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A new dying light game mode.

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  • A new dying light game mode.

    A game mode where there are 10 volatiles (players) (not night hunters because volatiles, I like volatiles) and there are 2 players or 1 for it to be more intense , and that the 10 volatiles must find the player/s before the timer stops probably 10-15 minutes and the volatiles can't use sense. They literally have to scour the city to find the player/s while the player/s constantly hide. I think this mode will be a pretty intense mode, and the players can't fight back against the volatiles. 2 maps can be used old town or the slums but players can make their own maps. AND when hiding from the volatiles if the player/s makes too much noise (e.g running) the volatiles can sense them like they can see them through walls. I don't know if the volatiles should have a minimap but the player/s should have a minimap and obviously they should have a UV light flashlight to blind the volatiles. And occasionally there are buffs that the player can get (around the map) like a buff that for 1 minute the player can run without being sensed, things like that. Overall I think this game mode would be a pretty intense game mode.

  • #2
    Any thoughts about this? or if it's bad?

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    • #3
      And I think after each round ends new players will be chosen to be a volatile or to be a human for I think 5-10 rounds. And I think that there should be at least 2-5 players that are human and 10-15 volatiles.

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      • #4
        Originally posted by sniper21 View Post
        A game mode where there are 10 volatiles (players) (not night hunters because volatiles, I like volatiles) and there are 2 players or 1 for it to be more intense , and that the 10 volatiles must find the player/s before the timer stops probably 10-15 minutes and the volatiles can't use sense. They literally have to scour the city to find the player/s while the player/s constantly hide. I think this mode will be a pretty intense mode, and the players can't fight back against the volatiles. 2 maps can be used old town or the slums but players can make their own maps. AND when hiding from the volatiles if the player/s makes too much noise (e.g running) the volatiles can sense them like they can see them through walls. I don't know if the volatiles should have a minimap but the player/s should have a minimap and obviously they should have a UV light flashlight to blind the volatiles. And occasionally there are buffs that the player can get (around the map) like a buff that for 1 minute the player can run without being sensed, things like that. Overall I think this game mode would be a pretty intense game mode.
        Hello Sniper, I personally think this idea would be quite fun if implemented into the game, however it sounds a bit too much like a general hide n' seek gamemode. This makes me think that, albeit sounds good, would get players to stop playing fairly quickly. To spice up the game, you should try and incorporate other features to get the players hyped for another game! I hope my small bit of criticism helped. Good night, and good luck!

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        • #5
          Originally posted by EconomicClub View Post
          Hello Sniper, I personally think this idea would be quite fun if implemented into the game, however it sounds a bit too much like a general hide n' seek gamemode. This makes me think that, albeit sounds good, would get players to stop playing fairly quickly. To spice up the game, you should try and incorporate other features to get the players hyped for another game! I hope my small bit of criticism helped. Good night, and good luck!
          True, I suppose the players can use decoys that run around and make noise to confuse the volatiles (players). and I suppose like pacman when a player receives a buff, for 1 minute they can use weapons and try to kill the volatiles. Oh and yeah the players can use grapple to escape (but I think unlimited grapple would be unbalanced so I think the player can use grapple for 5 times and there is a 5-10 second cooldown, but then again 10-15 volatiles are chasing you so does it make unlimited grapple viable?) so in this they can use grapple to chase the volatiles (players), and I think traps should be implemented here, so if the players (human) find unactivated traps scattered around the map, they can use the traps to their advantage and for every 1-2 minutes there is a supply drop that contains weapons decoys and such. So if you have any ideas on how to make this mode better I'll be glad to hear some!

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          • #6
            Turns out a grapple does have a reload time.

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