/or who can't play as much as others would like to be able to actually complete the first rundown.
When you ping an item, enemies should be drawn towards it, since it makes a noise.
What if, opening doors had a chance of making nearby sleepers start clicking/glowing, or had a small chance of agroing a nearby sleeper so the players opening the doors would have to kill it quickly so it doesn't agro other sleepers. On top of that, it was brought to my attention that this could be frustrating because of the door being necessary to open, so what if you could either open the door, risking an agro of a sleeper, or you could go through a vent system that when you walk through could make sound making sleepers click (and you can here them so you know when to stop moving.) also the vent being long that way people don't just always choose the vent. Also if the door is a key door then the vent also requires a key to go through.
there should be a trail of bullets when fired and magazines too
you should be able to open lockers by right-clicking melee
grenades
New equipment (Weapon Slot) Archer (Bow) or Crossbow to allow player to range stealth kill. Same function like Melee weapon but range. Got pros and cons.
Pros - Range Stealth Kill (Low class enemies take same damage done on Melee weapon if hits head. Other than that it will be 50% or lower damage done toward enemies.
Cons - You (If 4 player taking in crossbow/bow and none of them want go for Melee) did not know the enemies were standing alone or group + heart's beat which lead to..... yeah..
stats on the prisoner
For the higher Expeditions, environmental reactions that cause damage to the player for example a part of a unstable bridge snaps causing the player to fall (not of the map of course) or something that falls that makes a lot of sound that will alert of wake any nearby scouts or sleepers.
When sleepers are aggroed don't have the whole room wakeup automatically but have them actually respond to nearby sounds. That way if you aggro a sleeper you can maybe run off without drawing the whole room in, provided you do it quietly.
Also this might allow tactics to deliberately aggro small groups of sleepers in a controlled manner if they are together in too big a clump to take out with melee. New enemies might also be possible that make more sound or are more sensitive to stimuli which would add a new dynamic to clearing.
Personally I like to hear in other games the noticeable clicking/pinging sound that ammo has when you start getting low on your clip. There's been a few times I've been focused on killing sleepers during a phase and wondered why I stopped shooting all of a sudden. Yes. Could I take the few micro-moments to check my clip? Of course. But, I do love audio queues of when I need to prepare to make a move to reload and not just stand there.
When my gun runs empty it should NOT automatically reload. Granted some people like this I guess so make it optional. Just for me when I'm in a tight spot and my gun runs dry I would sometimes rather GTFO than reload. Or at the very least make it so that Sprinting Cancels the Reload.
Honestly either adding the Optional Auto Reload or Sprint Cancel would be fine by me.
Little joke references from the discord/community hidden throughout the complex. Like maybe some packages with the Maulmen stamp and complex postage on it, or some dev faces
Have a sleeper similar to the scout that walks around the room but rather than starting a wave by screaming once awakened. If it is not killed before being alerted it releases a gas as a defence mechanism that mutates the sleepers around it which would change the look of all the sleepers and in simple terms gives them a "level up". So they physically look different and are harder to kill.
a rundown based around a giant underground train that the team needs to repair, and use to get to a lower level of the complex.
Idea for the future. Call of Duty Zombies style gamemode. The gameplay is perfect for this type of mode, and would be a nice break from being stealthy to appeal to those who might prefer the C1-type levels.
More variable wave composition. Right now, it seems like there's three different waves. (1) 75% strikers, 25% shooters, and some big strikers occasionally. (2) ||nothing but chargers.|| (3) ||nothing but shadows.|| Why not throw in some big shooters or shooter-heavy waves on some alarms? Maybe a giant-heavy wave for some special occasion.
make t-shirts and pins so people can show off their favorite melee weapon (maul best)
Improve AI to counter cheese spots and kiting. Right now, only one person needs to run the enemies around for the other people to do scans or whatever in peace. Only a quarter of the enemies should really be pursuing the guy up-front, the rest should try to reach the rest of the squad, rewarding an ordinary defense with guns.
Some additional programming to the hostile AI, so that at least some of the waves/enemies will single out targets who are more "alone" and distanced from the group, say a sniper position or someone running scans. This would increase team coordination and grouping up, as the game has intended.
