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AshMedley

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Posts posted by AshMedley

  1. So this is a thought but I'm hoping other people agree. I want the next game by Treyarch to be another World war 1-2 based game. Imagine the next gen graphics of world at war style zombie gameplay with lots of features because of new console limits.

    Not much but what do you guys feel to a world war style Next-gen Zombies game. Campaign and multiplayer on the game as well as zombies obviously but its a zombies discussion :P

  2. I think a ranking system which defines you as a player, the more solo games you play with higher rounds and stuff would eventually give you the rank Solo Slayer and If you play online a lot and revive people and help, Team Player, if you're online but stick to your own thing would have its own name. Instead of levels you would be given a game style name.
     

    Gaming Style rank name - Description
    Solo Slayer - Someone who usually is on solo mode and is rarely found searching for online matches. This player usually found hording on high rounds.

    Team Medic - Someone who usually is found online, may not have the highest kills but he always has lost of revives and covers his team mates
    Team Leader - The guy who has the kills and has low number of deaths and downs in comparison of his games played.
    Tactical Player - The guy found attempting Easter Eggs or having a very similar tactic for each game he plays per map

    Juggernaut - The guy who uses the big guns and takes out multiple zombies in short blasts.

    Solo tactician - The guy who usually is on solo but attempting Easter Eggs ect

    obviously the names and descriptions aren't grat but you can understand my idea 

  3. 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:

     

    Weapons:

     

    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

     

    Perks:

     

    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:

     

    Weapons:

     

    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)

     

    Perks:

     

    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

     

    Perks:

     

    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

     

     

    Achievements Involved

     

    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 :D

     

  4. So, this is an idea I feel a lot of people may agree too. Basically a game mode beneath custom private and solo matches. It would contain modes such as "challenge mode" where you get a selection of fan based ideas like "Pistols only" or "First room only". This could allow for many different experiences from just one map and make zombies last longer.

    The issue with zombies is you have limited maps and a choice between solo or online, imagine being able to have challenge modes. You open a map and choose "Knife only" or "unlimited horde mode" where you play the map like normal except it's like Area 51 (Moon) where it's zombies none stop heading in and slowly getting harder to kill. No mid round break You would split up the zombies between you and buy a door normally and plan ahead but with unlimited zombies spawning in you will have to kill and move. How long would you last?

    Any input on my idea? I think would give you multiple different views of the same map having different ways to play it. Making the Zombies Experience last much much longer!

  5. Hey, 

     

    I wanted to post some ideas of future zombie maps, ideas, game modes, bosses and story ideas on my channel (Link will be at the end). I'm not a big you-tuber and in fact, I am actually quite new.

    But one thing I should have in common with the people reading this is a love for Zombies. Loved WaW up to Black Ops 2.  I always come up with cool ideas with my friend for maps or guns ect and never have anywhere to post them. So Today I got an account on here. And I will start uploading  more zombie ideas. Im a fan of photoshop and I wouldnt mind for some ideas to be thrown my way. All the Videos ending with Credit to the person who gave me and Idea or put towards it.

     

    I know the Zombies community is great, so thanks for reading and please, if you have constructive critism for me or ideas for zombie related things. Let me know :)

    Ash

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