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Couple of ideas and reflections

Discussion in 'Game Server Ideas' started by Adward, Jan 9, 2014.

  1. Adward

    Adward Game Server Moderator Staff Member

    Been playing a tad more coop in place of VS lately, came up with a couple of ideas:

    1. Can finales.

    I appreciate we need more cans on servers where we're dealing with 16-player coop, but do we really need a 40-can max on a server with 3-4 players? It's pretty difficult to get to the 40-can limit on a campaign like Dead Center with 4 players, especially when two are below 50.

    2. Bounty for pouring cans.

    We ALL know the occasional problem with farming on can finales (largely removed now with the assassin tank), but perhaps another encouragement to gas the car/generator would be to grant small amounts of cash/bounty for pouring a can?

    It would add a small reward for a team-focused action, and would somewhat neuter an advantage held by those who choose to camp and kill zombies instead of completing the objective.

    Just a couple of ideas, comment as you will!
     
  2. klarnetbass22

    klarnetbass22 Member

    I would go even further with number 2.

    Pouring cans could give experience and cash for example:

    Gas can poured
    50 experience*
    5 cash*

    (example values)

    This would encourage to pouring cans and could give some rewards to the non tank finale.

    (optional): Reward would be smaller but shared for person who first touches the can and the person who poured ( so people walking on 2nd floor in Dead centre would still get credit)

    Such rewards could also apply to versus servers where pouring a single can can be a difficult task.
     
  3. erik

    erik MG Donor

    Gas can finales may seem hard but it's a zombie game and sometimes the team doesn't make it. The autoswitcher puts you into the next campaign, so it's not like you have to play it over & over.

    Bounty for pouring cans won't really work because on the gas can finale where the tanks DO appear, there is already a problem with getting the team to move and not "stay for tanks."

    Appreciate the ideas, though.