Proposing a new type of enemy, a sort of "mimic" if you will. It displays the orange-colored glow of a box or a locker, and perhaps it is silent to further 'confuse' the team as they clear a room. Imagine sprinting up to that beautiful orange light, only to have your dreams stopped by a 6-foot boi.
make "C" a weapon shove instead of a melee shove. different weapons cant shove like the sniper and dmr.
tripod mounted deployable long range flashlight available for the tool slot
would be nice for visibility when defending someplace
when you run out of throwable items (glowsticks, c-foam grenades, ect), rather than auto placing you to be holding \ your primary firearm, it should either put you on your tool or melee weapon
Feeder. They well be found eating something in pack. Packs will contain around 5-6 members. Feeders are very weak and can be killed with a half charged swing or a head shot. But they can alert very easily there for the player would have to be crouch to avoid a alert. Feeders would not fight but go get other enemy's in the room to help. Feeders would do quick attacks the can do 5-10 damage. Feeders would be found in almost every level.
remove the broken parts from the sides of destroyed doors. Players and enemies can already walk through them and it looks weird when they do so.
lockers should be able to be opened when right clicked on melee
an ending scene similar to when you are sent down, but where you are taken out of the rundown and back up to the surface.
A secondary action for glow sticks where you crack one and hold it up, using it to illuminate the area around you. Click again to drop it or use the main action to throw the one you’re holding.
Review shooter hitboxes. Hitting their back with a full charge to kill is inconsistent when they're in some positions. This can make them unusually punishing, especially for newer players. Doesn't really feel fair that I could aim square for the "barnacles" on their back or the crack of the ass and apparently have been aiming too far towards their front. ||The same issue does not occur for chargers/armored strikers, which is why I believe the hitbox is finnicky.|| I expect the exact hitbox for those "leaning" shooters can be learned, but the visual indicators are definitely deceptive.
Timed and remote tactical explosives only available for solo play. Timed explosives can have different timers and are given to the player on spawn, and remote explosives can only be found in the level. The explosion range is quite small, and can only be feasibly used to take out one sleeper per explosive. These will basically replace the second player if the need to take out multiple sleepers at once arises.
Slow corner peaking/leaning (not for shooting).
Going off the previous suggestion, if corner leaning is added, it would be the perfect opportunity to add a monster that activates by sight. It wouldnt activate if you lean around corners. To add to this, maybe you can toss cfoam grenades around corners as well, to stun it then whack it as you do with scouts.
making the terminal more terminal like, like changing it with bash like commands, example.
list = ls
list zone = ls -z
query = pwd
ping = ping
A jammer-like enemy that causes bio scanners to lose track of their position once they start moving. Aka enemy is only visible on bio scanners when the enemy is still, (or possibly vice versa). Otherwise it effectively acts as a wandering sleeper.
Subtitles for the prisoners voice lines.
A new level involving using ammo packs to fill a large turret/sentry gun, before starting a very hard or multiple waves. One man defends the operator while he controls the weapon, whilst the others do scans.
The more you out into the turret, the more you rely on him/her, as you have less in your own weapons.
On the terminals add DOS commands as an easteregg and Include random one liners or thoughts by the developers hidden in searchable directory/text files.
Areas with broken tech that produce EMP-like fields that mess up with certain aspects of your gadget and HUD. Bioscanners won't work, turrets might misfire*, HUD may show incorrect ammo information, map becomes harder to read, etc.
Could be useful in certain choke points where a few turrets nullify the threat of a horde.
Could fill an entire room, or just a small section.
*Misfire = might fire even when a threat isn't present, or not fire when a threat is present.
new hacking minigame, basically froggers
new way of getting throgh alarm doors,thermite satchule charges! max 2 on map and cant be refilled,alerts room ahead but avoids alarm.
A stationary, player controlled machine gun turret to gun down the horde if anything goes wrong
Keep the old rundowns keep on going using Steam version control, like Dead Cells did. They have every major release as a game version, so people can roll back and see how the game grew.
lore vidocs hidden in different level's terminals, accessed via secret command. These can then be watched and read from the rundown screen.
April fools where every sound effect is replaced with @ludvig doing a voice over IE: swoosh swoosh bonk ting ting pow
cross bow with slow reload speed but provide silent range kills
spray paint consumable (same slot as glow sticks, etc) for marking walls, doors, etc.
