Making use of MC's crafting system to add depht to the game.
1. Weapons
Instead of finding tons of perfectly functional weapons in one single Warehouse sweep, we could find scraps of metals and gearing parts. This could be used to:
- Fixing rusted weapons that are found in the wilderness; Rusted weapons would sometimes jam and/or even backfire
- Crafting enhancements, like putting together small, regular scrap metals to get better ones, til we can have refined ones to craft better weapons (similar to what was TF2)
- Used for maintenance of melees (restoring their durability), maybe increasing some attribute (adding bleeding, blunt etc) and fixing vehicles (more of this ahead)
- Could be used for currency for some npcs, like some travelers or even medics in some safezones.
2. Survivability
As ppl stated before, survivability should mean it. Recently the add of the Whisperers was a big part for it, since it make us more vulnerable in speed and damage, but its also hard to predict when we should engage in CQC.
That being said, I think those previous zombie buffs that General said before should be added again, since it was way more challenging instead of just run them up spamming mouse 1. Now that ogs crybabys can't do those nonsense, we could actually make zombies mobs to be realy fearful.
Since they will most likely bite instead of punch or whatever, the infection rate should be dramatically increased. To get infected you must be naked and/or with poor armor and get tons of hits. Maybe just heavy armors should prevent real bites, but this could come to a cost (more ahead). So as infections increases the more importance we will give to first aid kits, antis and maybe new medical abilities to help other survivors.
Also, food and water should not be found in absolutely fine conditions. Refilling a water bottle from a rusty, abandoned house is suicide. Getting from a contamined lake too, like harvesting raw vegetables and exposed breads, fruits and such. We should be able to cook them (or wash it) in a clean place, like a safezone kitchen. Then it would be fine to consume it.
Leg bites/fall injuries should slow us down. Without medical aid it would be certain death when a pack of zombies target you.
3. Transport
As I tried to sketch in the other topic:
https://havocmc.net/threads/new-travelling-mechanism.6671/
Basically it would be a way to counter the magical warp thing. Scattering travellers npc (like Gatekeepers in MMOs) would be the fast travel mechanism to get to a certain area.
Also, our vehichles are just the perfect world miracle. Finding a perfectly fine car inside a bag of food is just bizarre.
Why dont we get the previous methods, finding broken car shells and looting car parts to fix it? This was so much fun, it was a real challenge to have a working vehicle, plus, it was awesome for trading.
4. Item stats and classes perks
From the realism perspective its kinda obvious whats each player's loadout will be: full riot/jugg, katana, tier 5 weapons and/or legendaries. Whats the point of having other weapon classes?
Whats make a colt python 'worst' then a deagle? They're both hand cannons, deagle is automatic and stuff, but a revolver is always reliable, no matter if you get water, mud. It's always easy to maintain it, no parts to jam. So why is a deagle "better" (expensive) than a python?
Same goes for big guns, why should a .50 barret be "better" than a, lets say, a Remington’s CSR? Remington's sure have not that firepower but its collapsable and lightweight. Its obvious that both are different approaches for a same category.
Thing is, our loadout should reflect our playstyle, which is actually the same to each and every player: the best defense + the best damage per second.
What if, instead of kits, we chose classes that fit some of TWD cast members?
- Assault
- Scout
- Heavy/sniper
Assault:
Regular MC's walking speed, regular aimspread for all the weapons. Can deal a good amount of damage but using heavy guns (m60's, gatling, barret etc) will slow him down (Speed 1 penalty debuff). Can wear riot armor without any movement penalty but will get slowed using juggernault armor pieces.
Scout:
Cant handle well heavy artillery (m60's, .50 cal, gatlings and such) getting a strong Speed 2 penalty debuff. It gets great accuracy of lightweight weapons such pistols, crossbows and SMGs. It gets a speed 1 buff when wearing lightweight armor (leather ~ military), will get speed debuff if wearing heavy armor (riot: Speed 1 Debuff, jugg: Speed 2 Debuff)
Heavy/sniper:
Can handle heavy weapons like strong sniper rifles and automatic guns. Wearing heavy armors will not fatigue him. Regular walking speed without negative debuffs. Lightweight equipament will not be effective (lower damage/accuracy, for example), like katanas, knifes, small caliber pistols/revolvers, SMGs and such.
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excuse any typos as english is not my first language, but this is what I've been thinking since ever lol.