I have had so many ideas and random tidbits in my brain (my brain I say!) that I thought what the hell?
Many of my best gameplay ideas are buried under other posts and things. This isn't just a list for myself, but also for all of you guys!
Have you ever had an idea for a concept/ mechanic in game that was well thought out and not simply "I wish
heists hists were good"?
Do you feel your ideas are too complex to simply be counted as a thing to put in the wishlist thread?
Well then here you go! No rules for once, except just have serious, well thought out concepts and not just one or two sentence ideas.
This isn't a place for DLC concepts, but actual mechanics and how they would work in game. My ideas will be listed in violet/pink.
If you have an overactive mind like I do, I may just give you your own color as well.
Also, Kraff... all the glitching threads are an eyesore now, so here is something fresh.
A Contact Creator...(and how custom cutscenes and other things could work.)
Zombies (And how they could logically be implemented.)
I was thinking that the only way this could work is if your characters went on a bad trip to activate the zombie mode.
Kinda like the aliens with Michael and the clowns with Trevor.
You go to the bad weed table and when you do, you are given a choice to get into a co-op (players can't kill each other and must work together.) or self-survival server(where other players are against you) , and you are thrown into the zombie server you choose.
Zombie servers would have aesthetic changes to the main map, like a darker filter/ texture changes on buildings, as well as a different sky and no other players shown on the server. The game would tell you to go into your phone and press a new option called "request reveal", so people who want to work together could have their radars on for each other.
They could implement things like where cops and gangs are the zombie leaders, and you get small awards (say $100 per kill of the police and gang "zombies", $10 for every civilian "zombie".) depending on how many zombies you kill in your session. You would ALWAYS start off with a pistol and a knife, and the map turns into a huge scavenge for better guns, armor, and heavy vehicles. In self-survival servers, killing other players would give you half their items, but make you a target in the zombie lobby, similar to bounties.
Since it's actually all a bad trip, some "zombies" would have guns, but to your character, the zombies would be spitting acid instead of shooting bullets, or something similar o explain it.
Ammunations would fill some of the ammo in a gun of your choice guns for free, but not give you any new guns. You would need to find new guns in game, scattered around the map and awarded to you by playing hard zombie attacks. Guns found in zombie servers would not be kept after leaving the zombie server, and vice-versa. Your zombie server weapons pool and normal mode weapons pool would be kept separate.
You would go to either the weed table again, or one of the hospitals around the map, to revert back to a normal server.
Zombie servers would have exclusive jobs, although they would pay about 50-75% the amount normal jobs do, so normal play isn't overshadowed.
These jobs would include...
(These would be basically the same as normal survivals, except more enemies come at once, and your ammo is limited to what you can pick up.)
(Gang attacks with small swarms of aggressive zombies)
(One player is a zombie and starts off with nothing but a one hit kill bite attack, as well as having 3 NPC zombies to help him kill non-infected players. The goal would be for the zombie player to turn all players into zombies by killing them within a certain amount of time. Players win if they survive within the allowed time.)
- Cure Deathmatch
(One player is randomly selected to have a zombie cure, all other players compete to kill that person and steal the cure. Whoever holds the cure for the most time is the winner. )
- Safehouse Deathmatch
(Similar to RDR UN's "Land Grab", this mode involves a match where all players have to try and hold a safehouse for a period of time.
A single player or team must hold a territory on the map for a set amount of time, from 1 minute to 5 minutes, in order to win. To capture territory, you must fill up a bar that takes 10 seconds to activate you or your team's timer.
If 2 players are in the safehouse, the capture bar will not fill. If 2 teams are in the safehouse, the bar charges based on how many people are trying to get the safehouse. For example, if 5 red teams and 4 blue teams were in the house, red's capture bar would start to fill up, but very slowly. The system for this would be extremely similar to Blitz in Loadout:)
Activation of the JB-700.
Some people on this forum want the JB-700 to be active with its weapons, but they must think of game balance.
What if you could only choose one of its abilities?
Of course, the JB-700 would also need to be made even more expensive depending.
the normal price for a decommissioned JB-700, $375,000
+$125,000 for a JB-700 with the ejector seat. $500,000
+$425,000 for a JB-700 with spike traps. $800,000
+$725,000 for a JB-700 with the machine guns. $1,100,000
It would make it less "OP", and give people more variety on how they could use their car.