Ability to go prone. Less noise but your body's "hitbox" is longer, creating the risk of accidentally touching a sleeper by turning. But most importantly: lets you duck under a rail from a scout's tendril that you know you could have avoided if you could have just gone a little lower. Other aspects: Slower strafe movement, steadier aim and less flinch if you're for some reason in a firefight that way.
Ability to adjust ADS FOV/ make ADS FOV relative to your current FOV
- Make an achievement for player in game/steam achievement. 2. Create prisoner weapon's skin. 3. Create an adrenalin shot (refill health 5% to 10% and increase movement speed for 5 seconds)
Skip A level expeditions occasionally on rundowns in favor of a longer B level expedition that has a much harder difficulty towards the end but a much easier difficulty towards the start. Would be able to train newbies in the first portion, while requiring some extra skill to finish. Would also make it more engaging for veterans, especially anyone teaching the level.
Use new enemies to shake up the stealth mechanics. Instead of reacting to light or sound, they react to something else, like some sort of scent mechanic, for example. This is similar to how the scout works currently, using touch instead, but it should be a more prevalent detection method that replaces ordinary sleepers. Those ordinary sleepers can become rarities in some zones, being dominated by alternative detection methods. It would be like adding mini-scouts that don't move and have maybe 5 tentacles for players to sneak around, only touch needn't be the detection method. I think this would make new levels a bit more interesting, and provide some fresh strategy in place of only having red light/green light.
give an option to make the chat disappear after a certain time of inactivity to help remove cluster from screen and immersion
Add an alternative detection method to red light/green light that can dominate specific zones to add variety to stealth in GTFO (as opposed to the scout, where very few enemies use an alternative detection method in rooms dominated with red light/green light enemies).
Kinda a spur of the moment thought and not really too sure about about how well it could be implemented or if even at all but what the heck right?
In short a Trophy System like in CoD where incoming projectiles are eliminated as a sort of defense system.
Useless against Melee enemies but can come in handy for those pesky shooters with shots that sometimes track a little too well...
Not sure if it should be used as a Tool Slot or a Consumable that you find in a locker/box. If it's a Tool Slot possibly be something that's hand held and made specifically for tracking and shooting down enemy shots (tho that sounds a little silly and maybe too fancy for the theme of the game) and as a Consumable something that you can throw down but can't pick back up.
As a throwable it only has so many uses and doesn't take out all of them that comes it's way.
For example it has 15 shots to take out enemy shooter rounds but it has a slow RoF so it will reduce the number coming your way and not just turn into an AA gun destroying all of them.
I guess the number of shots it will have will vary from pick up to pick up (tho as a Tool this could work too depending on balance and such). Sacrifice a Defensive Shotgun Turret for a more Protective "Bubble" instead.
Could come in handy for some of those missions where you go around a corner and the only light you can make out are the 20 Shooter Shots coming your way...
If you and your teamate has the same type of gun. you could give eatch other ammo for that type of gun if you run out
Everytime you complete a full rundown from A-1 till the Lowest possible floor/ level of the rundown you earn certain equipments/ weapons or skin only unlockable on that rundown and every rundown contains newer unique equipments and items players can obtain, this would keep players interested everytime into the rundowns everytime there is a new one being pushed out
Give Machine Gun a bigger mag and more ammo. Is very fun.
Level Suggestion:
A level-based around Tram/train.
In what way could it could work:
The level is divided into 4-5 hubs, with a train connecting them all in a linear manner. The first hub (where the players drop-in) is an introductory hub, where the players get introduced to the mechanic of fuel (non-inventory pick like the ID cards), that they can fuel an open roof train/tram. When enough fuel is gathered they can fill the tram for a ride to the next hub. The tram is a slow-moving ride that serves the same function as the alarm door section. Making waves of enemies spawn in and jumping on to the train as long the tram is moving. As the train reaches the next station the tram's fuel tank is deleted and the players have to venture into the next hub to gather more fuel but are presented with a new choice: They can gather just enough fuel to advance to hub 3 OR they can risk and go deeper to gather enough fuel to skip hub 3 and travel directly to hub 4, but also having a longer section of sleepers getting attracted to the moving tram. This loop can be repeated how many times the length of the level is wished for. As an "end of the mission" challenge the game can either force the players to take the same tram all the way back to extraction for a long defense/alarm section or just an extraction is done at the final hub.
