Just a few ideas I’ve had that weren’t really big enough to warrant their own post, so I’m lumping 'em together in a slightly bigger post.
1.) Keep the classic zombie face, I know Nelson wants to branch out a bit when it comes to enemy design, and that’s good, but please don’t change the zombie face, it might not seem like much, but that derpy little mug is just iconic, I think removing it would be detrimental not only to the artstyle, but also to Unturned’s brand. I think we would all miss that face cheerily looking at us as it tries to eat our brains.
2.) Perhaps being able to break down furniture to get materials, sort of like project zomboid, I’m not sure how this would fit into the game balance-wise however.
3.) I’m sure this has been brought up many times before, but Unturned 2’s weapon sandbox should be geared towards survival, military-grade equipment should be rare, and have drawbacks, I think the focus should be on crafting new weapons and modifying existing ones, which I hope to detail in a future post.
( “I know Alfa, we keep hearing about it but when are you going to get around to making the damn thing?”)
4.) Large items, like tires and jerrycans, would be too big to fit in your inventory, instead you would have to use special racks on vehicles to move them around (you could still carry them with your hands, but if you wanted to do anything you would have to set it down first), you wouldn’t just be able to shove your spare tire in the glove box like you can in 3.0. This mechanic would also tie into vehicle modification, as you could add additional cargo racks to carry more stuff.
5.) Minigames when performing certain tasks, a few examples in other games would be fallout’s lock picking and the door hotwiring minigame in the new wolfenstein games. Imagine if you were trying to acquire a car, and instead of just holding a button to break in, you would have to maneuver a slim jim in the door and try to find the lock, and then having to physically hotwire the car by attempting to cross two wires the right way without setting off the alarm.
6.) Gibbing, players, zombies, animals, I don’t care just let me blow it apart. Maybe zombies that survived the blast would still try to crawl after you even after having their legs blown off.
7.) Gunfire should carry much farther, both balancing out long-range weapons and making suppressors much more useful, speaking of which…
8.) My idea to balance out suppressors would be, in addition to them having a negative affect on range and ballistic drop, having them build up heat, shooting produces heat, and if too much builds up, you’d melt the suppressor, which would in turn render your gun inoperable as there is molten metal clogging your barrel, get too trigger happy and you’ll ruin that shiny AK you swiped off a bandit. You would still be able to fix your gun at a workbench, but it’s still probably best to take off your suppressor before you start spraying.
9.) The ammo counter HUD element would be a server option, if toggled off, you would no longer be able to see how many bullets there are in your mag at a glance, you would have to check in your inventory, or maybe there could just be a Tarkov-style weighing animation, giving you a rough idea of how many rounds you have left.
10.) I’ve seen a lot of people make detailed and interesting mockups of their idea of what the UII main menu screen should look like, and I would love to throw my hat in the ring, unfortunately I’m too ̶p̶o̶o̶r̶ cool for photoshop, so all you guys get is text. The Main menu would be dynamic, sort of like in half life 2, the background would be various locations, a shopping mall filled with turned, shuffling around in real time, maybe a bandit camp, with bandits patrolling the woods around.
11.) This one somewhat ties in with #4, basically, containers with sub-inventories (medkits, ammo cans, etc) would be placeable, if you can’t spare the space in your backpack, no problem, just set it down in the bed of your truck. I got this from another survival game in development, Dead Matter, one of the dev videos showed off a really cool system for storage of large items, I’ll link it down below.
12.) When wearing Night vision goggles, you shouldn’t be able to look down scopes, in 3.0, you can wear NVGs while looking down scopes and it makes the dedicated night vision scope completely irrelevant. Maybe have it you can’t use certain optics with NVGs, or just make it so you can’t aim down sights at all, requiring you to rely on lasers, with an animation like the one in MW 2019.
13.) Simple puzzles to make looting more interesting, for example, you want to access the armory on the second floor of a police station, there’s just one problem, the stairs are blocked, there’s an elevator, but the power is out, so you would have to find a way to power the elevator to get to the armory. This is just one example, the possibilities for different puzzles could be nigh endless.
14.) Let us put scopes on pistols again! Why? I don’t know, immersion 'n stuff.
15.) Playable arcade machines, that you would be able to haul back to your base. Maybe have knockoff versions of popular games, to give us something to do on those cold Yukon nights.
16.) Being wet should make you cold, and swimming would make you tired, this would offer two benefits, boats would be more useful, and large bodies of water with no bridges could be used as a progression barrier, forcing players to fix up a boat or air vehicle to get across.
Dead Matter video: right here
Well, that’s all folks, as always, I look forward to hearing thoughts and opinions down below.