Paradise City

by Falacy
Welcome, to the last city on Earth.
ID:292363
 
To start, I'm going to say this will be a lengthy list, so if you don't feel like reading, I would totally understand. I also type this aware that there is a possibility that this won't post, and even if it does, has a distinct possibility of being ignored considering the last post that I had on this forums. I don't so much care about being banned, as it is what I requested, nor am I attempting to be unbanned, but having looked over some earlier posts on this forum, I have noticed that Falacy's trait of hostility towards players was a very recent thing, so perhaps you were just having a tough time, don't really know. One post said that you would be more motivated to update the game, if you had some good suggestions to go on, so I'm going to give a full list of suggestions that I think if implemented would greatly help Paradise City. One thing is some of the individual suggestions probably won't work individually in every instance, so I'm going to group them as such.

Starting with ones that can function more independently:

1. Trained Swats- Trained swats aren't a bad thing to have, mainly if you're using flame ammo, or if you just take them around for burning. Otherwise, I'd say they're pretty much
useless given the low level of weapons, and health as well. My suggestion is to make training swats levelable. For each one you train, you would gain experience, and based on the number of swats you have trained is how powerful the swat you train will be. Here is my suggested list of training:

-Train 50 Swats: Gain Value for the zombies that any Trained Swat who is following you

would earn from kills. This would apply for any swat following you, even if you didn't train them.

- Train 75 Swats: The ability to customize there head and weapon when you train them. I typically like to have a certain swat weapon, and I do have a swat head preference. I'd say make this a feature added to the options tab, similar to how the one for commander class is.

- Train 100 Swats: You would train a more powerful swat from now on (A level 2 swat). Whatever weapon you train them with would now be half way to maxed, instead of a basic weapon. In addition, the swats would now have 200 health instead of 100.

- Train 200 Swats: Level 3 swat. This swat would have a maxed weapon, and a total of 300 health. This would be the highest level.

2. Backpack- I suggested this not long ago. To address the concern over the uselessness of an ammo pouch, it is possible to stock ammo, it is just very rarely done, and less so now that zombies don't drop ammo. The stocking feature of the ammo pocket would likely only be good for standing on an ammo box, which would refill that pocket as well. This suggestion would allow players to go longer without refilling ammo, and thus reduce the number of players who chose to go support class. Support and medic are by far the most popular classes, I think support being the leading one.
As for the Sim Pack, I personally don't like how Sim Stats are set up now, and I think this item balances in well considering the Price I suggested for it. If you wanted to be smelly, we could always add a toggle feature in for that so you could wait until your hygiene was lowered to turn it off. That way you could balance your stats however you want them.

3. Sim Stats- If the back pack is added in, I'd also suggest reading in eating as necessity, but tweak it a bit. Allow a player to carry up to five days worth of food and stimulants. Make it so you can stay awake for two days without falling asleep, and that you won't fall asleep during a night raid, due to adrenaline. As for food, make it so you can go three days without eating, but if you don't you'll die. Warning messages should also be displayed in chat for when these two stats are getting low, and are about to run out. That way a player is less likely to die from not keeping an eye on there sim stats all the time, and newer players will also have more advanced warning as to there existence.

4. New Vehicles- I had previously suggested a motorcycle (for 75K), and a armored vehicle (for 300K) be added in along with the car that we already have, and that a feature be made so that you can only use one set of keys to access them depending on which one your keys are set too. I still stand by this suggestion totally. At the vehicle shop there should be an option for say 5K Value to combine keys. That way you would be able to set which vehicle you want to use depending on the situation. The vehicles break down like this:

- Motorcycle: This vehicle would be a two seater that wouldn't run over zombies, and have low health, but would absorb half the damage you would take while riding it. In addition, the motorcycle would have the ability to jump over small rivers.

- Armored Car- This would be the most power of the three vehicles on health, but would only seat two players at a time.

Another suggestion I have for vehicles is a 30 second cool down time before you can respawn any vehicle that was destroyed by zombies. This would prevent players from being instantly able to hop back into a car once it was destroyed. If you deactivate your car, you would still be able to instantly respawn it.

