View Full Version : [IDEA] Knux's Mega Suggestion Thread
Knux57
09-23-2009, 11:02 PM
Basically, I suggest what should be in the game. Yay.
•Stats that include:
Strength: Increases melee attack power (except for chainsaws) and allows you to carry heavier weapons at specific levels.
Agility: Increases walking/sprinting speed.
Endurance: Increases how much health and defense you have, and very slightly how long you can sprint. Needed for higher level armors.
Accuracy: Decreases the amount of recoil.
Intelligence: The higher the intelligence, the more experience you'd get per kill. Obviously, would only increase experience by a very small amount each stat point invested.
Luck: Increases chance of finding better loot and, for melee weapons, increases the chance of getting a critical hit, which does 5x more damage.
Stealth: Decreases how noticeable to the zombies you are. Is needed for silenced weapons. The higher the level, the more likely you can get a "stealth kill". A stealth kill is where you hit a zombie from behind with a melee weapon, which is only possible with high stealth, and kill it with one shot.
•Every level, you get 5 stat points to upgrade your character. Each class starts out with 5 in each stat.
•Weapon categories: (Weapons in parentheses are examples of that weapon for the less obvious categories)
Main: Melee, Pistols, Sniper rifles, SMGs, Shotguns, Assault Rifles, Light Machine Guns, Explosives, Special (Class exclusives like Buildings and the bow & arrow).
Melee Subcategories: Blunt (Sledgehammer, baseball bat), Knives, Blades (Sabre, machete), Chainsaws, Axes (Fire axe, wood axe, hatchet).
Shotguns: Pump (slower but stronger), Semi-Auto (Faster but weaker).
Pistols: Normal, Revolvers, Automatic.
Explosives: Rocket launchers, grenades, mines.
•Weapon proficiencies: (much different than DF, trust me)
Each playable class starts out with a set of proficiencies. It is possible to learn 1 new proficiency every 10 levels. If you pick a type of weapon that has a subcategory, you can pick only 1 type of subcategory.
•Melee weapons in each category aren't necessarily the same exact thing as the rest of the weapons in that category. For example, a baseball bat would be way different than a sledgehammer, even though they're both blunt weapons. Melee weapon stats are:
Knockback: Pushes zombies back when you hit them. Highest in blunt, lowest in knives. (highest/lowest things are based on the "average")
Weight: The heavier, the slower your character is while the weapon is equipped. Highest in chainsaws, lowest in knives.
Attack speed: How fast you attack with the weapon. Highest (by far) in chainsaws, lowest in blunt and axes.
Damage: Obvious enough. Highest in blades, lowest in chainsaws and knives. (Chainsaws are just really fast).
Range: Also obvious. Highest in axes, lowest in knives.
•Weapons and Levels:
Some weapons require certain stats, and every weapon requires a high enough level. The lowest leveled sniper rifle, for example, is only usable when you have 20 accuracy, while a weapon like the baseball bat doesn't require any specific stat to be high enough, just your character's level.
•Melee weapon ideas: (in order of required level)
Blunt: Tree branch, 2x4 plank, guitar, police baton, baseball bat, cricket bat, hammer, wrench, crowbar, shovel, sledgehammer, morning star.
Knives: Butter knife (lol), Swiss army knife, pen knife, ice pick, razor, steak knife, hunting knife, trench knife, bowie knife, K-Bar, dagger, kukri.
Axes: Stone axe, hatchet, tomahawk, wood axe, fire axe, throwing axe, pick axe, ice axe, viking axe, halberd, bardiche, executioner axe.
Blades: Cane knife, machete, rapier, golok, longsword, sabre, scimitar, dao, bolo, b@stard sword, katana, claymore (sword). (I suggest googling the blades you don't know, they're cool)
Chainsaw: Various brands, I don't know the names :P
•Purchasable/lootable weapon attachments: (weapons that can be equipped with that attachment listed after)
Silencer: Makes firing your weapon not attract zombies as much. Can be used with: Assault rifles, SMGs, Pistols (not revolvers). Requires level 20 stealth.
Grip: Increases accuracy by 5 levels while equipped. Can be used with: All weapons except for explosives and melee.
•Classes:
When you pick a class, you stay that class for the rest of your character's life. You can have multiple characters on one account so you can try out different things. Each class starts out with 5 in every stat (already mentioned), then also gets a bonus based on what class they are. You are also given a starting weapon based on what class you are.
[Class]: (Name of class, usually an occupation)
[Weapons]: (Starting weapon proficiencies)
[Specialties]: (Stat bonuses and special abilities)
[Description]: (Reasoning for the specialties^)
[Class]: Fireman
[Weapons]: All melee weapons.
[Specialties]: Starts with 20 extra endurance and strength and a fire axe.
[Description]: Since melee weapons don't attract much attention (except for chainsaws), this class is naturally stealthy without having to put stat points into stealth. Their job has made them extra durable and strong.
[Class]: Police Officer
[Weapons]: Shotguns, pistols, blunt.
[Specialties]: Starts out with 20 extra accuracy, a bullet proof vest (one of the armors you can get), and a police baton.
[Description]: Police officers are already apt with the guns that they use on patrol, so killing zombies should be no problem.
[Class]: Scout
[Weapons]: Knives, axes, blunt, bow & arrow, pistols.
[Specialties]: Scouts are the only classes that can use the very powerful bow & arrow and starts out with 20 extra agility, 10 extra intelligence, and 10 extra stealth.
[Description]: Scouts are outdoors enthusiasts, and have gone to plenty of summer camps and camping trips to get well-acquainted with the bow and arrow and other things you'd find at a camp. The bow and arrow is powerful, but is very slow, and doesn't have very long range. Hiking has also made them in good shape, and their counselors have taught them quite a bit about survival to make them pretty smart as well.
[Class]: Soldier
[Weapons]: Assault rifles, SMGs, shotguns, knives.
[Specialties]: Soldiers have vast knowledge of how to use guns, starts out with 10 extra endurance, 10 extra strength, and a Mac-11.
[Description]: While this may seem to be the ideal class for a zombie apocalypse, soldiers have already learned most of what they can learn, so leveling up is going to be a bit slower for them compared to other classes.
[Class]: Doctor
[Weapons]: Blunt, knives, pistols, SMGs, healing.
[Specialties]: Can heal other players and self, making for quite a defense. Starts out with 35 extra intelligence and 5 extra accuracy and a scalpel (knife).
[Description]: Doctors are vital members of any squad of apocalypse survivors. Obviously, doctors are smart as hell, too.
[Class]: Engineer
[Weapons]: Blunt, axes, pistols, explosives, buildings.
[Specialties]: Is the only class that has the Building weapon category. Starts out with an extra 20 intelligence, 10 extra strength, and a wrench.
[Description]: The engineer is both smart and strong, but doesn't know how to use guns all that well. Exclusive to the engineer, is the building weapon category. This category consists of automatic turrets, makeshift barricades, and more. The engineer also has a history of using explosives for demolition jobs.
[Class]: Hitman
[Weapons]: Snipers, knives, pistols.
[Specialties]: Starts out with 10 extra stealth, 20 extra accuracy and a hunting rifle.
[Description]: Hitmen are expert assassins. Trained to be stealthy, and to never miss. Police officers will just have to deal with the fact that they need all the help they can get :P .
[Class]: Athlete
[Weapons]: Blunt, knives, pistols.
[Specialties]: Starts out with 30 extra agility, 15 extra strength, and a baseball bat.
[Description]: Although not great with fighting, athletes, no matter what kind, are very fit. Baseball players, of course, should feel right at home with their baseball bats.
[Class]: Logger/Lumberjack
[Weapons]: Axes, chainsaws, blunt.
[Specialties]: Starts out with 25 extra strength, a chainsaw, and a wood axe.
[Description]: Loggers have one of the toughest jobs, and luckily, this job just happens to have a lot to do with chopping things down; zombie torsos, for example.
[Class]: Miner
[Weapons]: Axes, explosives.
[Specialties]: Starts out with 20 extra durability, a pick axe, and can make dynamite.
[Description]: Like loggers, miners have a job that is tough. Apparently, tough jobs have a pattern of requiring things that can be used as devastating weapons.
[Class]: Thief
[Weapons]: Knives, pistols, blades.
[Specialties]: Starts out with 25 extra stealth, 10 extra luck, 15 extra agility, and a nighthawk pistol.
[Description]: Assuming this thief must be a master at what he does, the thief is great at sneaking up to zombies and one-shotting them from behind. The thief is basically the melee version of the hitman.
•The World:
IMO, it'd be pretty awesome if the world was split into 3-5 rooms with a 100 player capacity each. Since the map is going to be very large, this shouldn't be too much of a problem. If it is a problem, fine, split it up into 20 player capacity rooms, be that way, blank.
Puffer
09-23-2009, 11:05 PM
Holy lumber jacked wombats that's long. O.O
They do look like pretty nice suggestions. :)
FoxSamus
09-23-2009, 11:05 PM
Wow you're on crack. :D
shooter65
09-23-2009, 11:06 PM
This reminds me of something......
Dead Frontier.
lol @ butter knife.
