Player levels
A cool-ish idea I had, yes it's sorta copied off of dead island.
We could have a player "leveling" system.
In the tab menu each player could have a "level:#" next to them,
Also in the players hud, near the top, could be a bar that is a % full of their progress twords their next rank.
this level could increase weapon damage (removing the need for the weapon handling skill),
and could also have price benefits, along with ego type things.
Levels could be like this: Rank1: 500 points, rank2: 800 points, rank3: 1000 points (etc)
(this would have to be changed based on how hard it is to progress levels.
Each level would be worth an increasing number of points, with a cap around say, 100.
XP could also be done away with, and instead, after each level up, (or half level up) the players could get a certain # of upgrade points,
that could be spent on upgrading skills.
Zombies could be leveled(and have a "Level: #" above their heads)
The zombie levels would be an average of all player levels on the server (more weighted twords the most common level), and you would get a certain # of
points twords the next level per zombie kill.
The way you could determine zombie levels:
Make tables of each level that has players of it.
Players (players names are letters, followed by rank)
A:1
B:3
C:6
D:12
E:11
F:23
G:1
H:5
I:5
J:1
Rank1[A,G,J]
Rank3[B]
Rank5[H,I]
Rank6[C]
Rank11[E]
Rank12[D]
Rank23[F]
Then using this equation, you would find a percent of each rank.
(Rank#:count()*100)/Total#OfPlayers //100 is for 100% of players,# is the current rank, I.e. 1, 3, 5, etc
so, with #'s, for rank 1:
(2*100)/10 = 20% of players are rank 1
Repeat for all ranks:
(3*100)/10 = 30 //rank 1
(1*100)/10 = 10 //rank 3
(2*100)/10 = 20//rank 5
(1*100)/10 = 10//rank 6
(1*100)/10 = 10//rank 11
(1*100)/10 = 10//rank 12
(1*100)/10 = 10//rank 23
100% total
(or as i just found out, you could just do Rank#*10)(I was using another method that worked for a lot of things other than this)
Then to get a weighted average, do the following:
(Rank %/100)*Rank# //then add each of these up, it would look like this:
(30/100)*1 + //rank 1 0.3
(10/100)*3 + //rank 3 0.3
(20/100)*5 + //rank 5 1
(10/100)*6 + //rank 6 0.6
(10/100)*11 + //rank 11 1.1
(10/100)*12 + //rank 12 1.2
(10/100)*23 + //rank 23 2.3
= 6.8 //would be the level of the zombies (with added fluctuation of like 2: 4.8 - 8.8)
6.8 is more heavily leaned twords people with rank 1, as there is more of them on the server than others, but still takes into account all other ranks.
This way if someone joined with rank 50, there wouldnt be rank like 42 zombies walking around (if you had just averaged)
Zombie levels would effect their health, mostly, perhaps speed as well.
That is all I can think of for this idea, but I'm sure you could make a level system influence more than just zombie difficulty.
We could have a player "leveling" system.
In the tab menu each player could have a "level:#" next to them,
Also in the players hud, near the top, could be a bar that is a % full of their progress twords their next rank.
this level could increase weapon damage (removing the need for the weapon handling skill),
and could also have price benefits, along with ego type things.
Levels could be like this: Rank1: 500 points, rank2: 800 points, rank3: 1000 points (etc)
(this would have to be changed based on how hard it is to progress levels.
Each level would be worth an increasing number of points, with a cap around say, 100.
XP could also be done away with, and instead, after each level up, (or half level up) the players could get a certain # of upgrade points,
that could be spent on upgrading skills.
Zombies could be leveled(and have a "Level: #" above their heads)
The zombie levels would be an average of all player levels on the server (more weighted twords the most common level), and you would get a certain # of
points twords the next level per zombie kill.
The way you could determine zombie levels:
Make tables of each level that has players of it.
Players (players names are letters, followed by rank)
A:1
B:3
C:6
D:12
E:11
F:23
G:1
H:5
I:5
J:1
Rank1[A,G,J]
Rank3[B]
Rank5[H,I]
Rank6[C]
Rank11[E]
Rank12[D]
Rank23[F]
Then using this equation, you would find a percent of each rank.
(Rank#:count()*100)/Total#OfPlayers //100 is for 100% of players,# is the current rank, I.e. 1, 3, 5, etc
so, with #'s, for rank 1:
(2*100)/10 = 20% of players are rank 1
Repeat for all ranks:
(3*100)/10 = 30 //rank 1
(1*100)/10 = 10 //rank 3
(2*100)/10 = 20//rank 5
(1*100)/10 = 10//rank 6
(1*100)/10 = 10//rank 11
(1*100)/10 = 10//rank 12
(1*100)/10 = 10//rank 23
100% total
(or as i just found out, you could just do Rank#*10)(I was using another method that worked for a lot of things other than this)
Then to get a weighted average, do the following:
(Rank %/100)*Rank# //then add each of these up, it would look like this:
(30/100)*1 + //rank 1 0.3
(10/100)*3 + //rank 3 0.3
(20/100)*5 + //rank 5 1
(10/100)*6 + //rank 6 0.6
(10/100)*11 + //rank 11 1.1
(10/100)*12 + //rank 12 1.2
(10/100)*23 + //rank 23 2.3
= 6.8 //would be the level of the zombies (with added fluctuation of like 2: 4.8 - 8.8)
6.8 is more heavily leaned twords people with rank 1, as there is more of them on the server than others, but still takes into account all other ranks.
This way if someone joined with rank 50, there wouldnt be rank like 42 zombies walking around (if you had just averaged)
Zombie levels would effect their health, mostly, perhaps speed as well.
That is all I can think of for this idea, but I'm sure you could make a level system influence more than just zombie difficulty.