5. Powering Down Some Class Upgrades- The medic station and flame ammo are overpowered. Not that I didn't like using them both, but they off balance the game a lot. They also draw away from the desire to get subscriber skills, being who wants infinite ammo when you can have the flame ammo, or regeneration and immunity when you can have the med station. I would say make the med station just 2-3 times as powerful as the med pack, and make flame ammo do extra damage (say 15%), and autoburn zombies, but not make them run around like napalm grenades.

6. Survivor Rescue- The name pretty much sums it up. Have NPC survivors that would spawn in a random location every once in a while. If you find one of these survivors, you right click them, and have them follow you, and they will give you a command post that they wish to be taken too. An check destination option should also be added for these NPC's in case you forgot which CP they wanted to be taken too. Once you've taken them to there destination, you would receive 500 value, and the colony population would increase by 1.

7. Increased Value- The only real way to make any money at all is killing. Recapturing a CP gives you 10 Value, gathering an apple only gives you 1 Value. Increase capturing a CP to 200 value, and gathering an apple to 10 value to give players incentive to do them. Antika also had suggested a macro for apple gathering, which I think would go in well with this suggestion.

8. Upgradable Remote Chopper- Same basic premise as leveling for any gun. You get 100 kills times your level. For the chopper upgrade, only health and firepower would be
affected.

Now for the ones that rely more on each suggestion being added:

1. Reworking the Map, and Command Posts- I had suggested a few things before, but I'm going to start completely from scratch on this one, and rework some ideas I've had, and some I've seen posted for command posts. If this were implemented, It would give the game a more functional goal, and something of a back story to it, which I think would greatly enhance game play, without alienating older players:

- Power Plant- Convert the Island into a power plant, that would power the entire city. If this CP is captured, No electronics will work in the city at all.

- Northern Bridge- This would connect to the power plant command post. This should be a more fortified CP being that the power plant would be a large resource for the colony.

- Southered Bridge- This CP would connect the area below Mall Mart to the Church CP. The flag itself should be located off the bridge, so that if this CP is overrun, the bridge itself would be inaccessible. The flag should then be located on the same side as the church.

- Central Shack, Barracks, Armory- Being this is the current power plant, I would say rework the central shack to have a different feature. In combination with the Armory, and Barracks, this would increase the power of swats that guard CP's (only swats that are affected by capturing the CP, not Trained Swats). The Central Shack would increase health by 100 when captured, the Armory would double the ammo the swats have when captured, and the Barracks would give them more powerful weapons. Not maxed out, but half way there, like a Level 2 Trained Swat would have in my above suggestion.

- Radio Station- This command post would be required for communication from any NPC's, such as if they're taking damage, and teleportation via mini-map (radio transmitters). If this CP is lost, all these features will be disabled until it is recaptured. I was thinking that this CP could go where the pet shop currently is, seeing as how it isn't implemented as of yet.

The next set of command posts would be suggested for the open area of the map, where zombies don't spawn, and there are only a few houses:

- Residential Area- This would control the colony. Instead of increasing by only 1 Colonist a day, I think depending on how well the colony is maintained you should be able to spawn a maximum of 6-8 each morning, a little at random. This would more quickly increase the population of the city. If this CP is not captured, the colony cannot grow.
Colony growth would be based on how many CP's are currently captured. I guess its about 3 to 4 CP's have to be captured to get 1 colonist or so.

- The Barn House- This would be responsible for food production. If this CP is captured, it will no longer produce food for the colony. You can still gather apples to suppliment, but as a colony grows, apples alone won't be able to feed all the people. The Barn House would be responsible for the half the colonies food supply. This CP should start out with 5 workers, and gain one worker each time the CP is captured by a player, and one each morning at dawn if the CP remains captured. If this CP is lost, it will be unable to produce food until recaptured, and it will lose 1 worker each morning at dawn until it is recaptured. This CP will produce one meal for each worker it has, everytime the colonists eat.

- The Fields- This would be responsible for the other half of colony food production. The same rules apply to production of food for this CP as for the Barn House.