SmoothCopyCat
09-23-2009, 11:06 PM
You offically, have too much time on your hands..
A lot of great suggestions in here.
Brandon0104
09-23-2009, 11:08 PM
Wow thats alot of great suggestions..
hopefully it will have all the basic fun RPG stuff.
Knux57
09-23-2009, 11:08 PM
This reminds me of something......
Dead Frontier.
I don't think so. I tried to stray away from that quite a bit, actually.
DEADPK
09-23-2009, 11:10 PM
everything is awesome
i dunt like Athlete class tho
AlbertMond
09-24-2009, 12:08 AM
Needs nades. Also, I'm not sure how I feel about classes.
Though visual ranks would be cool.
AGurl
09-24-2009, 12:11 AM
And then once you are the highest level: Zombie Slayer class..:D?
Wicked nice thread, i like the classes, just a few are sorta weird or could be combined with another class to make one.
Keep updating!
PieDude
09-24-2009, 12:24 AM
I don't think so. I tried to stray away from that quite a bit, actually.
Basically, I suggest what should be in the game. Yay.
•Stats that include:
Strength: Increases melee attack power (except for chainsaws) and allows you to carry heavier weapons at specific levels.
Agility: Increases walking/sprinting speed.
Endurance: Increases how much health and defense you have, and very slightly how long you can sprint. Needed for higher level armors.
Accuracy: Decreases the amount of recoil.
Intelligence: The higher the intelligence, the more experience you'd get per kill. Obviously, would only increase experience by a very small amount each stat point invested.
Luck: Increases chance of finding better loot and, for melee weapons, increases the chance of getting a critical hit, which does 5x more damage.
Stealth: Decreases how noticeable to the zombies you are. Is needed for silenced weapons. The higher the level, the more likely you can get a "stealth kill". A stealth kill is where you hit a zombie from behind with a melee weapon, which is only possible with high stealth, and kill it with one shot.
•Every level, you get 5 stat points to upgrade your character. Each class starts out with 5 in each stat.
•Weapon categories: (Weapons in parentheses are examples of that weapon for the less obvious categories)
Main: Melee, Pistols, Sniper rifles, SMGs, Shotguns, Assault Rifles, Light Machine Guns, Explosives, Special (Class exclusives like Buildings and the bow & arrow).
Melee Subcategories: Blunt (Sledgehammer, baseball bat), Knives, Blades (Sabre, machete), Chainsaws, Axes (Fire axe, wood axe, hatchet).
Shotguns: Pump (slower but stronger), Semi-Auto (Faster but weaker).
Pistols: Normal, Revolvers, Automatic.
Explosives: Rocket launchers, grenades, mines.
•Weapon proficiencies: (much different than DF, trust me)
Each playable class starts out with a set of proficiencies. It is possible to learn 1 new proficiency every 10 levels. If you pick a type of weapon that has a subcategory, you can pick only 1 type of subcategory.
•Melee weapons in each category aren't necessarily the same exact thing as the rest of the weapons in that category. For example, a baseball bat would be way different than a sledgehammer, even though they're both blunt weapons. Melee weapon stats are:
Knockback: Pushes zombies back when you hit them. Highest in blunt, lowest in knives. (highest/lowest things are based on the "average")
Weight: The heavier, the slower your character is while the weapon is equipped. Highest in chainsaws, lowest in knives.
Attack speed: How fast you attack with the weapon. Highest (by far) in chainsaws, lowest in blunt and axes.
Damage: Obvious enough. Highest in blades, lowest in chainsaws and knives. (Chainsaws are just really fast).
Range: Also obvious. Highest in axes, lowest in knives.
•Weapons and Levels:
Some weapons require certain stats, and every weapon requires a high enough level. The lowest leveled sniper rifle, for example, is only usable when you have 20 accuracy, while a weapon like the baseball bat doesn't require any specific stat to be high enough, just your character's level.
•Melee weapon ideas: (in order of required level)
Blunt: Tree branch, 2x4 plank, guitar, police baton, baseball bat, cricket bat, hammer, wrench, crowbar, shovel, sledgehammer, morning star.
Knives: Butter knife (lol), Swiss army knife, pen knife, ice pick, razor, steak knife, hunting knife, trench knife, bowie knife, K-Bar, dagger, kukri.
Axes: Stone axe, hatchet, tomahawk, wood axe, fire axe, throwing axe, pick axe, ice axe, viking axe, halberd, bardiche, executioner axe.
Blades: Cane knife, machete, rapier, golok, longsword, sabre, scimitar, dao, bolo, b@stard sword, katana, claymore (sword). (I suggest googling the blades you don't know, they're cool)
Chainsaw: Various brands, I don't know the names :P
•Purchasable/lootable weapon attachments: (weapons that can be equipped with that attachment listed after)
Silencer: Makes firing your weapon not attract zombies as much. Can be used with: Assault rifles, SMGs, Pistols (not revolvers). Requires level 20 stealth.
Grip: Increases accuracy by 5 levels while equipped. Can be used with: All weapons except for explosives and melee.
•Classes:
When you pick a class, you stay that class for the rest of your character's life. You can have multiple characters on one account so you can try out different things. Each class starts out with 5 in every stat (already mentioned), then also gets a bonus based on what class they are. You are also given a starting weapon based on what class you are.
[Class]: (Name of class, usually an occupation)
[Weapons]: (Starting weapon proficiencies)
[Specialties]: (Stat bonuses and special abilities)
[Description]: (Reasoning for the specialties^)
[Class]: Fireman
[Weapons]: All melee weapons.
[Specialties]: Starts with 20 extra endurance and strength and a fire axe.
[Description]: Since melee weapons don't attract much attention (except for chainsaws), this class is naturally stealthy without having to put stat points into stealth. Their job has made them extra durable and strong.
[Class]: Police Officer
[Weapons]: Shotguns, pistols, blunt.
[Specialties]: Starts out with 20 extra accuracy, a bullet proof vest (one of the armors you can get), and a police baton.
[Description]: Police officers are already apt with the guns that they use on patrol, so killing zombies should be no problem.
[Class]: Scout
[Weapons]: Knives, axes, blunt, bow & arrow, pistols.
[Specialties]: Scouts are the only classes that can use the very powerful bow & arrow and starts out with 20 extra agility, 10 extra intelligence, and 10 extra stealth.
[Description]: Scouts are outdoors enthusiasts, and have gone to plenty of summer camps and camping trips to get well-acquainted with the bow and arrow and other things you'd find at a camp. The bow and arrow is powerful, but is very slow, and doesn't have very long range. Hiking has also made them in good shape, and their counselors have taught them quite a bit about survival to make them pretty smart as well.
[Class]: Soldier
[Weapons]: Assault rifles, SMGs, shotguns, knives.
[Specialties]: Soldiers have vast knowledge of how to use guns, starts out with 10 extra endurance, 10 extra strength, and a Mac-11.
[Description]: While this may seem to be the ideal class for a zombie apocalypse, soldiers have already learned most of what they can learn, so leveling up is going to be a bit slower for them compared to other classes.
[Class]: Doctor
[Weapons]: Blunt, knives, pistols, SMGs, healing.
[Specialties]: Can heal other players and self, making for quite a defense. Starts out with 35 extra intelligence and 5 extra accuracy and a scalpel (knife).
[Description]: Doctors are vital members of any squad of apocalypse survivors. Obviously, doctors are smart as hell, too.
[Class]: Engineer
[Weapons]: Blunt, axes, pistols, explosives, buildings.
[Specialties]: Is the only class that has the Building weapon category. Starts out with an extra 20 intelligence, 10 extra strength, and a wrench.
[Description]: The engineer is both smart and strong, but doesn't know how to use guns all that well. Exclusive to the engineer, is the building weapon category. This category consists of automatic turrets, makeshift barricades, and more. The engineer also has a history of using explosives for demolition jobs.
[Class]: Hitman
[Weapons]: Snipers, knives, pistols.
[Specialties]: Starts out with 10 extra stealth, 20 extra accuracy and a hunting rifle.
[Description]: Hitmen are expert assassins. Trained to be stealthy, and to never miss. Police officers will just have to deal with the fact that they need all the help they can get :P .
[Class]: Athlete
[Weapons]: Blunt, knives, pistols.
[Specialties]: Starts out with 30 extra agility, 15 extra strength, and a baseball bat.
[Description]: Although not great with fighting, athletes, no matter what kind, are very fit. Baseball players, of course, should feel right at home with their baseball bats.
[Class]: Logger/Lumberjack
[Weapons]: Axes, chainsaws, blunt.
[Specialties]: Starts out with 25 extra strength, a chainsaw, and a wood axe.
[Description]: Loggers have one of the toughest jobs, and luckily, this job just happens to have a lot to do with chopping things down; zombie torsos, for example.
[Class]: Miner
[Weapons]: Axes, explosives.
[Specialties]: Starts out with 20 extra durability, a pick axe, and can make dynamite.
[Description]: Like loggers, miners have a job that is tough. Apparently, tough jobs have a pattern of requiring things that can be used as devastating weapons.
