NOTHING IS OFFICIAL - ALL MY IDEAS
Contents in my post Idea:
1) "The Main Idea"
2) "The XP System"
3) "Rewards for Levelling Up"
4) "Experience for the Levels"
5) "How do friends see them?"
6) "Achievements Involved"
The Main Idea:
To allow for your loyalty to playing the zombies mode throughout the year, why not have a system for levelling up your weapons and perks. This has been designed so the zombie pros who get high rounds get little bit extra and those who continue to play the mode do too! All of your weapons will have their own level while the in-game perks will have one level for all the perks. Using the weapon and perks a lot will eventually make them better and much more useful and keeping the same weapon for longer periods of time will too.
The XP System:
Each weapon will have a separate level like used on a few of Call of Duty's Multiplayer game modes how ever this is a little different. To get a weapon from level 1-2, it requires 100XP. To get to high levels it needs more, level 5 would require 5000XP for example. How do you get XP? Here is my list of gaining XP for that weapon.
-Buy the Weapon (or acquire it from the Mystery Box): 10XP
-Buy Ammo for the weapon (Max Ammos not included): 5XP
-Killing a Zombie: 10XP per Zombie, 20XP per headshot, 50XP Special Zombie kill! (These all double if the weapon is Pack-a-Punched!)
-Pack a Punching a Weapon: 100XP for the Pack a Punched Weapon
-Buying Pack-a-Punched Weapon Ammo: 50XP
-Not swapping a weapon (Keeping a weapon): 25XP per 5 Rounds!
-Hit-Markers: 1XP per hit (Unsure about this one)
-Special rewards, 100 zombie kills in one game (with one weapon) for example: 100XP
-Higher Rounds, higher rewards: Round 30 or higher are double XP for "Killing a Zombie" section
All the perks are on one progression bar (Levelling up system). This levelling up system is a little bit harder than all of the weapons as the rewards are much better. Here's a few ways to gain XP.
-Buying Quick Revive: 30XP (10XP solo)
-Buying Double Tap: 40XP
-Buying Speed Cola: 60XP
-Buying Juggernog: 50 XP
-Buying Stamin-up: 40XP
-Buying PHD Flopper: 40XP
-Buying Deadshot Daiquiri: 30XP
-Buying Mule-Kick: 80XP
-Buying Tombstone: 40XP
-Buying Who's Who: 40XP
-Buying Electric Cherry: 40XP
-Buying Vulture Aid Elixir: 60XP
-Buying any new perk not out yet: (How to work out the cost): 2(CostofPerk/100)
-Having a Perk without going down: 40XP per 5 rounds for each perk
-Having Maximum Perks: Having 4 (or more) perks doubles the XP for each perk for the "every 4 rounds" section
-Higher Rounds, higher rewards: Round 30 or higher gives you double XP
Rewards for Levelling up:
The Weapon is only allowed to start with one of the Attachments unlocked. The Levels get much harder to get each time which is why rewards may seem to be at a lower level but it will be hard to acquire these.
(This does not effect Wonder Weapons and there is NO prestige)
Level 1: This is the default level for each weapon.
Level 2: 5% increase on the levelled up weapons point income. 100 points for a head shots become 105.
Level 3: Allows the Weapon to automatically come with an upgraded sight. You can chose a Weapons starting attachment in a settings area before the match.
Level 4: 5% less Weapon Recoil for the levelled up weapon.
Level 5: 5% extra increase in point income become 10%.
Level 6: Allows the gun the Fore grip attachment lowering recoil dramatically on shot guns and light machines guns. still effects Other Guns.
Level 7: Increases player movement speed and duration by making the levelled up gun 5% lighter.
Level 8: (THIS ONLY CHANGES APPEARANCE NOT PERFORMANCE) The Weapon is given an optional skin, give it the classic World at War feel. The weapon will look old and slightly damaged.
Level 9: Extended Magazine Attachment is now available. The weapon will start off with 50% more Bullets per magazine!
Level 10: Bullet damage increases by 5%.
Level 11: 5% extra decrease in weapon recoil. Now at 10%.
Level 12: (THIS ONLY CHANGES APPEARANCE NOT PERFORMANCE) The Weapon will now have another optional skin. You now have the choice for a futuristic clean look for those Black ops 2 fans.
Level 13: An extra 15% on point increase, totalling an impressive 25% point rewards for Weapons. 100 point head shots become 125.
Level 14: The weapon unlocks another optional attachment, Muzzle Brakes, allow for more range on the weapon.
Level 15: Shot speed increases. Single fire weapons can be fired quicker, automatic weapons become slightly faster and the time between shots on bolt fire or slow firing weapons shortens.
Level 16 (Submachine guns and Rifles): Grenade Launcher attachment is now available.