- The Space Station- This is where the main plot of the game would come in. Being Paradise City is the last city on Earth, it would now be humanities goal to escape onto stations being built in space (No, Blue Gender took this idea from me...). Therefore, space shuttles are being built in Paradise City in order to facilitate this Exodus. The conditions for Exodus would be 100 colony members, 70 metal, and 30 electricity. At maximum colony increase, it would take 20 ingame days achieve Exodus. Metal would be
controlled by the garage, as it is right now. I'd say the garage should be able to make 4 to 5 metal per day, and electricity would be of course controlled by the Power Plant, which would give 2 to 3 electricy each day. Yeah, gas powered rockets are a thing of the past people.
Once these 3 criteria are met, Exodus can be achieved. Exodus would be started by a control panel in the space station CP, and then would trigger a zombie raid. You have to defend the space station during the raid to achieve the Exodus. If the CP falls during the Exodus, the Colonists, metal, and electricity will all be lost. This raid should last for the same amount of time as a night raid, and shouldn't be able to be triggered past dusk or at night so as not to interfere with regular night raids. After a successful Exodus you will then decrease by 100 population, 70 metal, and 30 electricity. Each player who was online for Exodus, but not in the start screen, or in AFK mode, would receive 20,000 Value for participating in Exodus. This would not only give players something to work for, but also control increase in population so you don't have maintain an overly large group because the game has been up for a long time.

2. After Exodus- So after Exodus, your goal would be to try to achieve another Exodus. The reason for Exodus, aside from making cash, and adding an overall goal to the game would be to unlock further upgrades. After you reach so many Exodus participation's, you would then be able to unlock certain upgrades that would be unavailable before. These upgrades are meant to signify technological increase. The first main one would be weapons:

- Incendiary Ammo- The level 2 weapons would then give you an upgrade to flame ammo (10+ Exodus required). This flame ammo wouldn't make zombies run around (which would also require the class power-down I suggested earlier to be implemented at least in part) but would be more powerful. Instead of doing an extra 15% damage to zombies, your guns would now do an extra 30% damage in addition to autoburning. If you decide to use flame ammo with this combo, the two damages would then stack as well.

- Energy Weapons- The level 3 weapons would be an upgrade to energy weapons (20+ Exodus required). Instead of using conventional ammo, these weapons would need to recharge to regain ammo. Standing by any ammo pack wouldn't recharge these weapons. The option to change back to level 2 ammo would exist as well, in case you run out of energy. Recharge stations would be available at base, the Power Plant CP, and battery packs would be able to be stocked like regular ammo. Though this weapon seems to have many disadvantages, this gun will autoburn all zombies it kills, and should do 2 to 3 times as much damage as regular ammo when maxed, depending on the weapon upgraded to this level.

The actual weapons you upgrade too wouldn't be available in shops, rather you would be upgrading your old weapon to the new class. Any weapon that you want to upgrade has to be of max upgradeable level. Upgrading a gun to the next technological level will then allow you to start leveling its stats again, increasing any stats that are affected by the change. This way you wouldn't start out with an instantly better gun, although upgrading it technologically should give a boost to firepower automatically. A system should also be added so if you're not on the same level of the technology being used, you can't fire the gun. Something like "this technology is to advanced for you to use." The icons should be slightly changed for each gun once you take it to the next technological level, and the
firing should look a bit different on the icon.

3. More Technology- Two Technologies I would say should be upgradeable are vehicle's, and the teleport beacons. Here is how the upgrades would work:

- Teleport Beacons- Once you achieve level 2 on technology, you would be able to upgrade your teleport beacons. You would be able to drop three beacons now (an option would come up list coordinates, or what CP the beacon is placed at so you can select which one to teleport too), and shortened teleportation time. You still wouldn't be able to teleport with zombies around. At level 3, the teleportation time should be gone, and you should be able to teleport out as long as the zombies are directly around you (lets say if you can't hit them with a shotgun, you can still teleport), using the beacon of course.

- Vehicles- Once you have all three vehicles combined into one set of keys, and you reach the level 2 on technology, you would be able to upgrade them into one vehicle, the Hover Craft. The level 2 Hover Craft would have the same health as the Armored Car, seat four people, and be able to go over water, fences, and barricades. You would still be unable to fly over zombies and players. At level three, you can buy another upgrade allowing your Hover Craft to hover over players and zombies (the hovering over zombies would only work at night, when you would otherwise just run them over), and double the health of your vehicle. Even though you're hovering, zombies can still attack this vehicle.

4. For the Subscribers- The Subscriber skills while being very good, are a little lacking in number. I would also say remove the anti-bodies from the list, being immunity kind of makes that one pointless. I have an idea for that skill I'll get into a little later. As for skills for Subs, here is what I was thinking:

- Class Combination: I've seen this suggested, and I think this would be a nice skill. You could then select which job from which class you'd like to have, so you could have say, revive, with ammo.