[Class]: Thief
[Weapons]: Knives, pistols, blades.
[Specialties]: Starts out with 25 extra stealth, 10 extra luck, 15 extra agility, and a nighthawk pistol.
[Description]: Assuming this thief must be a master at what he does, the thief is great at sneaking up to zombies and one-shotting them from behind. The thief is basically the melee version of the hitman.
•The World:
IMO, it'd be pretty awesome if the world was split into 3-5 rooms with a 100 player capacity each. Since the map is going to be very large, this shouldn't be too much of a problem. If it is a problem, fine, split it up into 20 player capacity rooms, be that way, blank.
engineer should get shotgun D:
it does sound like DF a lot
but if you say it is really diffrent then i will wait and see ._.
Paradox
09-24-2009, 12:28 AM
[Class]: Close Quarters
[Weapons]: AA-12 Shotgun, Desert Eagle, Combat knife
[Specialties]: Slightly higher health, but lower accuracy.
[Description]: A strong close range attack troop.
AA-12 Auto Shotgun:
http://i38.tinypic.com/160oal3.jpg
Small Bayonet:
http://i38.tinypic.com/bk595.jpg
Dont care if you dont want suggestions
That is mine above :D
Blank101
09-24-2009, 12:28 AM
Some nice suggestions Knux. It's funny because in your class list you actually named 4 of the exact same ideas we already had. :P
TheUnSpoken
09-24-2009, 01:02 AM
All i have to say is.... WOW
Great job Knux. Very.. Great... Job.
FlippysKnife
09-24-2009, 01:09 AM
Some nice suggestions Knux. It's funny because in your class list you actually named 4 of the exact same ideas we already had. :P
This thread is now about guessing the said classes.
PieDude
09-24-2009, 01:15 AM
This thread is now about guessing the said classes.
Engineer, Soldier, Fireman and Athlete
so am i winner
XKXKXKXKXKXKXKX
09-24-2009, 03:21 AM
lmao at knux this is almost the same stuff from deadfrontier not all but some.
lol fireman with 20 starting strenght and fire axe lmao.
lol at piedude dude rune scape is so gey << lol if zed will be like that then it will sck.
Knux57
09-24-2009, 06:16 AM
engineer should get shotgun D:
it does sound like DF a lot
but if you say it is really diffrent then i will wait and see ._.
I think half the stuff you put in red isn't exactly up for saying its "copied". Strength, Agility, and Accuracy are all very common stats in any RPG, if there's going to be an axe category, there will probably be a wood axe and a fire axe, and most of the melee weapons I listed aren't copyrighted or anything.
Needs nades.
I said that in the subcategory for explosives :\
AlbertMond
09-24-2009, 06:19 AM
I said that in the subcategory for explosives :\
Ah, sorry.
Pro05
09-24-2009, 07:10 AM
Very nice idea Knux!
SonikShot
09-24-2009, 08:13 AM
I'd rather be a Hitman, Soldier, or Scout. If these become real.
[Class]: Gangster
[Weapons]: Tommy Gun, .357 Revolver, and a Switch Blade
[Specialties]: Defense is good. But accuracy is bad.
[Description]: I put the defense good because they have gang members to help them. But accuracy bad because I don't think Gangsters have good accuracy they just shoot lol.
http://www.modelguns.co.uk/images/milchicag21.jpg-Tommy Gun
http://www.leelofland.com/wordpress/wp-content/uploads/2008/05/357_38special_swmodel66.jpg-.357 Revolver
http://neastmag.files.wordpress.com/2009/07/milano-stiletto-switchblade-black.jpg-SwitchBlade
Oh and I think they should have special weapons to be added to your class. Like golden guns like from cod:4
LeLoi
09-24-2009, 06:06 PM
Lumberjack shouldnt really start out with a chain saw. Give it a good axe and the promise of one of the better melee weapons.
vSkyzv
09-24-2009, 06:45 PM
Why should accuracy lower recoil? Recoil is the kickback produced by the gun, thus decreasing your accuracy. There is nothing you can do to reduce the kickback other than to learn how the control it. It would be extremely boring if all I had to do was max out my accuracy stat and constantly spray at zombies.
Other than that, I like it. :)
AftervDeath
09-24-2009, 06:50 PM
Holy lord of lords.
I love the suggestion btw
Knux do we have to download to play
Zed because I don't think many people
wants to download a game cause if your doing that
you might just go to Steam > CounterStrike
or Combat arms
Jmoney
09-24-2009, 06:52 PM
Very Nice!
That stuff looks like a pile of Awesomesauce.
NetNerd101
09-24-2009, 07:46 PM
Classes? I hate classes, I thought the point of this game was to be unique and stay away from things like PT & PG. Why not just earn XP (experience points) for kills, exploring and other things. Once you have enough you can buy guns, and whatever else you need. Or just have guns spread around the map that you can find. Either one is fine. Just stay away from the classes.
FoxSamus
09-24-2009, 07:47 PM
Some nice suggestions Knux. It's funny because in your class list you actually named 4 of the exact same ideas we already had. :P
Police Officer
Scout
Solider
Engineer
Oh yeah and, Knux is a hacker/mindreader!
CarbonDioxide
09-24-2009, 07:48 PM
dang that a whole lot but thanks for taking the time to give those suggjestions
Knux57
09-27-2009, 08:49 PM
Classes? I hate classes, I thought the point of this game was to be unique and stay away from things like PT & PG. Why not just earn XP (experience points) for kills, exploring and other things. Once you have enough you can buy guns, and whatever else you need. Or just have guns spread around the map that you can find. Either one is fine. Just stay away from the classes.
Did you read any of the weapon proficiencies section? Classes are really just your starting stats and/or weapon/abilities. Every 10 levels you can get a new proficiency.
BTW, it was blank's idea to have classes.
angLer
09-27-2009, 09:33 PM
Hmm...I smell something. Knux has taken many elements from successful games and incorporated them into the smexiest suggestion ever in pawngame.com history.
Support is epic on this from me to you κnuχ
asaulterguy
09-28-2009, 01:08 AM
To me this idea is awesome. so awesome that blank actually posted. (or maybe is that just because he is a mod? Hmm... yes.) To me, people who are good with smg's, knives, and pistols are the perfect assassins. Then with a healing power (I'm talking about the doctor) that'd be awesome. add all of this awesomesauce pile now blank.
Tipit
09-28-2009, 01:15 AM
knux, u know any thing about the game? *cough* i want to know *cough* pm *cough* XD
ProfessionalMed
09-28-2009, 01:25 AM
Zomg it's the best-of-both-worlds-suggestion suggestion.
Logger class = CHAINSAW AND MY FAVORITE RUNESCAPE SKILLZORZORZORZORZ
OMGWINRAR
TheZed
09-28-2009, 03:34 PM
Basically, I suggest what should be in the game. Yay.
•Stats that include:
Strength: Increases melee attack power (except for chainsaws) and allows you to carry heavier weapons at specific levels.
Agility: Increases walking/sprinting speed.
Endurance: Increases how much health and defense you have, and very slightly how long you can sprint. Needed for higher level armors.
Accuracy: Decreases the amount of recoil.
Intelligence: The higher the intelligence, the more experience you'd get per kill. Obviously, would only increase experience by a very small amount each stat point invested.
Luck: Increases chance of finding better loot and, for melee weapons, increases the chance of getting a critical hit, which does 5x more damage.
Stealth: Decreases how noticeable to the zombies you are. Is needed for silenced weapons. The higher the level, the more likely you can get a "stealth kill". A stealth kill is where you hit a zombie from behind with a melee weapon, which is only possible with high stealth, and kill it with one shot.
•Every level, you get 5 stat points to upgrade your character. Each class starts out with 5 in each stat.
•Weapon categories: (Weapons in parentheses are examples of that weapon for the less obvious categories)
Main: Melee, Pistols, Sniper rifles, SMGs, Shotguns, Assault Rifles, Light Machine Guns, Explosives, Special (Class exclusives like Buildings and the bow & arrow).
Melee Subcategories: Blunt (Sledgehammer, baseball bat), Knives, Blades (Sabre, machete), Chainsaws, Axes (Fire axe, wood axe, hatchet).
Shotguns: Pump (slower but stronger), Semi-Auto (Faster but weaker).
Pistols: Normal, Revolvers, Automatic.
Explosives: Rocket launchers, grenades, mines.
•Weapon proficiencies: (much different than DF, trust me)
Each playable class starts out with a set of proficiencies. It is possible to learn 1 new proficiency every 10 levels. If you pick a type of weapon that has a subcategory, you can pick only 1 type of subcategory.
•Melee weapons in each category aren't necessarily the same exact thing as the rest of the weapons in that category. For example, a baseball bat would be way different than a sledgehammer, even though they're both blunt weapons. Melee weapon stats are:
Knockback: Pushes zombies back when you hit them. Highest in blunt, lowest in knives. (highest/lowest things are based on the "average")
Weight: The heavier, the slower your character is while the weapon is equipped. Highest in chainsaws, lowest in knives.
Attack speed: How fast you attack with the weapon. Highest (by far) in chainsaws, lowest in blunt and axes.
