PZGrens wrote:
The perks are never really used so I think it would be a good idea to modify how they work (in terms of the cost). Juggernog doesn't work either so it would be cool if that was fixed as well (extensive testing done by me and my trusty crowbar to prove this).
Suggestion 1: The perks should cost a credit for ts and they get all 3 if they purchase through the buy menu. The detectives get the same option but it only gives them a random 2 out of the 3 perks and maybe their be a special one like mule kick that allows them to carry one more t/d weapon. This would be fair as it would then cost 2 credits to fill that slot (buying the perk then buying the weapon). A vulture aid perk would also be cool so if the detective kills a t they can stand in the gas to be healed for 40 hp and be invisible on the radar for 20 seconds (2 hp per second). This would probably require coding but I'm not really sure.
Suggestion 2: Perks cost 2x the amount but if you are alive at the end of the round then you get refunded the amount. This way it is more of an investment and you can ensure more people will want to play the game properly as they want to get their diamonds back.
Suggestion 3: If you put a diamond block in the furnace and you successfully activate the ending you get all of the perks at the start of the next round. This of course is what happens in the actual zombies game as if you beat the easter egg you get all of the perks for the next round. I feel this would be interesting as you would then be rewarded for exploring another option of ending the round as an innocent. This is already balanced as it is easy for the ts to throw away the diamond blocks.
Suggestion 4: If you become a turtle in spectator mode and then hit the staminup machine you get double the punch power(?). This would just be fun and would give spectators more to do when they are dead as there is no deathmatch at the moment.
Thanks for reading!
Suggestion 1: I feel like having perks in the buy menu would just be out of place and having added damage resistance on top of armour is pretty unnecessary. Others just don't seem worth it when you could just get a good t weapon. For detectives it would be the same as health station and portable tester are way more useful and randomness would be eh.
Suggestion 2: I feel like this wouldn't work because its kinda unfair that you would get to keep all 3 perks just for surviving the round as you can survive a lot of rounds by not doing anything and it gives new players a disadvantage as they have worse weapons than more experienced players who have unlock weapons.
Suggestion 3: This is a good idea i think and like you say it can be countered easily by just hiding a diamond block so why not
Suggestion 4: Are there any negatives to this?
EDIT: Also being able to buy mule kick would kind of ruin its point because you would be using credits up to be able to buy more weapons with your credits?