- Dual Class Upgrade: Also, a skill that would allow you to gain both class power upgrades would be nice too. That way if you want both upgraded class powers, you don't have to use two skills to do it.

- Flame Ammo Upgrade- Would allow subs to have flame ammo. Not to be confused with infinite ammo, but they wouldn't be a bad combo.

- Grenade Regeneration- Would regenerate grenades for subs at the same pace as standing on an ammo box does. If they were standing on a box with this skill, 2 times regeneration for grenades.

- Lighter Upgrade- When burning a corpse with a lighter, you would burn all the other corpses on the screen.Since I'm suggesting adding in more sub skills to spend skills on, I'd say give subs an extra two skill slots to spend them on. As for another perk for subs, I'd say make the number of Exodus's they need to advanced in technology half of what it is for regular players, and give them double value for participating in and Exodus.
One other idea I had was offering subscriptions per game, as well as monthly and lifetime. I'm sure I'm not the only person who only plays one Stray Game, and while offering a sub for every game may encourage people to try new games, it might also discourage people to get one if they only play one game. Make a per game subscription that
costs $10-$15. Then, if they want to upgrade from that to a full membership to stray games, offer a package to upgrade from one game, to the Golden Stray Games Membership, and charge the difference, or even a little more.

5. Leveling- My suggestion is to allow a player at level 100+ to rebirth and start over at level 1 (Yeah, I've been playing NNG recently). The reason for this would be a second set of skills you would then unlock. You would still have five slots for your regular skills, but after you "rebirth" for lack of a more original term here, you would unlock the second set, and get a certain number of slots added to this. So, you would retain the original five slots for your first set of skills, and then unlock a second skill set that would allow you add 2-3 rebirth skills. You wouldn't be able to drag skills from one section to another. I have a few suggestions for powers to add to this section, but I could use more:

- Anti-Bodies: Kinda fails as a sub skill because of immunity, but for a non-sub this could be a big help in combat.

- Double Explosive Damage- This skill would double the explosive power of your grenade weapon. In this game, you only do a certain amount of damage with an explosive, rather than an explosive doing that much damage to everything on that tile. With this upgrade, you would now be able to do double that damage, thereby killing twice as many zombies (mainly in night raids).

- Knife Skill- This skill would double the damage you do with a knife for each skill point you have committed to strength.

- Battery Pack- Any Ammo box you stand on will refill energy weapons as if it were a normal weapon.

- Incendiary Upgrade- Must be use with incinerator shoes. You now burn any corpse you come within two spaces of.

- The Real MacGyver- Combo of MacGyver and halve repair time skills.

When you rebirthed, you would reset in level, but keep any value, weapons/items, and secondary leveling you've earned (Training Swats, Exoduses), but since you're level 1 again, you would have zero points to put into stats.

6. Stat Points- Since leveling is changing, I have a few ideas for changing how stat points work. Here is my new suggested set up:

- Health: Same as it is now.

- Resistance: Also the same.

-Strength: Hey, the same again.

- Latch time: I think Boronks suggested this. Putting points into this skill would decrease zombie latch time. Latch time should max at 100 points, and would work in a
similar fashion to resistance. If this were to be maxed, zombies would then only do initial damage, and be unable to latch onto you.

- Accuracy- You would start with 50% accuracy, and be able to put 50 points into this skill. Now I know each gun has a proficiency rating, but this would be unrelated to that.
Accuracy would determine how likely you are to actually hit the zombie, while the proficiency of the weapon would then determine if you will get a head shot. So leveling this would have no affect on the proficiency of any gun. Because of these additions, I would say increase the number of skill points from 1 to 2, and increase them incrementally by 1 each 20 levels. So from levels 1-20, you would earn 2 skill points, from levels 21-40, you would earn 3 skill points, and from levels 41-60 you would earn 4 skill points. After this piont, skill points should be capped and you will no longer earn more extra points every 20 levels. This would be to prevent all these stats from maxing out to quickly.

7. Knife- Adding in an upgradeable knife. Based on technological level, this is what your knife would do:

- Flame Knife- Kinda goes with the fire ammo theme of the level 2 technology. You would strike a zombie for an extra 25 damage, and burn the corpses when they zombies are killed with this knife.