Damage: Obvious enough. Highest in blades, lowest in chainsaws and knives. (Chainsaws are just really fast).
Range: Also obvious. Highest in axes, lowest in knives.
•Weapons and Levels:
Some weapons require certain stats, and every weapon requires a high enough level. The lowest leveled sniper rifle, for example, is only usable when you have 20 accuracy, while a weapon like the baseball bat doesn't require any specific stat to be high enough, just your character's level.
•Melee weapon ideas: (in order of required level)
Blunt: Tree branch, 2x4 plank, guitar, police baton, baseball bat, cricket bat, hammer, wrench, crowbar, shovel, sledgehammer, morning star.
Knives: Butter knife (lol), Swiss army knife, pen knife, ice pick, razor, steak knife, hunting knife, trench knife, bowie knife, K-Bar, dagger, kukri.
Axes: Stone axe, hatchet, tomahawk, wood axe, fire axe, throwing axe, pick axe, ice axe, viking axe, halberd, bardiche, executioner axe.
Blades: Cane knife, machete, rapier, golok, longsword, sabre, scimitar, dao, bolo, b@stard sword, katana, claymore (sword). (I suggest googling the blades you don't know, they're cool)
Chainsaw: Various brands, I don't know the names :P
•Purchasable/lootable weapon attachments: (weapons that can be equipped with that attachment listed after)
Silencer: Makes firing your weapon not attract zombies as much. Can be used with: Assault rifles, SMGs, Pistols (not revolvers). Requires level 20 stealth.
Grip: Increases accuracy by 5 levels while equipped. Can be used with: All weapons except for explosives and melee.
•Classes:
When you pick a class, you stay that class for the rest of your character's life. You can have multiple characters on one account so you can try out different things. Each class starts out with 5 in every stat (already mentioned), then also gets a bonus based on what class they are. You are also given a starting weapon based on what class you are.
[Class]: (Name of class, usually an occupation)
[Weapons]: (Starting weapon proficiencies)
[Specialties]: (Stat bonuses and special abilities)
[Description]: (Reasoning for the specialties^)
[Class]: Fireman
[Weapons]: All melee weapons.
[Specialties]: Starts with 20 extra endurance and strength and a fire axe.
[Description]: Since melee weapons don't attract much attention (except for chainsaws), this class is naturally stealthy without having to put stat points into stealth. Their job has made them extra durable and strong.
[Class]: Police Officer
[Weapons]: Shotguns, pistols, blunt.
[Specialties]: Starts out with 20 extra accuracy, a bullet proof vest (one of the armors you can get), and a police baton.
[Description]: Police officers are already apt with the guns that they use on patrol, so killing zombies should be no problem.
[Class]: Scout
[Weapons]: Knives, axes, blunt, bow & arrow, pistols.
[Specialties]: Scouts are the only classes that can use the very powerful bow & arrow and starts out with 20 extra agility, 10 extra intelligence, and 10 extra stealth.
[Description]: Scouts are outdoors enthusiasts, and have gone to plenty of summer camps and camping trips to get well-acquainted with the bow and arrow and other things you'd find at a camp. The bow and arrow is powerful, but is very slow, and doesn't have very long range. Hiking has also made them in good shape, and their counselors have taught them quite a bit about survival to make them pretty smart as well.
[Class]: Soldier
[Weapons]: Assault rifles, SMGs, shotguns, knives.
[Specialties]: Soldiers have vast knowledge of how to use guns, starts out with 10 extra endurance, 10 extra strength, and a Mac-11.
[Description]: While this may seem to be the ideal class for a zombie apocalypse, soldiers have already learned most of what they can learn, so leveling up is going to be a bit slower for them compared to other classes.
[Class]: Doctor
[Weapons]: Blunt, knives, pistols, SMGs, healing.
[Specialties]: Can heal other players and self, making for quite a defense. Starts out with 35 extra intelligence and 5 extra accuracy and a scalpel (knife).
[Description]: Doctors are vital members of any squad of apocalypse survivors. Obviously, doctors are smart as hell, too.
[Class]: Engineer
[Weapons]: Blunt, axes, pistols, explosives, buildings.
[Specialties]: Is the only class that has the Building weapon category. Starts out with an extra 20 intelligence, 10 extra strength, and a wrench.
[Description]: The engineer is both smart and strong, but doesn't know how to use guns all that well. Exclusive to the engineer, is the building weapon category. This category consists of automatic turrets, makeshift barricades, and more. The engineer also has a history of using explosives for demolition jobs.
[Class]: Hitman
[Weapons]: Snipers, knives, pistols.
[Specialties]: Starts out with 10 extra stealth, 20 extra accuracy and a hunting rifle.
[Description]: Hitmen are expert assassins. Trained to be stealthy, and to never miss. Police officers will just have to deal with the fact that they need all the help they can get :P .
[Class]: Athlete
[Weapons]: Blunt, knives, pistols.
[Specialties]: Starts out with 30 extra agility, 15 extra strength, and a baseball bat.
[Description]: Although not great with fighting, athletes, no matter what kind, are very fit. Baseball players, of course, should feel right at home with their baseball bats.
[Class]: Logger/Lumberjack
[Weapons]: Axes, chainsaws, blunt.
[Specialties]: Starts out with 25 extra strength, a chainsaw, and a wood axe.
[Description]: Loggers have one of the toughest jobs, and luckily, this job just happens to have a lot to do with chopping things down; zombie torsos, for example.
[Class]: Miner
[Weapons]: Axes, explosives.
[Specialties]: Starts out with 20 extra durability, a pick axe, and can make dynamite.
[Description]: Like loggers, miners have a job that is tough. Apparently, tough jobs have a pattern of requiring things that can be used as devastating weapons.
[Class]: Thief
[Weapons]: Knives, pistols, blades.
[Specialties]: Starts out with 25 extra stealth, 10 extra luck, 15 extra agility, and a nighthawk pistol.
[Description]: Assuming this thief must be a master at what he does, the thief is great at sneaking up to zombies and one-shotting them from behind. The thief is basically the melee version of the hitman.
•The World:
IMO, it'd be pretty awesome if the world was split into 3-5 rooms with a 100 player capacity each. Since the map is going to be very large, this shouldn't be too much of a problem. If it is a problem, fine, split it up into 20 player capacity rooms, be that way, blank.
Read it all. But add Hideouts, and Crews *cough* my idea *cough*
Da2Shae
09-28-2009, 03:47 PM
Now its alot more like Dead Frontier.
Great suggestions though!
TheZed
09-28-2009, 04:15 PM
Now its alot more like Dead Frontier.
Great suggestions though!
DF, is lame ZED, since the little photo seems a little more cartoonish.
Knux57
09-28-2009, 08:33 PM
Now its alot more like Dead Frontier.
Great suggestions though!
The skill trees should set it apart quite a bit though.
maggerz
10-02-2009, 02:10 PM
It needs a super hard-to-get class called God (inb4 Twilly)
[Weapons] Beams, guns, explosives, mines, little children, etc.
[Specialties] Everything.
[Description] A super class which has very high stats, and can do everything all the other classes do. But, there's one condition, it's random and has a very low chance of someone actually getting it.
epiccesc
10-02-2009, 03:36 PM
awesome ideas
TheZed
10-02-2009, 06:08 PM
it needs a super hard-to-get class called god (inb4 twilly)
[weapons] beams, guns, explosives, mines, little children, etc.
[specialties] everything.
[description] a super class which has very high stats, and can do everything all the other classes do. But, there's one condition, it's random and has a very low chance of someone actually getting it.
beams!!!! What with beams
Tipit
10-02-2009, 08:19 PM
Im assuming that since the is a real world situations, classes must also be reality.
Gangsta:
Decent in stats, but mainly focuses on power.
Soldiers may play by rules, but gansters do anything to survive and kill.
Martial Artist/Boxer/MMA fighter:
High in skills/accuracy.
Strategic fighter class that is more on defensive and survive, but also can turn into a powerful class.
Close combat fighter.
CEO/Bodyguard (Necromancer/Puppet):
Since, this character is very rich, he thrives most of his power through others defending him.
His men will die for him in any case, the CEO may be relying on his men, but at the same time can offer himself protection.
Medium combat fighter
SWAT:
Highly trained improved police that continue to offer their assistant in any matters.
They devote there life to others and corrolate as a team to reduce damage and improve combat strikes.
seanthebomb
10-02-2009, 08:38 PM
I think you should be able to play with real players not some random computers plus a chat bar so you can tell them if you need help or something. also if you have to go down some stairs you should be able to know if there are zombies so you don't randomly plow into a bunch of zombies cause you might be the wrong class. other that that it's a sounds very very good. :D
Krustybobo
10-02-2009, 09:25 PM
Knux, that may be one of the best suggestions ive ever seen...
Superepicrofl1337winrar Thread D:
Very nice.
http://lolfed.com/wp-content/uploads/borat-very-nice.jpg
Sharpkill
10-02-2009, 09:37 PM
I will live off my pistol skills in the war against the zombie horde.
Souless
10-02-2009, 10:25 PM
Exactly how many zombies will there be total?
