by TheHallMonitor » Sun Aug 12, 2012 11:14 pm
Speaking of Sky9, how do you guys like my Strike Force Heroes 2 ideas?
Classes: In SFH2 there should be 5 to 8 classes (although with that much, you should really make it easier to level). Give em only one primary if you have to but just please use more than 4.
These are my suggestions, I'm not asking you to put them in the game, but maybe they can inspire you (you know, if you're even reading this).
Infantry: Uses assault rifles. Balanced soldier.
Medic: Uses the Medikit in Juice's idea. Pretty balanced, but not as balanced as infantry.
Sniper: Uses snipers. Soldier that has extreme range, accuracy, critical chance, and damage, but low ammo and health.
Engineer: Uses machineguns. Slightly balanced soldier with high health and very high ammo.
Explosive Expert (can't decide on a name): Use rocket launchers. Slightly high health with low ammo, but high damage.
Marauder (couldn't decide on a name so I took Juice's): Uses shotguns. Soldier with low ammo and range but high damage and health.
Tank: Uses shields. Very high health soldier that can decrease damage by a significant amount, but only gets to use sidearms for offense.
Pyromaniac: Uses flamethrowers. Average health soldier with good damage and accuracy, but low range.
Sidearms: IMO these should be the sidearm classes in SFH2.
Pistols: Good damage, accuracy, semi-auto, and good capacity.
Magnums: High damage, high range, slightly less accuracy, slow, low capacity.
SMG's: Balanced with LOTS of ammo.
Machine Pistols: Very high rate of fire, but low accuracy and range.
Melee: High damage, decent attack rate, melee range, also increases movement speed by 50% (25% if carrying flag or any other carriable thing in SFH2 (like my bomb idea)).
Here's an example of the comparison between these guns at level 50:
Pistol
Damage: 45
Rate of Fire: 4 rps
Accuracy: 80%
Range: 27 ft
Ammo: 15
Magnum
Damage: 70
Rate of Fire: 3 rps
Accuracy: 60%
Range: 35 ft
Ammo: 6
SMG
Damage: 20
Rate of Fire: 6
Accuracy: 50%
Range: 24 ft
Ammo: 50
Machine Pistol
Damage: 14
Rate of Fire: 11 rps
Accuracy: 30%
Range: 23 ft
Ammo: 20
Melee
Damage: 65
Attack Rate: 4
Critical Chance: +30%
Critical Damage: +30%
Speed: +50%
Grenades: Grenades should be available to all classes. My version of this idea is that grenades serve as a third weapon type, along with primaries and sidearms. Just like primaries and sidearms you can switch to grenades by Q/Shift. In the shop, you can buy new grenade types.
Grenades have the same ammo function as primaries and sidearms. This means you start off with your max amount of grenades (depends on which grenade type), and can pick up more from ammo packs.
When you are using a Shield/Medikit you can use either Sidearms or Grenades.
In battle the grenades work like the grenade launchers in the first game, meaning the grenades have arced trajectories and bounce on the ground (except for some explode on contact ones). However these grenades do not blow up when they touch an enemy, but stop moving.
Here are some examples of grenades that could be bought from the shop:
Grenade 1
Damage: 90
Time of Explosion: 3 seconds (after being thrown,)
Rate of Fire: 1 per 3 sec
Range: 25 ft
Ammo: 4
Grenade 2
Damage: 110
Time of Explosion: On impact.
Rate of Fire: 1 per 2 seconds
Range: 27 ft
Ammo: 3
Killstreaks: I think all the Killstreaks should be completely unique for each class. So no classes should have the same killstreak as another class. Most of the killstreaks in SFH2 should be new, but some should return like Air Strike, Attack Chopper (with buffs), and Smoke Bomb.
Here's some suggestions:
Turret: 4 kills. The player starts to build a turret that should take about 2-4 seconds to complete. The turret should have a machine gun like the attack chopper with a much longer range. The turret stays on the map for about 30 sec.
Some kind if sniping killstreak: 4 kills. The player flies off in a helicopter, and can then snipe at people from the helicopter. You get 5 total shots and 25 seconds to use them. Each shot deals 100 damage (with 50% bonus on headshots), with a 4 rps fire rate.
Reinforcements: 4 kills. Two level 20 soldiers parachute out of the sky and start roaming around and killing people.
Campaign: I think the campaign should be based around an awesome story, with objectives that actually make sense. Like one level where you're trying to destroy the enemy's generator, and another level where the enemy is trying to destroy your generator.
The Squad Customization idea is good. I would really like it of you could choose what skills, killstreaks, and weapons your allies could use.
Also I think that all of the other skin types (white, red, blue) should play a role in the game. Maybe blue could be another strike force squad (like Jenkins), and red could be rebels helping Globex.
Challenges: The challenges in the first game were excellent, bring them back. I also like how you took player suggestions, that made the community feel more involved.
Game Modes: There should be a lot of game modes in SFH2. I also recommend upgrading the player limit if it is not too hard.
Here are some of my suggestions.
Deathmatch: Deathmatch should be like the one in Raze 2. Where you could choose how many teams (0-4) there are,
Elimination: Just like in Raze 2, 0-4 teams. PLEASE bring it back.
Domination: Again, more teams please.
Capture the Flag: Of course this would be in.
Juggernaut: Same as above.
Destroy the Machine: (can't think of a name) Two different types (also a bigger map would be needed for this). One, a mode where the enemy/you has a generator at your spawn point. The opposing team will then try to go to defending team's generator and shoot at it until it get's destroyed. The opposing team wins when the generator is destroyed, and the defending team wins when time runs out.
And then there would be another type with both teams having a generator. Whichever team destroys the other team's generator first wins.
Bomb Delivery: (long map) Both teams start out at opposite ends of the map, and there is a bomb in the middle. The objective is to pickup the bomb and take it to the enemy's base. You can pass the bomb to teammates by pressing the F key. If you die the bomb is dropped and can be picked by enemies or allies. When you run through the base with the bomb you are rewarded with 2 points, if you throw the bomb at the base you get 1 point. After you score the map restarts with the bomb in the middle again.