I think the machines should work more tactical.
They have different weapons and purposes.
Snipers and those which use their gas grenades often initially attack from far away. That’s good. They come to closer ranges if their shoulder cannons are shot off.
But everything in mid to close range just is chaos.
Especially the idle time between shots should be used better. Retreat, take cover or go into melee. That’s too rare in most cases.
I’m all for making the machines more challenging with tweaks to their reaction time or ‘small’ programming which might make them unpredictable. I’d like to see that however, as part of either a hardcore mode which players could ignore if they didn’t want that challenge, or as toggles which a player could turn on or off- so that those who join that player are now playing with those toggles activated (or not). I don’t know if either is possible, given the method of players connecting to one another. No fast travel might just bring more dedicated players together, and bridges linking the playable islands (not a difficult addition, I believe) would add new elements to the game. Just traveling would be more challenging instead of just clicking a button. Lastly, such a mode might just spur some who have not yet done so to purchase the vehicle DLCs. I frankly don’t expect to see any of this, but it’s nice to talk about.
Death penalties (i.e. inventory remains where player died, requiring retrieval, loss of ammo/consumables/resources)
Optional ironman mode
Weapon durability
Ammo effectiveness rework (heavier armour is unaffected by small arms fire, requiring heavier ordinance, which is more effective, but rarer)
Tighter resource economy (finding and crafting more effective weaponry/ordinance is rarer)
Damaging machine components have more dramatic effects on their functionality (e.g. destroyed actuators limit mobility, preventing charges; destroyed optics cause machines to track players less effectively, momentarily lose track of players and occasionally target other machines)
More could be said and not all of these suggestions would be necessary, but all-in-all these kinds of adjustments would make machines more threatening, choosing engagements more strategic, the penalties worth avoiding and the rewards more meaningful.
I don’t believe in that because how do you want to get back to your equipment if, for example, If there were 10 large machines around it, especially if you had just started and the Plundra was empty, that would mean that I would quickly stop having fun with it.
To add:
More realistic weights for all items.
Reduced total amount of items and weapons that can be carried, like a combination of the old and current inventory.
There can be provisions. The enemies in the area shouldn’t just linger near the backpack. They can disperse and go about their routines. At this point stealth could be the solution to retrieve the player’s gear, the teammates might pick it up for them, or the player might first re-arm themselves from their storage and then attempt to retrieve their gear.
Remember, this is Hardcore mode we’re talking about. It’s an optional difficulty for veteran players who want a more challenging experience. They’re also just some ideas that’ve been floating around in my head for a while, so take 'em with a grain of salt.
Absolutely! I totally forgot that one. *glares at 2kg Moller and 2kg Kvm59*
If it’s about using existing assets to streamline the task, then I think the Rivals system would be a decent place to start. Currently they’re basically the original machines with more HP and damage per level, which isn’t particularly difficult in the end-game when you’ve become very familiar with their mechanics and tote the best weapons.
In perhaps a similar vein as to what asidk9thorn has suggested with the Black Locust Legion, I believe it would be interesting to see Rivals possessing unique behavioural patterns, attack cycles, weapon variations and camo patterns (to subtly -or not so subtly- clue players in that they’re against more formidable machines). Essentially Rivals could act as mini-bosses of sorts and their abilities could be randomised to keep players guessing up until they engage them or are engaged by them. These special types of Rivals could start appearing rarely in the mid-game, alongside regular Rivals to help the player ease into it. To prevent any undesired interaction with enemy machines, special Rivals could also have an exclusion zone around them.
WEAPONS
Improved Railgun
Railgun that has predictive tracking, like it did originally: paused 1 sec before firing, allowing players time to avoid; penetrates cover; has scorched ground FX in direction of fire. It could do this up to 3 times in succession (either by randomising total shots or lower machine HP = more shots) by re-acquiring player and charging weapon between shots for 1.5-2 secs, pausing before firing and repeating until ammo is depleted.
‘Thumper’ attacks
Harvester injects its nozzle into the ground and repeatedly slams it against it or recoils from creating an underground explosion that creates fast travelling, mid-range shockwaves that travel across the ground. The damage reduces during travel. Players need to time their jumps to avoid shockwaves or are damaged and temporarily slowed/disoriented.