This reminds me of something......
Dead Frontier.
lol @ butter knife.
lol same thing i was thinking.....
zachdog6
10-02-2009, 10:30 PM
PLAYER CONTROLLED ZOMBIE CLASSES:
STRATEGIST:
description: can control a small group of special commando zombies. other than that is just a normal zombie with slightly higher stats.
commando:
description: controlled by strategist. still has some of there brain intact after becoming zombies.
abilities: a trap were zombie hands shoot out of the ground and grab nearby survivors, create holes in the wall were they hid in and pop out when people are near, tell position of survivors to other player controlled zombies.
stats: lower damage and speed, higher defense.
LONE WOLF:
description: a single commando that is controlled by a player.
RETARDED:
description: zombie that decided to see what things like forks and knives taste like, can now spit them back out at survivors.
abilities: can spit forks and knives at survivors.
stats: high damage at long range, low up close, slightly lower defense.
Knight:
description: zombie that hits survivors with anything it can grab.
stats: higher damage but slightly lower speed.
some suggestions on player controlled zombies.
ICookiz
10-03-2009, 12:24 AM
Will the knifes be critical like in pt? o:
Devan
10-03-2009, 12:37 AM
don't like it
TR3YDAWG
10-03-2009, 12:39 AM
Im assuming that since the is a real world situations, classes must also be reality.
Gangsta:
Decent in stats, but mainly focuses on power.
Soldiers may play by rules, but gansters do anything to survive and kill.
Martial Artist/Boxer/MMA fighter:
High in skills/accuracy.
Strategic fighter class that is more on defensive and survive, but also can turn into a powerful class.
Close combat fighter.
CEO/Bodyguard (Necromancer/Puppet):
Since, this character is very rich, he thrives most of his power through others defending him.
His men will die for him in any case, the CEO may be relying on his men, but at the same time can offer himself protection.
Medium combat fighter
SWAT:
Highly trained improved police that continue to offer their assistant in any matters.
They devote there life to others and corrolate as a team to reduce damage and improve combat strikes.
Swat and Gangsta are too good classes the rest dont suck but they not as good
BlackOut
10-03-2009, 12:43 AM
Very Great Job Knux!
Tipit
10-03-2009, 01:32 AM
Swat and Gangsta are too good classes the rest dont suck but they not as good
I like ceo the best :P
I tryed to improvise a necromancer who sommuns creatures.
CEO (rich people) summon body guards or other humans... sorta thing.
Snipeman
10-03-2009, 12:33 PM
I believe there should be some sort of way to turn friendly fire on/off like maybe separate rooms. This would allow a more challenging game as well as a casual/entertaining game.
Also since this game is set place in a sort of Zombie Apocalypse run down city the explosives should be more homemade type things such as pipe bomb, molitovs, and maybe some sort of shrapnel mine type thing.
Finally what about boss type zombies that come in after a certain number of minutes or at vital points during a building being captured or something. They don't have to be anything real special maybe just a juiced up normal zombie, zombie with a weapon, or even one with range capabilities.
Symroy
10-03-2009, 02:17 PM
Doctor class all the way
Tipit
10-03-2009, 02:18 PM
I believe there should be some sort of way to turn friendly fire on/off like maybe separate rooms. This would allow a more challenging game as well as a casual/entertaining game.
Also since this game is set place in a sort of Zombie Apocalypse run down city the explosives should be more homemade type things such as pipe bomb, molitovs, and maybe some sort of shrapnel mine type thing.
Finally what about boss type zombies that come in after a certain number of minutes or at vital points during a building being captured or something. They don't have to be anything real special maybe just a juiced up normal zombie, zombie with a weapon, or even one with range capabilities.
I like the boss part, that would be so cool if i could fight the ultimate boss and he drops lots of goodies!
Mario99880
10-03-2009, 03:57 PM
Good Job Knux all the base classes for ZED are your class ideas XD.
Soldier
Doctor
Engineer
Demo
Thief.
Good job overall Blank :) and thanks for listening to our suggestions.
NuMbA
10-03-2009, 04:18 PM
Im assuming that since the is a real world situations, classes must also be reality.
Gangsta:
Decent in stats, but mainly focuses on power.
Soldiers may play by rules, but gansters do anything to survive and kill.
Martial Artist/Boxer/MMA fighter:
High in skills/accuracy.
Strategic fighter class that is more on defensive and survive, but also can turn into a powerful class.
Close combat fighter.
CEO/Bodyguard (Necromancer/Puppet):
Since, this character is very rich, he thrives most of his power through others defending him.
His men will die for him in any case, the CEO may be relying on his men, but at the same time can offer himself protection.
Medium combat fighter
SWAT:
Highly trained improved police that continue to offer their assistant in any matters.
They devote there life to others and corrolate as a team to reduce damage and improve combat strikes.
Since Blank already named the main classes and none of them fall under that category(and some don't even use guns or explosives...) they won't happen. But swat could be a good idea.
skeletor
10-03-2009, 06:37 PM
nice class suggestion
now add me on xbox360
skeletor
10-03-2009, 06:39 PM
this game is so like http://www.deadfrontier.com/
wow if jp n blank copy the game but with different character it might be a law suit
NuMbA
10-03-2009, 07:11 PM
this game is so like http://www.deadfrontier.com/
wow if jp n blank copy the game but with different character it might be a law suit
Blank said that he looked at both games and that they may seem the same, but the game play is entirely different.
Tipit
10-03-2009, 09:10 PM
Blank said that he looked at both games and that they may seem the same, but the game play is entirely different.
either way, it doesn't matter if it is a ripeoff. Blank will make it so much better then that, lagging, boring game.
This is off of COD4
Pilot
Backround: His plane was carrying sick people that turned into zombies during the flight. With the sudden situation, the plane crashed and luckily he survived.
Advantage:
Primary Attack - He can call out aerial attacks/air strikes within a perimeter, but during the call he must be signaling a flare. If he is attacked his signal will die off.
Secondary Attack - Decent Pistols... such... and... such
Disadvantage
- Vulnerable to attacks while signalling and airstrike
- Depends on teamates for protection
- secondary is week
- air strikes take time
Knux57
10-03-2009, 09:38 PM
Why people are making suggestions in my suggestion thread, I have no idea.
Youngmoney81
10-03-2009, 09:42 PM
ok if there is some1 not the other building then have something where ppl can like shimmy across to help out the other person. and zombiez can come over. this will make the game harder and more fun
poppis112
10-04-2009, 06:45 AM
Nice classes
TR3YDAWG
10-04-2009, 06:49 AM
either way, it doesn't matter if it is a ripeoff. Blank will make it so much better then that, lagging, boring game.
This is off of COD4
Pilot
Backround: His plane was carrying sick people that turned into zombies during the flight. With the sudden situation, the plane crashed and luckily he survived.
Advantage:
Primary Attack - He can call out aerial attacks/air strikes within a perimeter, but during the call he must be signaling a flare. If he is attacked his signal will die off.
Secondary Attack - Decent Pistols... such... and... such
Disadvantage
- Vulnerable to attacks while signalling and airstrike
- Depends on teamates for protection
- secondary is week
- air strikes take time
Yessss Suggestion is win!
Chris
10-04-2009, 01:02 PM
Yes. Yes. Yes.
Knux is a huge win.
/support all. xD
Tipit
10-04-2009, 01:05 PM
Why people making suggestions in my suggestion thread, I have no idea.
sry, i guess i'll make suggestions else where, but the main reason is YOUR THREAD IS THE BEST!
ICookiz
10-04-2009, 07:08 PM
Wait soo for the thief is the knife a critical for the zombies?
Tipit
10-04-2009, 07:18 PM
Wait soo for the thief is the knife a critical for the zombies?
Depends how blank directs the combat.
Reality, if zombies were real...
Decapitating the head would probably stop it. Or at least blind them.
Fantasy wise, If you stab something already dead... I don't think it will die.
ICookiz
10-04-2009, 07:30 PM
Depends how blank directs the combat.
Reality, if zombies were real...
Decapitating the head would probably stop it. Or at least blind them.
Fantasy wise, If you stab something already dead... I don't think it will die.
Well we know zombies being dead rising from their graves but other people say its a virus thats suppose to cure something deadly,it turns them to a maniac canible thing what i dont get is why they only eat normal humans but not themselves.Other things are why is the victim still alive and now a zombie?If the guys is about to get eaten why did the zombie leave him alive.If zombies exsist humanity probally will get wiped out.
Tipit
10-04-2009, 07:53 PM
Well we know zombies being dead rising from their graves but other people say its a virus thats suppose to cure something deadly,it turns them to a maniac canible thing what i dont get is why they only eat normal humans but not themselves.Other things are why is the victim still alive and now a zombie?If the guys is about to get eaten why did the zombie leave him alive.If zombies exsist humanity probally will get wiped out.
this reminds me of that one movie with will smith fighting those virus/zombies.
darn i forgot what it is called, but it was epic.
ICookiz
10-04-2009, 08:00 PM
this reminds me of that one movie with will smith fighting those virus/zombies.
darn i forgot what it is called, but it was epic.
