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NEW| BO2: Squad Survial Zombie Mode| IDEA!
Posted:
NEW| BO2: Squad Survial Zombie Mode| IDEA!Posted:
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Joined: Jun 17, 201113Year Member
Posts: 165
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Status: Offline
Joined: Jun 17, 201113Year Member
Posts: 165
Reputation Power: 7
NEW| BO2: Squad Survial Zombie Mode| IDEA
Alright, just wanted to post a thread regarding a new game mode idea for BO2 zombies. Not This is just an idea not a real game mode!
Squad Survival
Maximum of 6 players. Each player may fulfill a certain role.
'Engineer' - The only player with the ability to board and repair windows and barricades surrounding the map's parameters.
________________________________________________________________________________________
'Medic' - The only player who is able to revive other players and themselves.
________________________________________________________________________________________
'Demolitionist' - The only player equipped with explosive weaponry of any kind, e.g: Frag's, Grenade launchers, Claymores, etc.
________________________________________________________________________________________
'Marksman' - The designated sniper-infantryman hybrid of the team, armed with only a precision rifle, placed in a high, inaccessible placement.
________________________________________________________________________________________
-Mechanics and rules of the mode-
Zombies continuously spawn, with no rounds or breaks.
Each new zombie spawned has health proportionate to the amount of zombies already killed.
They also have speed proportionate to the amount of zombies already killed - but is capped at a mixture of sprinters and runners.
Each player has health proportionate to 3 zombie swipes - but health can regenerate, albeit at a slow rate.
No perks, power-ups or Pack-a-Punch.
The players are seperated to the ground team (Medics, Engineers and Demolitionists) and the Marksmen.
Each player has a custom class for each role, which the ability to customize their chosen weapons, attatchments (and equipment in the Demolitionist class's case).
An ammunitions cache is air-dropped into a random part of the map every 15:00 minutes, allowing the ground-team to increase all ammunition, explosives, equipment and syringes by the amount of original equipment and ammunition they had. Only one person has to capture the crate for all of the ground-team to get an increase in ammo' and equipment.
Players are notified when the zombies have breached the perimeter with what side it has been breached by voice cues.
Friendly fire is enabled in private lobbies and not in public.
Ammunition and equipment stack - enabling players to stockpile their goods at the start of the game.
Players pick each role in the pre-game lobby - multiple players can choose one role.
Points would be removed from this game-mode, as there is no need.
Players, when downed, do not bleed-out, but simply lay crippled there, able to shoot the rest of their weapons' ammunition - excluding equipment, and able to move for a limited amount.
Once all ground-players have been downed, the zombies begin assaulting the structure that the marksmen are perched upon. Past this point, it is just the last-man/men-standing's attempt at clawing an extra few kills and seconds onto the team's score before the zombies reach and kill them.
If any ground-team medic revives themselves, the zombies instantly cease the assault of the marksmen and climb back down to attack the ground-team again.
The game is finally over once all players have been downed.
Leaderboard ranks are in place for:
1.amount of zombies killed by a team in one game.
2.amount of zombies killed by a player in one game.
3.most time survived in one game.
Role ranks are in place for:
1.highest amount of rebuild actions in a single game [ENG]
2.highest amount of revivals in a single game [MED]
3.highest amount of explosive kills in a single game [DEM]
4.highest amount of headshots in a single game [MAR]
-Rules specific to each role-
-THE ENGINEER-
Has a finite amount of boards to repair barriers and barricades to begin with.
No other changes. Allowed primary and sidearm.
________________________________________________________________________________________
-THE MEDIC-
Begins with a number of morphine syringes (revives) available to them - one for every ground-squad-member.
The medic may revive both themselves and team-mates at the cost of a syringe.
The revival mechanic would work in the exact same way as WaW and BO.
Allowed primary and sidearm.
________________________________________________________________________________________
-THE DEMOLITIONIST-
The only member of the team armed with any explosives of any kind.
Equipment allowed: C4/Claymores/Betties - Frag's/Semtex - Underbarrelled grenade launcher - Explosive launcher secondary.
Allowed primary and explosive launcher secondary.
________________________________________________________________________________________
-THE MARKSMAN-
Placed in a crow's nest (360 degree view of map) in a high placement, with unlimited rifle ammunition but with low visibility.
Allowed confined movement within placement - say on the top of a building, or in a bell tower.
