Board Thread:Suggestions/@comment-30516389-20170503224839

If you aren't one for reading walls of text, you might not enjoy reading this then :\



I’m going to be referring to 2 different forms of cash: In-round cash, and store cash.

In-round cash is the cash for this gamemode, and store cash is what you spend at the store to buy stuff like pills or vests.

With that out of the way, let’s get started.

All players will start out with a Steyr M. The objective of the gamemode is to kill (optionally, AI) zombies for bounty cash to fulfill the bounty limit before the time runs out. Zombies also give in-round cash that can later be spent at an in-round store in between waves. The store can be a real location or a GUI that shows up between waves. So, a player kills, say, 15 zombies in a wave, and in turn, receives 1K of in-round cash per zombie, giving him 15K total. At the end of the wave, he could go to the in-round store and buy a wingmaster. If he doesn’t currently own the wingmaster, this will not grant him the weapon, rather, he uses it for the round. Buying a weapon with bounty cash does not take from the pool, but encourages players to contribute more to get better in-round weapons.

So, winning or losing is based on if survivors meet the bounty limit. If they do, then they win, which will award them extra cash for winning. If they fail to meet the limit, they do not get extra cash, but they will still be awarded cash based on how much they contributed to the bounty cash pool. (If they contributed, say, $50K, then they can be awarded $5K, more or less.

This gamemode is somewhat of a survival gamemode, but more competitive, as the more zombies you kill, the more cash you earn for the round, and the better gear you can buy from the in-round store.

So what about ammo? Will we have to buy that?

Well, not really. Players will start out with a 30 second to 1 minute cooldown for ammo tables, depending on community feedback. They can then choose to upgrade the cooldown to reduce the time it takes for an ammo table to cooldown.

In-round, certain powerful bounties will appear that have a high cash value. These will mainly be brutes, and less powerful bounties can be edgars or elementals, etc. These bounties will give cash based on damage dealt, so every bullet that hits the bounty can give up about $5-10, so kill-stealing doesn’t become a major issue.

That’s about all I can think of. Tell me if I’m missing something or something could be added/changed. Thanks for reading.  