Side Note: I made a general post in the V2.0 Storms Brewing Dev Diary about my excitement for 2.0 and the various things my imagination came up with. Then I was reminded that the Pimp Dreams sub forums is a thing! So I'll try to break up each idea into its own thread to keep the conversations focused and the likes/dislikes meaningful.
---
[*]Perception
[*]Fortitude
[*]Intelligence
[*]Maybe leverage off-hand ideas. Hold something in the off hand that increases batons or robotic weapons effectiveness in late stage/high difficulty games
[*]Some new item that brings the stun baton from T2 to T3 in terms of damage.
[*]Robotic Drone Mods
[*]Robotic Sledge
[*]V?.0 Off Hand
[*]Some actions take longer when both hands are full: Opening a door, reloading, opening a container. Lock picks take both hands anyway, so they would not be changed.
[*]Off hand items can't power attack? Or maybe do something different when power attacking (the return of spear throwing?) Maybe knives/clubs could be a weaker shield in the off hand to parry or counter attack.
[*]How would this work with fist weapons?
Goals: It should be immersive, but fun. Challenging, not annoying. Manageable, but not exploitable. It should not take away from the fact that this is a zombie game.
---
- V?.0 Weapons
Cosmetics
Mods for clubs, knives, spears, and sledgehammers to make them appear as something else (little to no effect on mechanics/ mostly cosmetic)
I am biased towards the great axe myself, but I can appreciate wanting to keep tools separate from weapons mechanically. I still want to take a big axe to zombies as a weapon without being tied down to light armor set. I know this is zombie horror survival, not fantasy RPG, but I can't help wanting to swing around a big axe. I don't want to burden the devs with making token mechanics just to give it a place to live for another swinging or jabbing motion that is otherwise not super unique. Maybe I am really into a farmer theme and I want to flavor a spear as a pitch fork.
[*]Perception
Pre-rocket Launcher level or Rocket Launcher alternative: Grenade Launcher
Single hand variant? 4 rounds (6 with magazine extender or similar)? More trouble with recoil compared to 2 hand explosive launchers. Maybe a little faster to reload.
[*]Fortitude
Flame thrower?
[*]Intelligence
Flame thrower turret?
friendly fire?
[*]Maybe leverage off-hand ideas. Hold something in the off hand that increases batons or robotic weapons effectiveness in late stage/high difficulty games
[*]Some new item that brings the stun baton from T2 to T3 in terms of damage.
The repulsor mod is fun until you have to chase them down to finish them off.
- Stunning is great for crowd control. It isn't easy to use along side robotic turrets in small spaces. If you have to move away from your turrets, your ability to deal damage drops. It takes forethought and planning to use this perk tree. You might even say that it takes intelligence (more than I have anyway.)
[*]Robotic Drone Mods
Maybe a new mod for the robotic drone that synergizes with the stun baton in some way. To increase its damage in the late game while keeping it tied to investment in the intelligence tree.
- Maybe a targeting system mod that increases the effectiveness of the robotic turret
- Something where the Robotic Drone increases the capabilities of the sledge turret when both are down
- Basically make the robotic drone a power center for late game intelligence builds. Compel me to use something other than storage mods. Extra storage is too strong/convenient.
[*]Robotic Sledge
Maybe a mod that allows sledge turrets to stun in the same way as the stun baton. The battery needs to be recharged/replaced?
[*]V?.0 Off Hand
Hold passive items: torch/candle/flash light
- Hold active items: spear, club, knife, hammer, grenades, pipe bombs, etc. basically anything that can reasonably be held in one hand. Fist weapons have little to no penalty (if that is a thing)
- New items:
Small shield (primitive (trashcan lid?), wood, metal) - prevent or reduce incoming damage when the shield is raised. May be used to bludgeon and knock back targets. Can't block attacks that "splash" (zombie cop spit, etc.). Should not make a single hand weapon user almost invincible in PvP or PvE.
- Large shield (riot shield? etc.) - increase explosion resistance when shield is up, block more kinds of attacks and attacks from higher stage enemies more effectively, can't attack when blocking, but some other off hand things may still be possible
- Shields designed to stop bullets may be less effective against zombies (think of the fireman's axe head mod and how you lose entity damage for increased block damage. Similar idea.)
- Shields are probably aimed at Strength (single hand, medium reach weapons) and Perception (explosives or spear) builds. Might have some utility for an intelligence builds
[*]Some actions take longer when both hands are full: Opening a door, reloading, opening a container. Lock picks take both hands anyway, so they would not be changed.
[*]Off hand items can't power attack? Or maybe do something different when power attacking (the return of spear throwing?) Maybe knives/clubs could be a weaker shield in the off hand to parry or counter attack.
[*]How would this work with fist weapons?
Goals: It should be immersive, but fun. Challenging, not annoying. Manageable, but not exploitable. It should not take away from the fact that this is a zombie game.