And the weapons SHOULD be expensive add-ons, because as mentioned above, people would all have this car unless the prices were beefed up beyond ridiculousness.
And it'd make it more rewarding to have the upgrade you wanted.
They could also have long cool-down periods or other downgrades.
-1 minute until you can eject someone after doing it once
-10 seconds to drop 1 spike trap. (spike traps can stick to bullet-proof tires, making the car unstable.)
-1 bullet of the machine guns on the car use up 20 bullets from your machine gun and rifle ammo. (bullets are as strong as pistol.)
Finally, you could get these things upgraded depending on your rank and actions from LSC.
Each car could also have mods unavailable to it depending on which JB-700 you had.
For ejector seat JB-700:
-Ejecting 20 players unlocks 50 second cooldown. Costs $50,000.
-Ejecting 40 players unlocks 40 second cooldown. Costs $110,000.
-Ejecting 100 players unlocks 30 second cooldown. Costs $170,000.
-Ejector seat JB-700 can have all normal mods.
For spike trap JB-700:
-Pop 20 player's tires to unlock 8 seconds for each spike. Costs $60,000.
-Pop 60 player's tires to unlock 6 seconds for each spike. Costs $130,000.
-Pop 150 player's tires to unlock 4 seconds for each spike. Costs $210,000.
-Spike Trap JB-700 can't have bullet-proof tires installed.
For machine gun JB-700:
-Kill 50 players with the gun to unlock car bullets eating up 10 gun ammo. Costs $80,000.
-Kill 100 players with the gun to unlock car bullets eating up 7 gun ammo. Costs $160,000.
-Kill 150 players with the gun to unlock car bullets eating up 4 gun ammo. Costs $240,000.
-Machine Gun JB-700 can't have armor installed.
"Outrun": a Police Chase Game Mode.
a police chase mode where there's a safepoint everyone has to reach in a certain period of time: the safepoint will most of the time be all the way across the map from where the players are, sometimes in the middle of the map but very rarely. in this mode, you spawn in your personal vehicle. however you have the option to be on foot/steal an NPCs car/call for a different personal vehicle/fight the authorities off while outside of your vehicle.
everyone will spawn close to an edge of the map somewhere, but not in the same place- you'll all be widespread. sometimes when you reach the safepoint, it won't be the actual safepoint, it'll be a checkpoint- think of it as a royal runaround. this is mostly to keep it from ending too quickly
you can also set it up so there's a number of rounds, kinda like setting up laps in races, or waves in survival mode.
this mode will have weapon pick-ups only accessible while in a vehicle, however there will be weapon pick-ups for people on-foot. there will be an option to either make it forced weapons, forced+pickups or any weapon you already have
the police will be more aggressive in this mode- you'll be shot at by officers in police cruisers as they're chasing you. their spawn habits will stay somewhat the same, but they will not despawn when you "outrun" them. after you have a certain amount of cops chasing you, they stop spawning, as you already have an entire cluster of them tailing you- to make things more interesting, the military will get involved. there will be tanks set up around corners (they will have their own designated marker, so you're aware that they're there, instead of being ambushed by a tank with robocop aiming) buzzards will chase after you, firing missiles at you/blowing up traffic around your vehicle. you'll also be chased by annihilators. army soldiers will also be chasing you around in their humvees. not only the feds will be after you though, there will be some street vigilantes out there that think they can play hero.
there will also be roadblocks set up at random. so if you know the map like the back of your hand, you won't have a complete edge over everyone else.
however, this is not a team effort- you're not ganging up on the police, you're trying to get to the safehouse before everyone else- so you CAN battle eachother as this is happening. everyone has a set number of lives, depending on the difficulty- if you run out of lives, then you're now a spectator, so another player stickybombing your car is probably the last thing you want.
whoever makes it to the safehouse first gets the biggest payout obviously, followed by 2nd, 3rd, 4th etc. those who don't make it/die will get a very small payout just for being there.
...this has been another list thread by me, BitPieStudios. Check out more lists in my signature, and post your hopeful features below!