‘Thumper’ Beacons
Small, call-down beacons that surround machine and produce less frequent, shorter-range shockwaves. Either need to be interacted with first (open panel) before they can be destroyed or 2-3 batteries (like on regular beacons) need to be destroyed first.
Improved Gas Grenade Launcher (Harvesters/Tank/Wolves)
Rapidly fires grenades around machine and player in a wide circular pattern with a potential gap on the opposite side to the player, effectively fencing players in combat. Triggers when players are in short range proximity.
Smoke Shields
Fired by Improved Gas Grenade Launcher. Creates barriers of smoke to block the players line of sight, which enemy is able to see and fire through. If the player attempts to run through the smoke, moderately damages and applies disorienting FX to player.
Electric Chain-Link Mines (Wolves)
Function similar to Improved Gas Grenade Launcher by fencing player within a wide circular barrier of electrically connected mines. When a player gets too close to an arc/mine the electricity arcs onto the player, briefly immobilising and damaging them, while also preventing them from breaching the barrier until the mines expire or the exit is found. Mines can be pushed away slightly when shot, but can’t be destroyed.
Roller Mines
Large mines (but smaller than Apoc Tank’s mines) that are launched from a mortar and saturate a large area. If a player is within 3-5m of a mine it will begin accelerating towards them, slowly at first (as it picks up speed), but faster the closer the player gets to it. This allows player to agro mine, but still not fully provoke it if they move away fast enough. Mines have small HP pools and can be destroyed if shot, however they are more robust than regular mines, so several shots or heavier ordinance may be required.
Improved Concussive Blast
Has unique charging sound, longer charge up, significant damaging knockback that cannot be blocked by the Steady Feet skill, and applies a disorientation FX to players who are hit by it (no knockback and less disorientation FX if they find cover). May knock back and damage machines slightly.
Homing Missiles
2 variants:
– Extremely long-range, very low RPM (1 rnd/5 sec), low speed, constantly barrage, limited steering, but high explosive.
– Small long-range salvo (5 missiles), low RPM (1 round/1.5 sec), slight random wavering along trajectory, travel in slow moving swarm towards player, when each missile is approx. 10m away from player it scrams towards them (one by one in succession, roughly 1 sec apart). Must preserve stamina for sprint to avoid appropriately.
Proximity Detonating Missiles
High yield explosive missiles that detonate when close to player, but also plant on surfaces when missing, able to detonate like mines (similar to experimental explosive rounds).
Artillery Missiles (Harvesters/Tanks/Wolves)
Missiles that are fired in a hi-arc, low RPM, that saturate area around player. Has loud, intimidating sound FX when launched and when inbound (akin to the WWII German nebelwerfer or Stuka dive bomber). Shows a roaming ground marker for each missile seconds before impact (similar to the FNIX Base Assault artillery barrage), that can allow sharp players enough time to weave through the barrage mostly unharmed.
Airburst Rounds
Similar in ways to the Apoc Hunter’s Grenade Launcher, but can be applied to slower ballistics and missiles alike. Detonate 2-3m away, leaves lightly smoky trail from each small burst projectile, charred ground.
Improved Tick Storage Containers
Periodically spawns a moderate swarm of Ticks when player is within mid-range. Each swarm could consist of 2 separate waves: 1st wave, approx. 9 armoured; 2nd wave, approx. 3 explosive. When destroyed it could release one final large wave of Ticks.
Tick Spawning Beacons
Similar to the Improved Tick Storage Containers, where 3-4 call-down beacons land nearby the primary machine and periodically spawn small swarms of Ticks. Can only receive damage when the Tick release doors are open.
Heavy Flamer (Tank)
Similar to the Vulture’s, but narrower and mid-range. Targets like a Apoc Hunter’s does, but slightly quicker tracking. Fire lingers on scorched ground for a short while.
Burst Cannon
Perhaps an alternative for the Wolf minigun. Has predictive tracking and fires up to 3-4 bursts, with each burst rapidly firing 3-4 explosive rounds. Pauses briefly (<1.5 sec) between each burst in order to re-track player.