Another feature, that could add to the level of gameplay, is that if the players have more fuel than for one hub jump, they can either choose the "skip 1 hub" or "move train faster, so they'll get to a hub faster, therefore having a shorter alarm phase".
Problems by introducing this mechanic:
The biggest challenge is coding (and re-writing of such code), right now there ain't no script for enemies to jump over gaps and more so coordinating a jump onto a moving platform.
Also, things such as C-Foam and turrets might not have the coding to be
A) Me and my friends have noticed a lot of inconsistencies with the hitboxes. Sometimes you can be aiming point blank at a guys belly and there is no bullet registration and other times their head might pop off. Not sure if this is due to lag delay or what, but it doesn't seem to be lagging. Fixing this would be greatly appreciated. B) On top of that, it would be nice if each unique monster had unique hitboxes for their body parts, and certain parts that were weak points such as the mouths around their body (not sure if that is currently how it is as it just seems random), instead of just trying to pop heads off or spray and pray. When some monsters heads pop off they continue moving and attacking which is a cool feature, and it would be a nice feature to have that happen with other limbs as well like if you shoot their legs out they can crawl around...and keep it completely random like it is with the heads. In the end game screen when it shows your mental state and all of that it would be helpful to see your accuracy with each weapon you've used including your melee, just overall accuracy and hits to weak spots. Maybe show the amount of resource you've used as well. Maybe this info can lead to "accomadation" points from the warden, that in the future it could be used to "upgrade" your prisoner cosmetically. Don't show a kill count though, please never do that.
Keep the lore explanations to a minimum.
I love the lore to this world and that its kept to a minimum strictly within the boundaries of environmental storytelling, it helps me get into the role of a prisoner with how little I know of the big picture - you drop in, get what The Warden want and gtfo, you don't have to know what these abominations you're fighting are, you don't need to know what the mining company dug up/experimented on etc, you don't need to know what The Warden's (The Wardens'?) main goal in all this is and what they're sending prisoners down into the pit for.
You're in the role of a prisoner, they wouldn't care about questions because you're expendable; a means to an end, and that's the way I'd prefer it to stay.
security rooms/checkpoints with active trip-mines and turrets that detect the players. You need to find a generator or hack to bypass their security
sleepers would hear if you are talking
This is PvE . Once
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are fully release (not in stage of Early Access). Create a mode/dlc for PvP where Player (Prisoner) take place against another Player(
) to reach certain checkpoint or safe.
when youre in a solo lobby the game should lower difficulty and/or make security scans 1-2 circles and lower the enemy count on alarms
food
maybe you could be able to create and implement your own levels/campaign (wont be tied with the lore/storyline) and add your own enemies in a room along with certain amounts of security scans and alarms plus keys and HSU's/objectives, terminals, lockers, boxes, hacks, tools inside of storage containers, certain lighting, rooms, etc. And if you make 4 or more levels you can create your own campaign.
Community Custom Level Creator. Much like matchmaking, utilizes unique codes for each custom level. Unrelated to rundown, but could inspire continued play & challenge runs in-between development of new rundowns.
See what the community can provide in terms of unique levels, as well as inspire new ideas for you as Devs too perhaps.
Could even add the ability to rate each level for easier searching. Keywords & filters for specific types of levels or challenges.
*Just some little additions to the previous suggestion.
buff the burst turrets damage
allow fans to create official translations for the game. This game is not text heavy so it won't take forever and I'm sure some people would love to help, including myself
maybe we could create/design our own weapons using combined details from other weapons. Such as: stock from combat shotgun, handle and mag from machine gun, barrel from sniper, reticle from smg.
An enemy projectile which, instead of dealing direct damage, explodes in an AoE blackout/whiteout type effect that blinds anyone caught within the area of the blast for 3-5 seconds, similar to a short-effect flashbang grenade.
maybe make some mini-bosses after the main objective is complete and then a final boss at the very end
This game already does a great job using our brain's innate "fear of the unknown" to unsettle us with the pitch dark visuals and the sleeper's idle noises. But I believe that by improving the sound aspect, we can add whole layer of psychological horror to the game. Some things could include:
-something that generates white noise playing in the background (a fan or buzzing light) throughout the beginning of a run so that we get used to hearing it; only to stop completely and leave a noticeable silence (maybe in the middle of clearing a room
continuing on my suggestion (pressed enter too early):
-subtle "human" sounding noises (breathing, gurgling) coming from different places
-binural audio for headphone users
or something like the a shepard tone during certain events (https://www.youtube.com/watch?v=qZkZWbpzqKE)
Drop Items button in order to help you create loot caches for yourself in case of emergency, consolidate items you can't currently carry, or leave items for friends.