Level 16 (Pistols): Dual wield
Level 16: (Shot Guns): Bullet Damage increases by 5%
Level 16 (all the others): Recoil decreases by an extra 5%. Now at 15%.
Level 17: 10% extra bullet damage, now at 15%. (20% for shot guns)
Level 18: Your point increase becomes 50%, another 25%! Headshots with this gun are 150 points instead of 100.
Level 19: Your Weapon will replenish a magazine worth of bullets at the end of a round.
Level 20: (THIS ONLY CHANGES APPEARANCE NOT PERFORMANCE) Your Weapon is giving few new skins for your weapon. Including Apocalypse which gives the weapon a destroy blood stained appearance.
Level 21: Your weapon is now able to have two attachments from any unlocked ones.
Level 22: Increases players movement speed and duration by making the gun an extra 10% lighter. Now being 15% lighter.
Level 23: The Reload speed of the Weapon increase by 10%! Lovely extra for you speed cola fans
Level 24: Weapon costs lower. This weapon will be 10% cheaper to buy, upgrade and by ammo for! If this gun comes out of the box, once you receive the gun you are refunded 95 points to allow this to work.
Level 25: (THIS ONLY CHANGES APPEARANCE NOT PERFORMANCE) You gain a few more skins for your weapon. This includes the Royal skin, parts of the gun appear a clean wooden with a few golden areas.
Level 26: The Flame thrower attachment is available for all guns it works with.
Level 27: Gun swapping and knifing become 20% quicker for this weapon.
Level 28: Weapon Costs lower again to 20% cheaper to buy. Same as before. you now get refunded 190 points if you gain your weapon from the mystery box
Level 29: Points increases to 75%.
Level 30: Bullet damage for your weapon jumps to 50% extra damage. (55% for shotguns)
All perks share one levelling up system. This is because some perks not on some maps.
Level 1: Default
Level 2: Quick Revive is 5% faster to revive.
Level 3: Double tap gun fire rate increases by an extra 5%
Level 4: Speed Colas reload speed increase doubles
Level 5: Speed Cola and PHD increases in chance in any form on random perk system like in Origins.
Level 6: PHD Flopper explosion range increases by 5%
Level 7: Electric Cherry's explosion radius increases slightly
Level 8: Mulekick comes with an increased weapon swap speed.
Level 9: Stamin-Up effects increases by 5%
Level 10: Juggernog will allow an extra hit before death.
Level 11: Quick Revives 5% increases from level 22 becomes 10%.
Level 12: A 5th Perk slot becomes available
Level 13: Random bottle perks become more common in games.
Level 14:Perks decrease in price by 10%. Speed Cola becomes 2700 for example.
Level 15: Randomiser is unlocked. You spawn with a random perk (excluding Juggernog, Speed Cola and Mulekick)
Experience for the Levels:
XP continues and doesn't reset to 0 each level. The levels become very hard so the levels last and feel much better once accomplished.
Weapons Level XP:
Level 1: 0XP
Level 2: 100XP
Level 3: 200XP
Level 4: 400XP
Level 5: 750XP
Level 6: 1150XP
Level 7: 1600XP
Level 8: 2100XP
Level 9: 3000XP
Level 10: 4000XP
Level 11: 5250XP
Level 12: 7500XP
Level 13: 10000XP
Level 14: 14000XP
Level 15: 19000XP
Level 16: 25000XP
Level 17: 31500XP
Level 18: 38500XP
Level 19: 46500XP
Level 20: 55000XP
Level 21: 64000XP
Level 22: 74000XP
Level 23: 85250XP
Level 24: 100000XP
Level 25: 115000XP
Level 26: 132000XP
Level 27: 150000XP
Level 28: 170000XP
Level 29: 200000XP
Level 30: 250000XP
Level 1: 0
Level 2: 300
Level 3: 750
Level 4: 1500
Level 5: 3000
Level 6: 5000
Level 7: 7500
Level 8: 11000
Level 9: 15000
Level 10: 20000
Level 11: 26000
Level 12: 33000
Level 13: 41000
Level 14: 50000
Level 15: 60000
How do friends see them?
Each player will come with a player card which is a rectangle with Your Zombie Slaying level and Gamertag. Underneath them is WL: and PL: which everyone in your lobby sees.
Here is a very bad example:
15 Ash Medley
WL: 5 PL: 3
Here is a list of achievements I imagine would involve my ideas:
10G: "Here we Go!" - Level up your Weapon level or Perk level for the first time.
20G: "True Slayer" - Reach Maximum level for one Weapon on the Zombies Game mode.
20G: "Perkaholic" - Reach Maximum level for your perks on Zombies Game mode.
50G: "The best around!" - Get maximum Perk Level and Maximum weapon level (for one gun) on Zombies Game mode.
Post by Ash Medley