Magnetic Deflection Shield
Temporary magnetic shield that holds player fired projectiles while active and reflects them back at players upon expiry or reflects projectiles back towards players whilst active.
Large Chemical Laser (Tanks)
Can be fired in various modes to keep players on their toes:
– Sweeping attacks, where the laser is briefly fired away from the player for a 1 sec and then quickly sweeps the area in a wide arc. Full duration is 2 sec and players have to dive to avoid getting hit.
– Charges and then fires a continuous beam that follows the player on a short delay (sprinting is required to avoid). After approx. 2 sec the laser disappears and reappears a short distance ahead of the player and sweeps back towards them (avoided by sprinting in the opposite direction). This can happen up to 3 times. If the player is unable to get ahead of each laser chase, they incur heavy damage as the laser beam is held against them (up to max 75% HP).
BEHAVIOUR
Units Manoeuvre Whilst Firing
Nice and simple: makes units more formidable and harder to pick apart by them simply moving. Especially useful for Tanks.
Tank Gas Charge
Begins with charge siren, accelerates more slowly, but reaches max speed before end of charge, emits large gas plumes on each side whilst charging.
Firebirds ‘Swoop’ Attack
Effectively a Firebird charge used to hit the player with the machine’s jet stream, causing mid-high damage and an unblockable heavy knockdown if not avoided. Used in open areas, doesn’t have to swoop excessively low.
Firebirds ‘Cage’ Attack
Firebird either quickly spins horizontally on the spot or rapidly flies in a wide circle around the player, deploying many balloon-missiles, gas bombs, chain-link arc mines to form a barrier for the player. Could be used in a low health phase.
Call-Down Artillery Barrage
Exactly the same as in a Base Assault mission. Units are able to call one in around themselves or the player.
Call-Down Lynx Swarm
Units are able to reinforce themselves with an aerial swarm of 6-8 Lynxes.
GPS Jamming Units
Units that jam players GPS that are still tallied in a region, but don’t appear on the map. Some lie in wait to ambush players, others fire long range weapons when in range, or call-in waves of special units within the player’s vicinity (more details ahead).
Ambush Mode
Units that utilise the GPS Jamming ability to hide on the map and disguise themselves as wreckage or disabled. Can be surrounded by other assorted wreckages (Swedish and/or Soviet) or active units to confuse players. Don’t appear any different from other wreckages when aimed at (UI won’t hint) other than by subtle markings, seem lootable until the player either attempts to loot or lingers nearby for too long. Powers-on suddenly with audible siren and begins attacking players.
Some ambushers could have undeployed and indestructible Hunter/Runner/Lynx pods scattered in a very wide area around the primary machine (sparsely scattered at the edges and increasing in density as the player gets closer to the Rival). Some of these pods could make subtle electronic sounds when close, while others remain silent. Once the Rival powers up these could burst open in waves, revealing increasingly more powerful guard units each time.
Cloaking Units
Hunter and Runner guard are able to cloak themselves, uncloak when attacking, low visibility FX, take turns to melee while others shoot and scoot when targeted by players. Can be disabled temporarily with EMP, but with shorter duration, don’t become fully visible, cloak malfunction FX.
Repairable Units
Machines can enter a repair phase (e.g. Harvesters during defensive position) that can be interrupted by targeting specific components or destroying all guard units. Could also repair surrounding units like Wolves can.
Un-detachable/Malfunctioning Weapons
Weapons that don’t simply fall off machines when destroyed. They can enter a malfunction state when reaching a low HP threshold, making their attack cycles more sporadic and less predictable (still avoidable). Has malfunction FX (e.g. sparks, fire, etc.) and can be restored slightly during repair phases.
Juggernauts
Visibly more heavily armoured units with extra protection for vulnerable components. Certain armoured locations could be impenetrable without the right weapons/ammo, forcing the player to equip wisely, retreat, or attempt to attack more vulnerable locations. Armour can also explode upon depletion.
EMP Resistant Units
Units that can ‘discharge’ EMP attacks violently in an AOE (similar to Wolf’s Charged Shock Pulse) or become temporarily ‘charged-up’/frenzied for a short duration.