The ability to "link" two lobbies together and have real time feedback on how the other lobby is doing, with stats from both lobbies compared at the end to see who did "better". Could be used to have easy speed running races, or accommodate for people with over 4 people in their group. It would be a system that hasn't really been seen in a game like this before.
(Linked lobbies could even have the option to use the same enemy/item spawning seed.)
Environmental hazards in random or certain rooms like fire, electricity and radiation.
advanced character customization such as: color hue, vest accessories, leg accesories, helmet visor hue, gloss, design, etc.
More animations, including swinging a weapon while running, the ability to see a teammate's head turn while in the cage drop, and and maybe an animation for getting out of the cage.
an option to hide your Hud Completely to take a beautiful screenshot of the game
A Gawking Critter – This is a creature that’s awake but still is dormant. It constantly watches players (that are within sight) from the middle of the room it spawns in. If it sees you get overly close to another creature or holding any of your weapons, it will gently whine at you with its mouth dropped open. If the player persists, it will start sprinting at them with its arms outward. It’s as tall as the player is, so if starts coming at you, it’s head will be level with yours and you’ll be sure to see it. The mechanic of this Critter will force the players to attack it first, making them put themselves in the middle of a room without being able to clear it from left to right or top to bottom. The whining delay on the critter is to allow for the player to change to their weapon and kill it when they are close enough. The Dev’s could also make it so you can counter one of these critters by blinding them with flashlights.
The way I’d imagine this creature is that it has glowing bulbous eyes, so the player would be able to see it as it sees them (visibility in darkness). It kneels on the ground with its back straight, holding both of its arms awkwardly down at its sides.
Now, this creature of course wouldn’t be in every room, and there wouldn’t be more than 1 in a room. For some difference, this creature wouldn’t attack you from movement or sound, only the creatures around it would. It only becomes hostile if it’s alarmed in what it sees. And it only alarms the other creatures if it starts sprinting.
The Mimicker: When the player is in full body sight of this creature and/or within a certain distance, it locks onto them. It has every animation that the player does and mimics them exactly. So if the player swings their hammer, it more-of throws a ‘pretend’ swing. If the player turns toward this creature, the creature turns away from the player. If the player turns away from the creature, the creature turns toward the player. If the player moves toward it, it moves away with the same speed, and the same way around. However, this is where the Mimicker can be dangerous. It can wake up other creatures by bumping into them. So, this makes the player focus not only on their own surroundings, but the surroundings of the Mimicker. To kill it, the player would have to weave themselves and the Mimicker around props and other creatures to corner the Mimicker so that it cannot walk/run away (Its animation stops). Alternatively, for 2 players or more, this creature would lock on to the nearest player and would walk away from the nearest person following it. If line of sight is cut off by a door, it’s no longer locked onto you or the person it was locked onto.
I'd imagine it would be cool to have this creature look like a common striker with minor visual differences. So it’s hard to notice and you only know if you’ve encountered it when it decides to start mimicking you.
armors in game
some options for expanding on the terminal:
Allow the terminal to turn the lights in a room on/off if it has them
Allow the terminal to turn the ventilation on clearing the fog from a room
Allow the terminal to turn on/off a fan or other white noise object in a room
Have the terminal access a camera in a upcoming room
Allow the terminal to disable or enable environmental traps, such as neutral auto turrets, or mines
Allow the terminal to open or close doors. have a separate command to open or close all doors in your zone
Maybe allow the terminal to hack the boxes in a zone, maybe requiring a different minigame
These options make the terminal pretty powerful so maybe put them at the end of a zone more often then not.
Alternatively the terminal can require a lack of infected presence nearby (in the same room/zone) for some commands, or require extra steps like with doors. Maybe a security scan requiring your team to be with you.
Sell GTFO poster like the one at PAX.
- Voice chat:
I think it would be nice that if you walk away from your team mates you get interference in your radio. And in some rooms you get more. For example: Something like interrupted voice and that you can hear also the screaming of the monster in the radio if they are near a teammate. This would be great if you have some Mission objectives to do separately.
