>be faceless void >mfw I have no face
So much for 3-4 units....
Just have one spellcaster, which is the Infestor. Infested zombies just become normal zombies.
We should call all the survivors Survivor, and have their rank changed to their weapon.
Welding torch, maybe change to Toolbox or something, so they can repair buildings (bunkers with building graphics)
What's the point of cloaking the sniper? It seems a bit unrealistic. I was thinking the rifleman would be the basic unit, and shotguns would be stronger, but slower and with slower ammo regain.
Speaking of ammo, I was thinking have energy as ammo, with different max energies. Shotgun with have a fairly small max, with rifles having more. Flamethrower would have largish amount but uses more up per attack. Medkit would have a lot smaller max than normal SC, to stop riggedness.
For weapons depots, should we have them buildable, or specific spots on the map?. Ammo factories, sounds interesting. I gotta go but I'll type more later.
EDIT
Ok, with ammo factories, maybe have increased ammo regain rate there, if possible? But only one supply, that means you need an ammo factory for every armed survivor...make it 20 or so, and make build time fairly high. Just to clarify, neither side has resources a la SC1? So buildings just cost time.
Subways sound good.
Turrets sound superfluous. Just stick with barricades, bunkerbuildings, and remember that cars can serve as mobile bunkers.
For cars ,make it that people inside die when it dies, if it's possible.
Post has been edited 1 time(s), last time on Oct 18 2009, 7:54 pm by zany_001.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."