58 lines
2.0 KiB
Plaintext
58 lines
2.0 KiB
Plaintext
Sell outposts - { Sell for credits }
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Weight needs to be per quantity of item - not just item slot
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Survival Game
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look at item to pick up 'e' for third person and click for third [No nearby]
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normal weapons with bullet drop bullet travel time
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snipers but rare [Maybe special]
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Abilities selectable at spawn
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a max 20 credit slider where you can spend them on traits
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Stamina -> run for longer distances
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Strength -> carry more weight
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Vitality -> Have more base health
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Stealth -> Approximate location on map is bigger
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More weight slows player some
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Backpacks -> Add slots but not weight
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Oddball style game
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Map that shows the relitive area of the top player
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spawn with classes
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2 mags
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no attachments
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unlock guns with experience
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no health regen
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final hit headshots = 20 credits
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final hit bodyshots = 10 credits
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classes require credits to spawn with better stuff
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inventory and credits are transferrable between servers and sessions
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combat loggging - if leave in combat start from scratch
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one dynamicly roaming entity of the night ( Impossible to kill, when near heart starts pumping and vinegrette )
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goes after people possible to get away
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Dyanmic day and night cycle
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Dynamic weather ( rain, fog, thunder, lightning )
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floods that cause roaring rivers to fill that cannot be swam
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Fires that char trees(no leaves), regrows in 3ish days
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Master leaderboard in the main menu of top players per rank
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Ranked lobby ( Disabled until player base )
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small towns around a main centralized area( ie city or temple )
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large servers
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random spawned skin boxes that require credits to open
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purchasable skins
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bullet penatration on certain materials
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bullet reflection on certain materials
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No kill leader until you get at least 2 kills minimum
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Tournament mode
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all players spawn at the same time
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hold oddball for 30mins total
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server quits introducing people into game after 5 hrs. (last man standing mode)
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last person in server wins
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on death quit to new server
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everyone becomes oddball
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less players alive equal less oddball area |