- Divided roads.
Sometimes you have to left your team and go alone or with another mate to activate something that require to be in two room. Or for example open a door remotely from another room but in the other room (where the rest of the team are) start to come monster after you opened the door.
3)EMP interference
Related to 1) suggestion some areas where you get emp interference that jam your radio, or your light start to flashing.
If they don't take too much space on the screen, bring back some of the cool HUD elements from the GTFO trailers!
grenades that can cause a sound that wakes them up and they go attack it long enough for you to sneak past. Not stackable, not reusable, can only have 1 per person.
as development continues, more dynamic sound design to where the music and effects are more closely tied to enemy alert and proximity status as well as type and quantity, rather than just "action music when agro'd". such as in Left 4 Dead and SOMA. example: music adds more layers the more enemies are agro'd at once, and removes layers as less enemies are around.
Idle animations
- Phyisic: Mine deployer - i noticed that when a mine explode, monster continue running for some meters and then die. For realism it would be better to throw monster in the direction of the explosion. This also cause monster to active others mine next to each other, i think.
- Mine deployer - i believe if you put mine in different places would change the effect on monster. For example: if i place mine down to legs/feet height explosion will cut all monster and maybe some could survive walking with arms. If i place at head height no chance for all.
\1. Create an achievement for players
Make an in-game currency per rundown so that player can buy accessories for the prisoner like weapon skin, helmet/visor, or maybe a outfit set.
I know this game is early access, but for the future, I was thinking that their should be a "heavy" enemy that's only weakness is the head, but it's near impossible to reach. it also should hit really hard, but move slowly. guns would work, but melee would be near impossible
A sleeper that's really tough and tanky and slow.
It will silently follow the survivors but will not alert nearby sleepers.
It will be sleeping on instance load and will wake up a certain time and will slowly walk towards the prisoners.
Killing it will permanently remove him from the session but it will require a lot of resources.
The only way to stop him temporarily is to blind the monster with flashlights until the monster sleeps. However, after some time, the monster will wake up again. Flashing a light onto the sleeper will slow him down to a crawl until he goes back to sleep.Ambient light will also slow him down.
If the monster reaches a player, it will one hit them, making them fall to the ground, and he will charge a stronger attack that will permanently kill the downed player. The only way to interrupt him is to shine a light on him.
put cosmetic items in a locked chest. To access this chest, a team must complete a security door, or tough challenge to access the chest. Each mission has a different chest with a different cosmetic item. Challenges to unlock these chests can be varied, with A1 being a simple alarm door, and E1 being a 3 round generator defense type thing to open the locked door.
Give machine guns a 2 second wind-down period. I think having to charge them up every time you release fire is really cumbersome.
A mode where you go through every rundown and if you die you restart back at A1. If lets say you get a medpack at the end of A1, you can keep it when you go into B1, and if you have 20 ammo in your pistol, instead of it resetting, you'll have 20 ammo in your pistol the next level
I would love to see special tool that would allow to act as a decoy for slowing the Sleepers and other types of creatures. Allowing you to focus groups.
A grenade launcher for the Tool, ammo count roughly up to 25 grenades, but the grenade is strong to stagger and two tap the Brutes.
Definitely want to customize my own player model.
If possible, maybe decrease the cooldown on the Bio-Tracker just a tad. Mainly cause the tool struggles to tag enemies at a far distance if you are not within 50 meters of the target group. So maybe like a pulse or a wave that tag the enemies. I think that would be a cool addition of the tracker. Like how you had your presentation of the "Snapshot" or mapping tool that would show a room behind a door. But maybe like a pulse that would travel from the scanner to ping sleepers too.
Of course this is a suggestion, but it would put some interesting features/changes to the tool I think. But don't listen to me.
I would like to see idle animations and a triggering one that inspects the guns or tools.
Just a passive thing to do.
Hell I would love to also have like a workshop to customize guns! That would be cool.
C-foam grenade launcher, tool variation of the c-foam launcher, has only 5 max ammo, fire a C-foam grenade that causes a big spread and can reinforce doors, less efficient than normal launcher, better at dealing with mess ups
a new type of enemy; Burster/Etc. Not immune to being melee stealthed or killed simply with melee, but perhaps dealing damage to a player via it's volatile body/corrosive fluids kept inside.
