Board Thread:Suggestions/@comment-31524869-20170204064156/@comment-30448538-20170204210918

Qwerty-To-Twelve wrote: Howdy again everyone, and I will be talking about, again, Universes. Except this one in particular will make anyone disagree with this, which I do not blamer you, but brings in much more challenge, risk and better rewards. So to start off:

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'''- What Is Realism? -'''

If yuor the ones that play L4D2, then you would already catch on to what I am suggesting, but to give a good explaination, this will be, and for most, be the toughest and hardest universe, in meaning, Zombies will win 95% of the time and always. Here is what is expected for the basis:

- Game-Modes Recommended To Be Used With Realism -

- Rescue (RSC) - Time is normal for rescue to come, every survivor will have a flare to call the rescue to go to a landing site

- Survival (SRV) - Time is extended by 3 more minutes (180 seconds)

- Campaign (CAMP) - More tasks to accomplish depending on Objective

- Capture The Base (CTB) - Flags take a little longer to raise, and maybe more flagpoles to capture at certain maps

- Survivor Changes -

- Aimpoint (basically to show where your aiming) is disabled, forcing you to use FPS and actually aim your gun at a mob, this would be most difficult without an aim guide to help you target a specific mob, making it perfect for a better challenge.

- You cannot see (as a Survivor) your Allies or your Enemies Health Bar.

- Bubble Chat may be used than the Normal Chat, to give the feeling of the world not able to hear you at a time of need. Best stay close with a group.

- Alerts from Leaper and Edgar pins are silent, making sneak attacks far more common.

- The Skull that shows you that a survivor needs defibulating is disabled, making it harder to find them to be rescued in time.

- When using the Defibulator, there is a 50-50 chance that you will be revived, or reanimated, despite not clicking the [Zombify] Feature,clearly making defibulating someone back in the game more of a risk.

- Ammo boxes will have a random ammo stockpile that will be no lower than 1 or higher by 4, this is a random number to every survivor that spawns in the game.

- Medkit's do not heal you to complete full health, but to be replenished at around 85%.

- Pills Extra-Health is disabled, the Drain will go down as normal besides freezing to be used as Instant-Health-Givers-On-The-Go.

- All Survivor fortifications seem more costly by an extra $65, if any survivor has a good amount of cash will find this nothing.

- Zombie Changes -

- All Zombie Health is doubled, besides the brute, which will be tripled due to it being a tougher zombie.

- Normal Zombies have an extra +5 HP Damage and can be able to catch up to a walking survivor, but this will also disable the Stats for the Normal Zombies.

- Edgar and Leaper make no 'Alert!' sound, making them just as deadly as they once were.

- The Brute's HP is tripled as mentioned, but Energy, Damage and mechanics remain the same

- Zombies can see the survivors' HP Bar and their own, giving them a large advantage to attack weak or dying Survivors.

- Ticker Radiation's poison damage when close is doubled and deteriorate Survivor HP faster overtime if exposed for too long.

- If a Survivor zombifies, they will recieve the same amount of HP as if they were alive besides 200, to be the only easy mobs to handle.

- Ticker's Tanks will kill survivors even if it is 'Team-Killing' to make survivors keep a very long distance between them and the Ticker.

- Cash earned by killing players is increased by $50

- Brutes are quite more common, their spawnable chance to around 2 as the max limit, making them such a devastating force, you need to kill them first.

- The Game Enviroment -

- When going to a rescue helicopter, refrain from jumping, as the blades do kill on contact from those fast, spinning blades.

- The Helicopter HAS Health points (Mentioned by TinpotNoob), which will move to different parts of the map if damaged (has a base of 1000 HP) and leaves if lower than 250 HP without warning.

- Fall Damage is slightly increased on some locations. Best watch your step..

- May contain natural threats, some examples are Landmines, which can be disabled by gunshot from a distance, Trip wire, which is commonly found at the doors of some buildings, to let off a 'click' and a grenade-explosion when set off, disabled by gunshot on the opposite side where device is exposed, or Bear Traps, which can be re-armed by survivors manually, and can literally damage anyone or anything: zombies and humans, even if you Team-KIll on accident.

- Certain environments, for example, WinterWonderland or FoxRiver Prison (Winter Theme) increases energy drain on Survivors only a tiny bit more for energy.

So now that you heard the worst, the Reward?

If the Survivors win, they will get a great cash reward (around $200), which increases by $30 for how many survivors remain alive, you know, $30 for every Survivor alive kind of thing, which once they recieve the cash reward, some chests (around 4 or so) will be there for survivors to open up free items, and unique items, such as Juice, Candy Cane, etc.

If the Zombies win, then they win, they don't have cash reward or any, basically they killed all the Survivors.

Then you will ask: "Items will tax to how much cash we have, if this is to happen, can't the Items have reduce costs?"

No. They will not, Cash is so easily earned in other Universes, to which when you have enough and think your ready for a harder challenge, this will be the best route.

And..: "This will limit on ranks, will it?"

Yes, It will. It will be available to ranks 15+, which you will see experts with Higher ranks in the game, too, looking for the best challenge there is.

Questions or Concerns? Comments are always appreciated, though, I doubt this game-mode will be added, but hey, I always wanted a better challenge and make it more difficult, so this is the best I got right now.

What do you guys think? Yes, or Nay on the likes of it?

- Qwerty-To-Twelve