Hunter Melee Specialist
Aggressive twin bladed hunter that charges player and swings blades when close (a combo blade attack), leaps onto player (as they currently do), and slows player with successive hits from ranged shoulder mounted weapon.
Hunter Sniper Specialist
Hunters that potentially have GPS jammer and possess an extreme-range anti-material rifle (visibly more impressive) that is initially fired infrequently at players, but is fired more frequently as the player closes in. These Hunters roam about and prioritise out-manoeuvring players by keeping their distance, if possible. A faint laser beam is visible for 2-3 sec prior to firing, which has a small bright red shimmer if the player looks directly in the unit’s direction. Has a whizzing/buzzing sound when the shot misses and a rumbling distant echo afterwards. Unit is protected by guard units (possible cloak units).
‘Zombie’ Units
Machines that have 1-2 ‘fake’ deaths (smaller, localised explosions to indicate its ‘destruction’), but reactivate again in increasingly more volatile/frenzied phases. Can affect unit in a variety of ways: constantly emit smaller AOE gas, form a trail of fire from exposed fuel canister, charge/melee more frequently, ranged weapons have higher RPM/shorter duration/less accurate/more frequent and sound more aggravated. The final phase could have a gradually depleting HP up until the machine’s eventual and unavoidable detonation, which it attempts to initiate within the players proximity if not destroyed in time (small-mid range explosion). Smaller units reach self-destruction more quickly.
Shielded Units (i.e. Harvester)
The Harvester is protected by shield similar to that of the Reaper’s, that is supplied by small shield generators on the backs of its Hunter guard (possibly melee specialist or cloaked Hunters). Shield can be restored after a reinforcement drop.
Finally, in order to distinguish classes apart from one another, the same base weapons could have unique modifiers applied to them (similar to what we see already). The many weapon ideas I’ve already mentioned could potentially be these variations of base weapons that each class uses:
SWEDISH
Prototype: no additional effects (baseline)
Military: concussive, tear gas
FNIX: cluster/burst ammo, nerve gas
Apocalypse: radiation, fire, biochemical gas
SOVIET
Scout: concussive, fire
Soldier: same as FNIX
Spetsnaz: electric, high explosive
P.S. if you read through all of this, then thank you. I’d love to get people’s feedback to help make the game even better.
All these nice suggestions
…and the chance we’ll get something out of them.
Was going to write that it requires modding to become official, and realized there are already mods. Checked the known mod site and some of the suggestions above are available.
The bad, most of them haven’t been updated in a while. What I see non after Skyfal.
But now I’m really tempted to mod something more hardcore orriented from GZ and also use some of the weapon balancing mods such as that of S-21. A weapon I used as little as the bow for same reason.
I’ve only mod SP-games like Fallout series and other because privately hosted MP servers that used to be barely exist today with the exception of hosted such as DayZ and Arma games. And modding your game also affects how CoOp games work and if everyone doesn’t have the same mods installed anything can happen to save games and the installation of GZ.
So a BIG disclaimer; If you mod your GZ, it is at your own risk! Make sure to have a backup of both saved games and settings before you start modding your GZ.
There is also a good GZ backup app on the same site I used to switch saved profiles between depending on whose storyline I joined in CoOp, and didn’t wan’t my safe houses and plundra with me with things the other didn’t found out yet. Just go in and edit the folder name withe fileexplorer adding the CoOp host name to the end of the Save folder name.
Maybe not the whole inventory, but the content of the weapon wheel (and if a weapon is affected its ammo, too).
Btw. Another idea is limiting the weapon wheel. I once made a suggestion where each slot has a special purpose. Or reduce the slots being available in this mode for forcing the player to more management of carried weapons.
Yeah it is. Using mods will void you of any support if the game breaks. This goes even if you’ve had mods for your game years ago but then uninstalled them, as there may still be files that are affected. That’s mainly the reason why we don’t talk about that topic here.
The game, while very good, is much less challenging after the players begins to upgrade their skills. It just beats me why a player would have so little confidence in themselves that they’d use mods in the first place.