Add toggle to change firing rate. Single, 3 shot burst, semi automatic, and fully automatic
If possible add Flamethrower as 2nd gun and find Molotov as tool (max 2) in the locker or chest
Insert a shield in 3rth slot for help the team if you want to protect better when activate alarm doors
add larvae after a monster dies and attack you immediately afterwards
How about a deployable that actually will damage creatures that pass through it.
Like barbed wire or something of the like?
weapon attachments like for better sights would be nice.
Extended mags/ammo pack for more ammo reserves.
Allow a vote to kick option for lobbies. Could be useful for dealing with trolls/hackers
This is already on the roadmap
add the cutting torch back into the game:
have some armories that have busted doors, and the button wont work. If someone has a cutting torch, they could cut through it. Two things could happen during this.
a. It would be a minigame like thing where you have to follow a specific path, and if you mess up an alarm is triggered causing 5 enemies to spawn and the room to be alerted
b. The door has a 25 percent chance of setting an alarm when you're cutting through it.
when you break through it, the cutting torch is put to 0 percent.
It would be good to use for something like A1 where you dont have to bring an extremely good specials loadout, all you really need is a cfoam launcher and one or two shotgun sentries. It could also provide needed things like ammo packs or tool refill kits
A level designed around the giants we see not-as-commonly. There are those who want the fear-factor and practice in having rooms full of giants, myself included.
if low-key-cosmetics are to be added to the game, ones hardly noticable or simply texture changes, perhaps a completion of a level will grant you a certain low amount of in-game points to save towards such items.
It's not flashy, it's not overdone, it's simply interesting and gives you just that tiny bit of side bonus to work towards.
Dual wield melee weapons.
from Master4arms' idea, melee + shield is alot more realistic than dual wielding sledgehammers. The mass balance isnt there, and your missing out on alot of extra damage/defense by doing that. Just scroll way up to find the previous riot shield idea btw
Toxic corrosive fog in some areas that depletes health if you stay in it too long and causes you to cough waking up enemies.
Have some damage that is received be "recoverable" damage such as a small drop off a ledge (not a huge drop that is leg shattering but more so "twisting an ankle" distance).
It would work that if you fall off said small distance and take damage it would come back slowly like you would if you're under 20% HP. But should you receive damage via getting shot or struck by something then that HP lost from the fall is permanent.
Samething if they do implement a sort of "toxic air" that drains HP over time. Not make it permanent HP lost but should you get fresh air your HP will be restored to what it was prior.
Of course our characters having masks kinda makes the toxic air idea seem silly unless it's something that directly hurts the skin. And the fall damage could just simply be fixed to where our ankles aren't weaker than chicken legs lol.
Make the sniper able to tag at least one enemy through it's sights, much like the motion detector.
Buff sniper ammo to 5/15.
Or 3/12; the current magazine size isn't too bad but the ammo reserve is low, I find that it both makes balancing weapon usage difficult and uses ammo packs too often.
If we whack a monster with a mallet in the head and it dies instantly please make it die silently, change it so that it doesn't scream bloody murder or like it stepped on a lego because 99% of the time they scream apparently that doesn't count as alerting others. Its just frustrating that there's no consistency.
Weapon weight
Every weapon has its own weight meaning depending on what your carrying it will reduce your speed and sprint speed. Weapons like Melee, Pistol and revolver don’t have a speed reduction but weapons like the Machine Gun has only something like 91% movement speed and so on. This makes Melee and the 2 pistol weapons more wise to use in some levels.
Make the enemy encounters less predictable and boring by randomizing the encounter frequency and the way enemies respond.
Currently there're only two modes, you either alert enemies and have to fight a wave or you sneak through by murdering all of them with a hammer.
That becomes very repetitive and redundant. There needs to be more unpredictable encounters, which also possibly and unfortunately may require enemy types that aren't as easily visible/noticeable.
For the longevity of this game, it should be one of the more important things to focus on. Making enemy encounters surprising and unpredictable.
Have an option to lean left and right
make jump hit for the prisoner to be able to reach out the head/back of the head for enemies that taller than prisoners
"Suggestion from Grimmie#2020 (416238144220954627)
Make the enemy encounters less predictable and boring by randomizing the encounter frequency and the way enemies respond.
Currently there're only two modes, you either alert enemies and have to fight a wave or you sneak through by murdering all of them with a hammer.