Since visibility is low and placement from zombies is distant, high-power scopes and rifles are recommended.
Burst/semi-automatic/bolt-action rifles are permitted only. No sidearm.
Example battle/marksman rifles: M16A4, L129A1, G3A3, M14EBRvariant, SKS, FN FAL.
-MISCELLANEOUS-
'Crawler' zombies have very low bleed-out times, which prevents players from stocking up on them, and so stemming the tide of zombies.
The maps should be fairly small, about the size of Verruckt, increasing the clustering of the players and zombies, increasing difficulty and lessening any chance to kite zombies once the parameters have broken.
Obstacles should be rampant throughout the open areas, meaning fending off zombies in the explorable areas would be extremely difficult. Focus should remain massively on defending parameters.
Headshot multipliers are noticeably increased.
Once downed, players are free to spectate other squadies, but will be placed back into their own view-mode once a medic has begun reviving them.
-FINAL NOTES-
If you want to survive in this game-mode, conservation and team-work is key. Those extra few syringe, claymores, bullets and boards will make all the difference in the later rounds, so stockpile on those vital pieces of equipment early on.
This game-mode is not for the average zombie hunter.
Thanks for reading.
Any feedback would be greatly appreciated.
Please, for the love of all this is unholy and undead, read ALL of the above before commenting - makes replying a tad easier.
Thanks to 'Bush_Wookie_95' and 'ripperkip' for some great input and additions!
Squad Survival
Maximum of 6 players. Each player may fulfill a certain role.
'Engineer' - The only player with the ability to board and repair windows and barricades surrounding the map's parameters.
________________________________________________________________________________________
'Medic' - The only player who is able to revive other players and themselves.
________________________________________________________________________________________
'Demolitionist' - The only player equipped with explosive weaponry of any kind, e.g: Frag's, Grenade launchers, Claymores, etc.
________________________________________________________________________________________
'Marksman' - The designated sniper-infantryman hybrid of the team, armed with only a precision rifle, placed in a high, inaccessible placement.
________________________________________________________________________________________
-Mechanics and rules of the mode-
Zombies continuously spawn, with no rounds or breaks.
Each new zombie spawned has health proportionate to the amount of zombies already killed.
They also have speed proportionate to the amount of zombies already killed - but is capped at a mixture of sprinters and runners.
Each player has health proportionate to 3 zombie swipes - but health can regenerate, albeit at a slow rate.
No perks, power-ups or Pack-a-Punch.
The players are seperated to the ground team (Medics, Engineers and Demolitionists) and the Marksmen.
Each player has a custom class for each role, which the ability to customize their chosen weapons, attatchments (and equipment in the Demolitionist class's case).
An ammunitions cache is air-dropped into a random part of the map every 15:00 minutes, allowing the ground-team to increase all ammunition, explosives, equipment and syringes by the amount of original equipment and ammunition they had. Only one person has to capture the crate for all of the ground-team to get an increase in ammo' and equipment.
Players are notified when the zombies have breached the perimeter with what side it has been breached by voice cues.
Friendly fire is enabled in private lobbies and not in public.
Ammunition and equipment stack - enabling players to stockpile their goods at the start of the game.
Players pick each role in the pre-game lobby - multiple players can choose one role.
Points would be removed from this game-mode, as there is no need.
Players, when downed, do not bleed-out, but simply lay crippled there, able to shoot the rest of their weapons' ammunition - excluding equipment, and able to move for a limited amount.
Once all ground-players have been downed, the zombies begin assaulting the structure that the marksmen are perched upon. Past this point, it is just the last-man/men-standing's attempt at clawing an extra few kills and seconds onto the team's score before the zombies reach and kill them.
If any ground-team medic revives themselves, the zombies instantly cease the assault of the marksmen and climb back down to attack the ground-team again.
The game is finally over once all players have been downed.
Leaderboard ranks are in place for:
1.amount of zombies killed by a team in one game.
2.amount of zombies killed by a player in one game.
3.most time survived in one game.
Role ranks are in place for:
1.highest amount of rebuild actions in a single game [ENG]
2.highest amount of revivals in a single game [MED]
3.highest amount of explosive kills in a single game [DEM]
4.highest amount of headshots in a single game [MAR]
-Rules specific to each role-
-THE ENGINEER-
Has a finite amount of boards to repair barriers and barricades to begin with.
