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Big_Fuzzy_Dude

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  1.   Was that a really thing or something you came up with?
  2. To address xp and leveling: the game is played game by game (4 matched per game) for fun. No overarching use for xp. Reset ever game. I guess I always imagined playing this with my friends so, like L4D, you can communicate but also mock and plea. The idea of classes seemed to fit because most had equal pros and cons (you're right about stealth though) but this also makes players act mire tactically in when to betray someone. Say a stealth attacks a heavy. The medic and engi would have to quickly chose sides. Weighing up options. Is the stealth reckless? Can we survive without the heavy? Overall there is a low penalty for death. But this means quick ability to retaliate. Holding a grud can payoff in some cases.
  3. I'm dumb. :) Sorry for not stating all details (the post would have been longer than my arm). Xp would be awarded at the end of a match instead of in game or the death of all characters. More Xp for winning instead of death. Matches would be short and quick allowing for say 4 matches in a game. Not the best at visualising lvling but i would say it would cap at 8.
  4. Lol. My topic above this is about a zombie survival game based around killing your team. I love irony.
  5. Picture this: 2D Top Down Retro 4-player Team Based (Sorta) Premise - Limited Story Group sent out to retrieve something from zombie infested wasteland. Objective - Enter. Locate objective. Retrieve intact. Mechanics - Team work is key but when fast leveling and increasing power builds your characters you can kill anyone of your teammates in order to get more experience. Earlier kills gains more experience. Kills near extraction give little to no experience if entire team survives. Heavy Medic Stealth Engineer Heavy - More Hp and Dm. Slows team down and easily overcome alone. Medic - Can heal the team and himself. No reason to live other than heal. Stealth - Stealth field. Invisible to zombie and Team. Broken with gun fire. Knife and stay invisible. Invisibility lasts longer with more team members. Alone doesn't work. Engineer - Fairly useless offensively. Can hack turrets (Turrets loyal to engi if team attack). Open shortcuts. Can repair objective.
  6.   Actually I remember playing Portal 2 co-op and it's a better example. Just imagine that you need the other players help to proceed but are also going to have to fight them in the end. That would be the bare bones of the game. It would be a test of weather or not you can put your differences behind ach other when you know the goal will still be a fight. Perhaps, as thade said, rewarding team work. I don't think I would like the idea of punishing fighting, cause wheres the fun in that >:).
  7. I'm very new to game design but I want to work in the industry eventually. But anyway, I was watching a rage video on youtube and it made me think about how people can enjoy a game that makes them angry at themselves. But has anyone ever best a rage inducing game in a cooperative situation. Picture say a zombie survival game. The basis of most of these games is that to survive you must band together. Through experiences in Dayz I have realised that when given the choice us as human beings prefer to stand alone because of the awards associated with it compared to the setbacks of a partner making mistakes or halfing a resource. But what if a zombie survival game forced you to have a partner (would probably work better with local co-op) and didn't reward you for working with them. You could steal resources from each other and then you would be put into a situation were you had to defend them but come out worse for wear. In a game situated like this difficulty wouldn't be measured on a pre decided scale but on the morals of your partner. Am I the only one who would find it appealing to have game play were the enemy is your only friend and to see how situations would pan out. I haven't completely though this through but its not an actual game proposal but just an idea on how a fresh innovative style could form. Please tell me what you think.