That becomes very repetitive and redundant..."
I agree with that, maybe you can make some rooms with not much enemies but awake monster that you can't kill with melee weapons (hammer) but you have to use guns and rifles. These enemies shouldn't spot you easily only if you make sound o you are too much close.
Thank you Grimmie#2020 that's something my friends told me about this game (and because they didn't buy it) and what i thought too. Making the game less repetitive will increase players.
limit the number of scouts allowed in one level. I've dealt with 3 in my attempt at soloing A1. It's ridiculous.
Give some alarm doors optional keycards to find to bypass alarm. Not every alarm door would be like this, only some. This would provide players with the choice between searching for a keycard or weathering the alarm. Vice Versa, allow some keycard doors optional alarms if you can't be bothered to find the keycard. You can either choose to spend ammo and resources to make it through, or spend time searching for a keycard, with the possibility of getting caught by even more enemies.
I was having a really good conversation with some people in general today and it dawned on me. The current rundown we have (#001 at this time of writing) could have some more atmosphere added to Rundown #002. I find it hard to believe, that we do not see and signs of a fight from the people that were down there before the start of the outbreak or Expeditions sent before us by the warden. Meaning like Bullet Holes in the wall left by, dead bodies that lay where they were slain by the never ending mass of sleepers. The current dead body assets are good do not get me wrong, but I would like to see the horror that went down before we are sent in you know?
As a side note: The only time I have seen something close to this being done is on D1 Room 96. There is a small door leading to the main security non-alarm door of room 97 and in that room the remains of a Absolute Slaughter, Dead Bodies littered the compact room as if those poor souls tried to hunker down in there and than got ripped apart. Do more of that! That makes me feel fear going into the rooms ahead. Though make it look more believable, like having one of the small doors leading into those rooms already busted open.
would like to so what edit facts it was C2 that this pile of dead bodies is in. The last room with the warden door, has two doors in it a smaller security door to the right and the normal sized security door to the left. The left security alarm door as the bodies behind the small regular door leading into the next security room. Thanks @nocturne wolf for the correction.
**I feel like a a lot of people are gonna hate this idea but hear me out. I'm not sure of any specifics but how about if you change the max number of players in the lobby for certain rundowns (eg R3) to like 6 or 3 which could alternatively be just for specific missions (Eg. R3B1 and B2).
**GTFO is all about changing the dynamic of the game by working with what you already have therefore, changing the max player count and scaling the difficulty to fit that number of player or in some cases leaving it the same (when there is less than 4 people) could really throw a spin on how a level is played. Also, it would force players to add extra member(s) into their "perfect" team again adding an extra layer of difficulty. There is a lot more you can do with this idea if you really flesh it out tbh.
sleepers with clothes on
there should be a type of sleeper that lays the parasitic eggs and the eggs laid should be sensitive to sound
Side steps / Dodge are too smol to avoid from an Aimbot shooter (enemies) . Reduce shooter's aimbot or increase range of side steps
This is a quality of life change tbh. Wouldn't change that much, but it annoys me, that we have to do the team scans on normal security doors. For alarm doors they are totally fine. Sometimes the team wants to go further and there is this one door and 1 guy rans off to fetch another ressource pack and the team cannot advance, because of a team scan on a normal security door. This is just tedious sometimes. As an alternative, why not using the system on some sec doors in C1 with the green scan areas. Everyone can do them. Not the full team required. Or make just one big green dot.
please please please give a flashlight symbol on the HUD so everyone is well aware when they have theirs on
"Boomer" enemies, that run up to you and explode for a lot of AoE damage. If you can shoot and kill them before they get to you, they'll explode and damage enemies around them.
Thermal vision for guns, with a twist. Sleepers would show up as hyper cold through thermal vision. Teammates would show as warm, but sleepers and any other deformed abnormal enemy would show up as dark purple through the scope. This would be an interesting twist and add potential for some lore revolving around why they're so cold blooded.
Some type of interaction where you open a room and interact with a sleeper that isn't asleep at the time of you opening the door. The sleeper could be snacking on a corpse, or something, notice you guys opening the door, look over and see you or hear you moving or something like that, and scream out to the others. If you had a biotracker teammate, you could see the enemy awake and moving on the tracker, and try to kill it before it wakes up the rest.