Its called I am legend
Tipit
10-04-2009, 10:29 PM
Its called I am legend
yes, that was it.
It would be epic if we could hunt deers
cook some meet
Live in a tub
have our own test lab XD
Shinosho
10-05-2009, 07:16 AM
Freakin awesome suggestion.
xHotRodMan
10-05-2009, 07:22 AM
They all look really good but I like the Athlete the best.
deadye
10-05-2009, 04:40 PM
That was long but a lot of great ideas nice thread :)
TicTac
10-05-2009, 10:50 PM
This reminds me of something......
Dead Frontier.
lol @ butter knife.
well it's where they got the idea and knux is an amazing DF ethusiast eh knux. :P:D
those are nice idea/suggestions i hope some of them get in :P err well nice talking
BALDUDE IS THE KING OF GOOD LOOKEN HAIR
Post this SIG or he will smash all of your fancy hair products:cool:
CrazyFLAME
10-06-2009, 04:28 PM
Cool topic nice classed can't wait!
abrahamx12
10-06-2009, 04:47 PM
I need look the phtoes the games zombieS!!!
NinjaHunter7360
10-06-2009, 06:22 PM
Basically, I suggest what should be in the game. Yay.
•Stats that include:
Strength: Increases melee attack power (except for chainsaws) and allows you to carry heavier weapons at specific levels.
Agility: Increases walking/sprinting speed.
Endurance: Increases how much health and defense you have, and very slightly how long you can sprint. Needed for higher level armors.
Accuracy: Decreases the amount of recoil.
Intelligence: The higher the intelligence, the more experience you'd get per kill. Obviously, would only increase experience by a very small amount each stat point invested.
Luck: Increases chance of finding better loot and, for melee weapons, increases the chance of getting a critical hit, which does 5x more damage.
Stealth: Decreases how noticeable to the zombies you are. Is needed for silenced weapons. The higher the level, the more likely you can get a "stealth kill". A stealth kill is where you hit a zombie from behind with a melee weapon, which is only possible with high stealth, and kill it with one shot.
•Every level, you get 5 stat points to upgrade your character. Each class starts out with 5 in each stat.
•Weapon categories: (Weapons in parentheses are examples of that weapon for the less obvious categories)
Main: Melee, Pistols, Sniper rifles, SMGs, Shotguns, Assault Rifles, Light Machine Guns, Explosives, Special (Class exclusives like Buildings and the bow & arrow).
Melee Subcategories: Blunt (Sledgehammer, baseball bat), Knives, Blades (Sabre, machete), Chainsaws, Axes (Fire axe, wood axe, hatchet).
Shotguns: Pump (slower but stronger), Semi-Auto (Faster but weaker).
Pistols: Normal, Revolvers, Automatic.
Explosives: Rocket launchers, grenades, mines.
•Weapon proficiencies: (much different than DF, trust me)
Each playable class starts out with a set of proficiencies. It is possible to learn 1 new proficiency every 10 levels. If you pick a type of weapon that has a subcategory, you can pick only 1 type of subcategory.
•Melee weapons in each category aren't necessarily the same exact thing as the rest of the weapons in that category. For example, a baseball bat would be way different than a sledgehammer, even though they're both blunt weapons. Melee weapon stats are:
Knockback: Pushes zombies back when you hit them. Highest in blunt, lowest in knives. (highest/lowest things are based on the "average")
Weight: The heavier, the slower your character is while the weapon is equipped. Highest in chainsaws, lowest in knives.
Attack speed: How fast you attack with the weapon. Highest (by far) in chainsaws, lowest in blunt and axes.
Damage: Obvious enough. Highest in blades, lowest in chainsaws and knives. (Chainsaws are just really fast).
Range: Also obvious. Highest in axes, lowest in knives.
•Weapons and Levels:
Some weapons require certain stats, and every weapon requires a high enough level. The lowest leveled sniper rifle, for example, is only usable when you have 20 accuracy, while a weapon like the baseball bat doesn't require any specific stat to be high enough, just your character's level.
•Melee weapon ideas: (in order of required level)
Blunt: Tree branch, 2x4 plank, guitar, police baton, baseball bat, cricket bat, hammer, wrench, crowbar, shovel, sledgehammer, morning star.
Knives: Butter knife (lol), Swiss army knife, pen knife, ice pick, razor, steak knife, hunting knife, trench knife, bowie knife, K-Bar, dagger, kukri.
Axes: Stone axe, hatchet, tomahawk, wood axe, fire axe, throwing axe, pick axe, ice axe, viking axe, halberd, bardiche, executioner axe.
Blades: Cane knife, machete, rapier, golok, longsword, sabre, scimitar, dao, bolo, b@stard sword, katana, claymore (sword). (I suggest googling the blades you don't know, they're cool)
Chainsaw: Various brands, I don't know the names :P
•Purchasable/lootable weapon attachments: (weapons that can be equipped with that attachment listed after)
Silencer: Makes firing your weapon not attract zombies as much. Can be used with: Assault rifles, SMGs, Pistols (not revolvers). Requires level 20 stealth.
Grip: Increases accuracy by 5 levels while equipped. Can be used with: All weapons except for explosives and melee.
•Classes:
When you pick a class, you stay that class for the rest of your character's life. You can have multiple characters on one account so you can try out different things. Each class starts out with 5 in every stat (already mentioned), then also gets a bonus based on what class they are. You are also given a starting weapon based on what class you are.
[Class]: (Name of class, usually an occupation)
[Weapons]: (Starting weapon proficiencies)
[Specialties]: (Stat bonuses and special abilities)
[Description]: (Reasoning for the specialties^)
[Class]: Fireman
[Weapons]: All melee weapons.
[Specialties]: Starts with 20 extra endurance and strength and a fire axe.
[Description]: Since melee weapons don't attract much attention (except for chainsaws), this class is naturally stealthy without having to put stat points into stealth. Their job has made them extra durable and strong.
[Class]: Police Officer
[Weapons]: Shotguns, pistols, blunt.
[Specialties]: Starts out with 20 extra accuracy, a bullet proof vest (one of the armors you can get), and a police baton.
[Description]: Police officers are already apt with the guns that they use on patrol, so killing zombies should be no problem.
[Class]: Scout
[Weapons]: Knives, axes, blunt, bow & arrow, pistols.
[Specialties]: Scouts are the only classes that can use the very powerful bow & arrow and starts out with 20 extra agility, 10 extra intelligence, and 10 extra stealth.
[Description]: Scouts are outdoors enthusiasts, and have gone to plenty of summer camps and camping trips to get well-acquainted with the bow and arrow and other things you'd find at a camp. The bow and arrow is powerful, but is very slow, and doesn't have very long range. Hiking has also made them in good shape, and their counselors have taught them quite a bit about survival to make them pretty smart as well.
[Class]: Soldier
[Weapons]: Assault rifles, SMGs, shotguns, knives.
[Specialties]: Soldiers have vast knowledge of how to use guns, starts out with 10 extra endurance, 10 extra strength, and a Mac-11.
[Description]: While this may seem to be the ideal class for a zombie apocalypse, soldiers have already learned most of what they can learn, so leveling up is going to be a bit slower for them compared to other classes.
[Class]: Doctor
[Weapons]: Blunt, knives, pistols, SMGs, healing.
[Specialties]: Can heal other players and self, making for quite a defense. Starts out with 35 extra intelligence and 5 extra accuracy and a scalpel (knife).
[Description]: Doctors are vital members of any squad of apocalypse survivors. Obviously, doctors are smart as hell, too.
[Class]: Engineer
[Weapons]: Blunt, axes, pistols, explosives, buildings.
[Specialties]: Is the only class that has the Building weapon category. Starts out with an extra 20 intelligence, 10 extra strength, and a wrench.
[Description]: The engineer is both smart and strong, but doesn't know how to use guns all that well. Exclusive to the engineer, is the building weapon category. This category consists of automatic turrets, makeshift barricades, and more. The engineer also has a history of using explosives for demolition jobs.
[Class]: Hitman
[Weapons]: Snipers, knives, pistols.
[Specialties]: Starts out with 10 extra stealth, 20 extra accuracy and a hunting rifle.
[Description]: Hitmen are expert assassins. Trained to be stealthy, and to never miss. Police officers will just have to deal with the fact that they need all the help they can get :P .
[Class]: Athlete
[Weapons]: Blunt, knives, pistols.
[Specialties]: Starts out with 30 extra agility, 15 extra strength, and a baseball bat.
[Description]: Although not great with fighting, athletes, no matter what kind, are very fit. Baseball players, of course, should feel right at home with their baseball bats.
[Class]: Logger/Lumberjack
[Weapons]: Axes, chainsaws, blunt.
[Specialties]: Starts out with 25 extra strength, a chainsaw, and a wood axe.
[Description]: Loggers have one of the toughest jobs, and luckily, this job just happens to have a lot to do with chopping things down; zombie torsos, for example.
[Class]: Miner
[Weapons]: Axes, explosives.
[Specialties]: Starts out with 20 extra durability, a pick axe, and can make dynamite.