- Plasma Knife- This knife would strike for an extra 50 damage, and be able to extend to hit zombies that were two spaces away. Since you have to be next to a zombie to use a knife, they can in turn attack you as well. With this upgrade, it would make a knife more effective in combat, but since its the final upgrade, would be harder to achieve so not everyone has it. This knife would also burn zombies if you kill them with the knife.

8. Zombie Lure- A lot of these additions now make players even more powerful against zombies. A high level player was already pretty hard to kill, but with a lot of these additions it would seem impossible. Before I suggest adding more zombies, I had the idea that higher level players should naturally attract zombies more. At levels over say 80, I think it would be interesting if zombies ignored attacking objects that weren't in there path, and any significantly lower level players (at least 15 levels) to go after a higher leveled player first.

9. Zombies- Some changes would be needed to be made to zombies to off set a lot of the new weaponry and abilities I have proposed. I have several ideas on how to make this switch:

- Zombie Mutation: After a certain amount of time, say 20 minutes, of a zombie being "alive" in the city, it would then mutate into a more powerful version of itself. Each zombie that undergoes mutation would double in health and attack strength.

- Zombie Dogs: Man's best friend no longer, zombie dogs would move more quickly than regular zombies, and do 15 damage when they attack.

- Intelligent Zombies- Zombies will attack any objects that you place in there path, before attacking a person. Intelligent zombies wouldn't follow this rule, and would go after players first only attacking objects that were in there path to players. These zombies wouldn't look different from regular zombies, and would keep this ability upon mutation.

- Acid Spit Zombies- These zombies would have a longer range attack (3-4 spaces) that would allow them to spit acid onto a player, doing about 20 damage if you're hit. Acid Spit Zombies should have about 150 health, and do a close range attack of 10 damage if you're next to them, as opposed to using acid spit. Barricades, fences, and vehicles would block acid spit the same way they do regular zombie attacks.

- Zombie Boss- This has been suggested many times. Zombie bosses should be limited to spawning in times of high player activity. If you come on when there aren't many players, you will find zombies typically bunched up in whatever area just had a night raid. This is of course due to the fact that you can only have so many zombies spawn at once in the game. The Zombie Boss would only spawn in times when zombies respawning at a certain rate. I think this would be best determined by Falacy. The Zombie Boss should be impossible to solo, unless say you're a high level player with heavy weaponry. So I'd say perhaps about 4,000-5,000 health, and do about 100 damage per attack, no latching. He should have a special attack that can one hit KO any player/object, but it would have a recharge time of about 60 seconds to use. The zombie boss would be able to attack a player while in any kind of vehicle.

So those are all the suggestions that I have. As I said, a lengthy post, and if you've made it this far thanks for reading. I know I'm suggesting a lot of changes to the game, so I don't really expect them to be implemented because of the amount of work that would be required, and possibly because of who posted them, but I thought they were good ideas that would benefit the game if they were. I just had the ideas, so I figured I might as well post them. Do with them whatever you wish.
wow i was about to reply with quote to that but that wud of been a waste and WOW, an awful lot of ideas lol
In response to Razlar
Rofl he dosn't want to read a book.
In response to Carlostoval
I think about the rebirth, thing its kindof like COD you get better stuff if you rebirth and you keep val, weps, and others but you also now have ranks so, yea, thats a good idea but i added a little to it
I like the cool down for the car re-spawn.

I like the Space Station suggestion. Not sure about the 20k val. Maybe 10k would be good.
In response to Di684haha
Wow that was a lot and I agree with just about everything in there man. When I play PC nowadays it feels like every other shooter on BYOND. This game in my opinion has a lot of Potential as a Shooter and RPG. good Show lots of good Suggestions mate.
In response to Hgyuf
lol every other shooter on BYOND? What are there, like 3 other ones?
In response to Antika
DUDE, EVERYONE KNOWS THEY EXPERIENCE SOME LAG IN PARADISE CITY, SOME MAY EVEN DISCONNECT (I am one of them). All you really need to do for now is just find some way to decrease the lag. After, you can kick back get some coffee from Starbucks or 7-11, and think of some ideas.
In response to Ninja kick
There should be no lag now with the new version of BYOND.
And if you're ever DCing that's because you fail, nothing to do with the game.