No other changes. Allowed primary and sidearm.
________________________________________________________________________________________
-THE MEDIC-
Begins with a number of morphine syringes (revives) available to them - one for every ground-squad-member.
The medic may revive both themselves and team-mates at the cost of a syringe.
The revival mechanic would work in the exact same way as WaW and BO.
Allowed primary and sidearm.
________________________________________________________________________________________
-THE DEMOLITIONIST-
The only member of the team armed with any explosives of any kind.
Equipment allowed: C4/Claymores/Betties - Frag's/Semtex - Underbarrelled grenade launcher - Explosive launcher secondary.
Allowed primary and explosive launcher secondary.
________________________________________________________________________________________
-THE MARKSMAN-
Placed in a crow's nest (360 degree view of map) in a high placement, with unlimited rifle ammunition but with low visibility.
Allowed confined movement within placement - say on the top of a building, or in a bell tower.
Since visibility is low and placement from zombies is distant, high-power scopes and rifles are recommended.
Burst/semi-automatic/bolt-action rifles are permitted only. No sidearm.
Example battle/marksman rifles: M16A4, L129A1, G3A3, M14EBRvariant, SKS, FN FAL.
-MISCELLANEOUS-
'Crawler' zombies have very low bleed-out times, which prevents players from stocking up on them, and so stemming the tide of zombies.
The maps should be fairly small, about the size of Verruckt, increasing the clustering of the players and zombies, increasing difficulty and lessening any chance to kite zombies once the parameters have broken.
Obstacles should be rampant throughout the open areas, meaning fending off zombies in the explorable areas would be extremely difficult. Focus should remain massively on defending parameters.
Headshot multipliers are noticeably increased.
Once downed, players are free to spectate other squadies, but will be placed back into their own view-mode once a medic has begun reviving them.
-FINAL NOTES-
If you want to survive in this game-mode, conservation and team-work is key. Those extra few syringe, claymores, bullets and boards will make all the difference in the later rounds, so stockpile on those vital pieces of equipment early on.
This game-mode is not for the average zombie hunter.
Thanks for reading.
Any feedback would be greatly appreciated.
Please, for the love of all this is unholy and undead, read ALL of the above before commenting - makes replying a tad easier.
Thanks to 'Bush_Wookie_95' and 'ripperkip' for some great input and additions!
#2. Posted:
Status: Offline
Joined: Jan 01, 201113Year Member
Posts: 446
Reputation Power: 14
Status: Offline
Joined: Jan 01, 201113Year Member
Posts: 446
Reputation Power: 14
Cool idea man! I would make the classes more akin to battlefield 3's multiplayer classes with a few tweaks where necessary to balance it out, and give the medic infinite revives or a way to re-supply. marksman should be able to defend himself or something like that with a smg or claymores to give him a chance. Barricades would have to be fairly tough if the engineer only has a finite number of repairs. Demo man should have a shotgun as primary to balance out the explosives. Having Verruckt size maps with lots of obstacles would end badly very early on. I would just choose big map, lots of obstacles or small maps w/ few obstacles. With this gamemode i would suggest to NEVER have a boss at all!
These are what i think would make it better, sorry if it feels like an attack. its just what i think!
These are what i think would make it better, sorry if it feels like an attack. its just what i think!
- 0useful
- 0not useful
#3. Posted:
Status: Offline
Joined: Jun 17, 201113Year Member
Posts: 165
Reputation Power: 7
Status: Offline
Joined: Jun 17, 201113Year Member
Posts: 165
Reputation Power: 7
Hawks484 wrote Cool idea man! I would make the classes more akin to battlefield 3's multiplayer classes with a few tweaks where necessary to balance it out, and give the medic infinite revives or a way to re-supply. marksman should be able to defend himself or something like that with a smg or claymores to give him a chance. Barricades would have to be fairly tough if the engineer only has a finite number of repairs. Demo man should have a shotgun as primary to balance out the explosives. Having Verruckt size maps with lots of obstacles would end badly very early on. I would just choose big map, lots of obstacles or small maps w/ few obstacles. With this gamemode i would suggest to NEVER have a boss at all!
These are what i think would make it better, sorry if it feels like an attack. its just what i think!
Thanks For the feedback!
- 0useful
- 0not useful
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