[Description]: Like loggers, miners have a job that is tough. Apparently, tough jobs have a pattern of requiring things that can be used as devastating weapons.
[Class]: Thief
[Weapons]: Knives, pistols, blades.
[Specialties]: Starts out with 25 extra stealth, 10 extra luck, 15 extra agility, and a nighthawk pistol.
[Description]: Assuming this thief must be a master at what he does, the thief is great at sneaking up to zombies and one-shotting them from behind. The thief is basically the melee version of the hitman.
•The World:
IMO, it'd be pretty awesome if the world was split into 3-5 rooms with a 100 player capacity each. Since the map is going to be very large, this shouldn't be too much of a problem. If it is a problem, fine, split it up into 20 player capacity rooms, be that way, blank.
There should be a merc class you can get hire by differnt people for differnt jobs
icyfire
10-06-2009, 08:21 PM
THere should be a sniper and a knife thrower
^
throws knivies and throw poison darts
yingyomofo
10-06-2009, 09:40 PM
i got an idea
Perception: increases your range of vision
@icyfire how can poison darts affect zombies?
sangvo
10-07-2009, 03:51 PM
is there gonna be zombie cpu or player zombie?
blackice109
10-07-2009, 04:56 PM
you should add pipe bombs and ninga blades and a mini gun for a speacail things such as a crazy level pupose like 100 zombie comin down a hallway
yadda yadda yadda k bye:D:cool:
JangoFett
10-07-2009, 09:37 PM
Since your making a mmorpg refer to maplestory for ideas. Its similar in many ways. It can help you with ur lvling system
And r u just 1 character or do u have a whole squad so it would be the 1st mmo rpg rts
JangoFett
10-07-2009, 09:40 PM
Make a complete melee guy like a swordsman and u can get a special guy called a magician again refer to maplestory
luissx11m
10-08-2009, 05:50 PM
I think a very cool idea would be if you could use the amazing 'flamethrower', just imagine how many people would join this game just to use that! That will simply be a great idea, but it will also take a lot of hard work. Secondly I think that the way that the 'Zombie Survival' should work could be by getting points for every kill that you get and you should be abled to maybe protect your base with something, so you would get kill-coins and with those you could buy supplies or repair your base and also buy some weapones. Also this game must be hard! If you guys don't make it hard, then the players are going to get bored really fast; Maybe for every kill you get it should get a little harderd until it gets way too hard and you wont be abled to survive! This could be almost like: Call Of Duty World At War (Zombie-Survival) That would simply be the best idea ever created.
xxdeathxx99
10-08-2009, 08:27 PM
you should add pipe bombs and ninga blades and a mini gun for a speacail things such as a crazy level pupose like 100 zombie comin down a hallway
yadda yadda yadda k bye:D:cool:
its not left 4 dead lol
UltraJacob
10-10-2009, 11:29 AM
When you say classes, does this mean that you pick one class to start with and that's your only class? Or can you change classes still?
My suggestion: Ok, it was said that the zombies are AI controlled. But I assume that there are still going to be different game modes. I recommend there being a game mode where once taken out you go onto the zombie team, thus having a mix of AI and player controlled zombies. I'm calling this mode "Quarantine Mode." :)
WW2player
10-12-2009, 04:12 PM
:D such cool classes, prob gana go with Logger or miner, since they blow up stuff!!
mttpurdy65
10-12-2009, 04:51 PM
I don't think so. I tried to stray away from that quite a bit, actually.
Just to add a stun grenade where it knocks the zombie on the ground and he or she has 2 or 3 of them and the zombie cant get up for a little while which in that time get headshots or use it as a last resort
Lol this may be noobie but it will save ur life u will see
Kleenex
10-13-2009, 09:03 PM
Holy lumber jacked wombats that's long. O.O
They do look like pretty nice suggestions. :)
Thats what she said. :p
Lol, back on topic, this is really good Knux, and it actually got featured on the Developer Blog which can be found here : http://www.pawngame.com/beta/zed/
Make more... :)
left4deadDIE
10-16-2009, 10:48 PM
what about a soldier machine and pistols
Bones44
10-17-2009, 07:14 PM
Not sure if anyone's suggested this before, but I think that for the Demolitions class, (Found in the Player Classes thread of Zed Discussion) they should be able to blow things up other than zombies, such as walls/doors (that is, if there are going to be things like that in the game)
wannabechamp
10-20-2009, 04:49 PM
its alright for the most part. a few unnecasary classes like athlete,miner and the logger. and the engineer should b able 2 make dynamite. u shouldnt do the stats idea either or we'll just b ripping off dead frontier
Knux57
10-20-2009, 05:10 PM
u shouldnt do the stats idea either or we'll just b ripping off dead frontier
Are you kidding? Every RPG has stats.
ChangE
10-20-2009, 05:30 PM
If Zed doesn't have stats there is no point in playing.
blacksea33
10-20-2009, 05:34 PM
I like all of the classes and there all efficiant and go along with the names (matches)
R3V3NG3
10-21-2009, 04:15 PM
im sorry but zed is like dead frointer if you guys can add better guns and a better desing ill switch :)
kenato
10-21-2009, 04:43 PM
yo man thats so so so cool!!!!!!!!!!!!!!!:)
slayer1578
10-24-2009, 08:21 PM
aha nice i dont think zed should have classes more like stat bosters so u can help u threw out the game like docters can heal and soldiers just have better stats at first i got a class sugestion terminater good wit exploseved :) blow up them mother bleepers tehe
DEADPK
10-24-2009, 08:23 PM
http://i35.tinypic.com/1zldjco.png
100 posts =D
killshark100
10-25-2009, 04:49 PM
That's a lot of suggestions O_O
but shouldn't each class have the same number of points? Just to make sure no class is exceptionally better than another
th3mast3r
10-30-2009, 09:03 PM
O.o nice...
Question..Is there a limit on walking/sprinting speed?
grimmy161
11-01-2009, 10:17 PM
I am sorry to crap on your parade but this is EXACTLY like dead frontier.It is an mmorpg game on the internet that has been around for years.You have included classes,stats,flashlight for a cursor,and different zombies just like DEAD FRONTIER!!!
I do not mind you unknowingly copying this game in your own format (AND I DO HOPE YOU MAKE A BETTER VERSION). Dead frontier matches this beta description so much it is not funny.The only thing that is not included that is from DEAD FRONTIER is the ability to search other buildings and being and having a settlement where you heal,buy,sell, bank,and train like in Dead Frontier.
For proof here is the site www.DeadFrontier.com
TheK1NG
11-01-2009, 11:03 PM
Instead of Stealth i think it should be Guile.
Knux57
11-01-2009, 11:38 PM
Instead of Stealth i think it should be Guile.
Is there really a need for vocabulary words?
maxito5
11-23-2009, 04:23 PM
Class]: Scout
[Weapons]: Knives, axes, blunt, bow & arrow, pistols.
[Specialties]: Scouts are the only classes that can use the very powerful bow & arrow and starts out with 20 extra agility, 10 extra intelligence, and 10 extra stealth.
[Description]: Scouts are outdoors enthusiasts, and have gone to plenty of summer camps and camping trips to get well-acquainted with the bow and arrow and other things you'd find at a camp. The bow and arrow is powerful, but is very slow, and doesn't have very long range. Hiking has also made them in good shape, and their counselors have taught them quite a bit about survival to make them pretty smart as well.
[Class]: Soldier
[Weapons]: Assault rifles, SMGs, shotguns, knives.
[Specialties]: Soldiers have vast knowledge of how to use guns, starts out with 10 extra endurance, 10 extra strength, and a Mac-11.
[Description]: While this may seem to be the ideal class for a zombie apocalypse, soldiers have already learned most of what they can learn, so leveling up is going to be a bit slower for them compared to other classes.
[Class]: Doctor
[Weapons]: Blunt, knives, pistols, SMGs, healing.
[Specialties]: Can heal other players and self, making for quite a defense. Starts out with 35 extra intelligence and 5 extra accuracy and a scalpel (knife).
[Description]: Doctors are vital members of any squad of apocalypse survivors. Obviously, doctors are smart as hell, too.
[Class]: Engineer
[Weapons]: Blunt, axes, pistols, explosives, buildings.
[Specialties]: Is the only class that has the Building weapon category. Starts out with an extra 20 intelligence, 10 extra strength, and a wrench.
[Description]: The engineer is both smart and strong, but doesn't know how to use guns all that well. Exclusive to the engineer, is the building weapon category. This category consists of automatic turrets, makeshift barricades, and more. The engineer also has a history of using explosives for demolition jobs.
lolz, that 4 class looks life team fortress 2 class lol
xXxduddevixXx
11-26-2009, 09:53 AM
•Purchasable/lootable weapon attachments: (weapons that can be equipped with that attachment listed after)
Silencer: Makes firing your weapon not attract zombies as much. Can be used with: Assault rifles, SMGs, Pistols (not revolvers). Requires level 20 stealth.
Grip: Increases accuracy by 5 levels while equipped. Can be used with: All weapons except for explosives and melee.
I like that. I also suggest Extended magazines and scopes.
epiccesc
11-26-2009, 11:57 AM
woah must have took you a while some pretty nice suggestions there
AmFuFu345
11-28-2009, 10:33 AM
squad shar exp is def ded hopefully they'll pt that ingame.
Sceye
02-21-2010, 06:51 PM
I recommend perks instead of stats. Sure perks will contribute to your stats and you can buy a perk more then once.
Here's a small list
Kitten soul: During the night, zombies are at their strongest. However you change that. During night your aiming is up, agility and you have slightly less health.
Survivor: When you die (or have your death hit) your health will reset to 1 and your enemy stunned for 0.2 seconds every point put in this perk.Only work once per-game
Peace and love: When you die the zombie that killed you (if not being the queen or a super special zombie (explained after perks) will start attacking the closest non-zombie other then you. (combination with survivor is the only thing that insures you're still alive)
Coward: Every 10% of health you lose your agility will go up by one.
Death wish: Whoever kills you slowly dies.
Help!: When you die you will be teleported to the nearest ally, that doesn't have zombies near. with 0.1 health (meaning 1 shot die)
Those are examples now for my other concept super-special zombies. Only 3 supers appear per game, they are VERY hard to kill. However killing them will give you a momentary boost to resemble the person you killed.
Pop up zombie: Least hard to kill, has the same statistics as a normal zombie and looks exactly the same. However when close to a character the target becomes blind, accuracy being 2% he's bound to not kill anything, he walks as slowly as a normal zombie this lasts 25 seconds. This cannot be healed.
However if you manage to kill the pop up you will slow down any zombie near you.
Bird... thing: Will randomly swoop down and take a player. If the player goes off the edge of the map it's a automatic death, the speed is rather fast but it's health is low.
On death the bird thing will give you the ability charge into zombies knocking them out before they can attack.
Reaper: Being the equivalent of the criminal or recon he will turn invisible he can only be seen when he attempts to attack 0.5 seconds. That instant kills.
Being so dangerous his reward is the ability to turn invisible to zombies that aren't too close to you. And only being able to be seen when attacking.
Canine: He runs at a extremely fast speed but has low health like the berserker, unlike others the canine has a pack that won't stop until you kill the alpha (random). Whenever he is next to a player the player falls on the floor and drops his weapon, the canine will kill a player in a matter of a few seconds but the canine can be killed easily with any weapon when he's TRYING TO BITE YOUR THROAT OFF. This takes teamwork as he can easily kill someone that's alone.
The reward is having non-infected puppies (2) do the same to all zombies but other ultra-special zombies and the queen.
Bleeder: He'll bleed on you. Unfortunately that blood kills you... quickly. It shoots from a gun distance and slows down the target. This is also a screamer as the target attracts EVERYONE.
If you kill it your blood will do the same effect on zombies minus the attracting zombies part.
Zombies getting weapons?
If a zombie is near a dropped weapon placed weapon he grabs it. This does more damage then a regular zombie. A zombie can only use weapons as melee but he can use all sorts of things, chainsaws that are on, chainsaws that aren't on. Axes, pistols to hit stuff. This makes zombies dangerous.
Class ideas
Police: A very tactical class. A riot shield can push some zombies. You start with a pistol and a police baton. Due to your lack of super strong weapon training you compensate with a great weapon the riot shield. It can be used as a shield on all. This gives the roll of the guardian from PT
Scientist: "It's not magic, but science" A basic ability to create fire and grenades he has a arsenal of, flame throwers, grenades, mines. He is also a very tactical character.
Prisoner: Being slightly stronger then a normal person and having the basic criminal skills he's a rather all around character.
Soldier: "Yeah I'm the guy that kills stuff" Armed with a rifle a pistol and a knife he's a rather easy to use character and the backbone of the team.
IrishDragon1234
02-21-2010, 08:17 PM
I recommend perks instead of stats. Sure perks will contribute to your stats and you can buy a perk more then once.
Here's a small list
Kitten soul: During the night, zombies are at their strongest. However you change that. During night your aiming is up, agility and you have slightly less health.
Survivor: When you die (or have your death hit) your health will reset to 1 and your enemy stunned for 0.2 seconds every point put in this perk.Only work once per-game
Peace and love: When you die the zombie that killed you (if not being the queen or a super special zombie (explained after perks) will start attacking the closest non-zombie other then you. (combination with survivor is the only thing that insures you're still alive)
Coward: Every 10% of health you lose your agility will go up by one.
Death wish: Whoever kills you slowly dies.
Help!: When you die you will be teleported to the nearest ally, that doesn't have zombies near. with 0.1 health (meaning 1 shot die)
Those are examples now for my other concept super-special zombies. Only 3 supers appear per game, they are VERY hard to kill. However killing them will give you a momentary boost to resemble the person you killed.
Pop up zombie: Least hard to kill, has the same statistics as a normal zombie and looks exactly the same. However when close to a character the target becomes blind, accuracy being 2% he's bound to not kill anything, he walks as slowly as a normal zombie this lasts 25 seconds. This cannot be healed.
However if you manage to kill the pop up you will slow down any zombie near you.
Bird... thing: Will randomly swoop down and take a player. If the player goes off the edge of the map it's a automatic death, the speed is rather fast but it's health is low.
On death the bird thing will give you the ability charge into zombies knocking them out before they can attack.
Reaper: Being the equivalent of the criminal or recon he will turn invisible he can only be seen when he attempts to attack 0.5 seconds. That instant kills.
Being so dangerous his reward is the ability to turn invisible to zombies that aren't too close to you. And only being able to be seen when attacking.
Canine: He runs at a extremely fast speed but has low health like the berserker, unlike others the canine has a pack that won't stop until you kill the alpha (random). Whenever he is next to a player the player falls on the floor and drops his weapon, the canine will kill a player in a matter of a few seconds but the canine can be killed easily with any weapon when he's TRYING TO BITE YOUR THROAT OFF. This takes teamwork as he can easily kill someone that's alone.
The reward is having non-infected puppies (2) do the same to all zombies but other ultra-special zombies and the queen.
Bleeder: He'll bleed on you. Unfortunately that blood kills you... quickly. It shoots from a gun distance and slows down the target. This is also a screamer as the target attracts EVERYONE.
If you kill it your blood will do the same effect on zombies minus the attracting zombies part.
Zombies getting weapons?
If a zombie is near a dropped weapon placed weapon he grabs it. This does more damage then a regular zombie. A zombie can only use weapons as melee but he can use all sorts of things, chainsaws that are on, chainsaws that aren't on. Axes, pistols to hit stuff. This makes zombies dangerous.
Class ideas
Police: A very tactical class. A riot shield can push some zombies. You start with a pistol and a police baton. Due to your lack of super strong weapon training you compensate with a great weapon the riot shield. It can be used as a shield on all. This gives the roll of the guardian from PT
Scientist: "It's not magic, but science" A basic ability to create fire and grenades he has a arsenal of, flame throwers, grenades, mines. He is also a very tactical character.
Prisoner: Being slightly stronger then a normal person and having the basic criminal skills he's a rather all around character.
Soldier: "Yeah I'm the guy that kills stuff" Armed with a rifle a pistol and a knife he's a rather easy to use character and the backbone of the team.
Talk about bumping old threads.
lVloNsTeRsHoT
02-21-2010, 08:49 PM
GOD! I can't wait for this freaking game! ZED is gonna be so great!
iMurder
02-21-2010, 10:54 PM
That's epic. How bored were you? lolz.
happyboyboy
02-21-2010, 10:59 PM
its just like dead froniter with the classes and bonus
Everything
02-26-2010, 08:37 PM
What about a Corodide Minigun like the one off of pawntactics?
The Chainsaw (slice in dice could be an achievement for 20 kills with chainsaw.)
The Achivement (Burn 'em out, Which can be achived by a flammthrower by killing all the zombies in one room with no help.
Last the Achivement (Ain't No "Rest" for the whicked.) Can be achived by gitting over 20 kills in one match without dieng.
Blackhawk88
03-14-2010, 06:43 PM
omg blank actualllt commented
RipIt
03-14-2010, 07:02 PM
Way Way Way Way Way Way Way too much time on your hands knuxy.
I say we have these classes also:
[Class] Greanadier
[Weapons] Greanade Launcher, Frags, Mines, c4
[Specialties] 10 extra in Strength and Edurance, but 10 less in Steath
[Description] A loud, heavy armored class. Slower, has the ability to take out large hordes of zombies at a time
[Class] Hunter
[Weapons] Hunting Rifle, Whistle (To attract zombies), Camoflaugh (or however you spell it)
[Specialties] 10 extra steath points because of steath.
The whistle is used to attract zombies, which may or may not be good. He could get in a good camping spot, with other people, and have a "base" set up, and use the whistle so they could be swarmed with zombies, and get more experiene. Or it could be used to attract attention to you, and away from an injured teammate (for the non-selfish of you)
[Description] A class that is used to attack from a distance, and who's rifle will treat zombie like that 10 point deer.
More Ideas to Come
*Also, Knux you should have a leader board for people who suggested the most classes you think worthy, and put some of the good ones on your thread.
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