New Gameplay and Attachment (SUGGESTIONS)

Post » Thu Nov 11, 2010 10:35 am

Nanosuit Version 3
*Power Mode (Passive): This mode increases user’s strength and speed. This mode allows the Nanosuit user to run faster, jump higher, hit harder (Melee Attacks), steady aiming better, or throw heavier objects further.

*Cloak Mode: This mode changes the shape of the nanites to bend the light, creating a perfect camouflage that allows them to blend in with the environment.

*Armor Mode: This mode causes nanites to transform into extremely strong organic armor that can absorb or deflect incoming projectiles; it is also used to absorb the damage from great heights.

*Tactical Mode: This mode gives all sorts of tactical information which can be relayed to teammates.

*Regeneration Mode: In this mode, the player becomes unable to move due to the suit diverting all primary and secondary functions to this mode to repair the player’s wounds and replenish ammo. The nanites in the suit break down grabbed objects on a nano scale. (Single Player Only)

Campaign and Multiplayer: Unique Gameplay
*Maneuverability: Ability to Kneel, Run, Climb, Wall Jump, Slide, Roll (Left and Right), Go Prone, and Wall Lean.

*Interactable Environment: Ability to interact with environment such as Ripping Car Door Off (To Use as Shield), Opening or Kicking Door, Pick Up and Throw Objects, Tearing off or Using Mounted Torrent, Power Kicking Cars or Objects, Turn Over Tables(For Cover), Turn On or Off Lights, Opening or Closing Garage Doors, and Open or Close Windows.

*Interaction with Players: Ability to Grab a Player, Use Player’s Body as Shield, Throw a Player to Ground, Kick a Player, Punch a Player, or Stealth Attack.

*Destructible Environments: Small Objects, Vehicles, Windows, Doors, Pillars, Walls, Floors, Gas Stations, Bridges, and Wooden Structures.

*Living and Changing Environments: Stray Artillery Rounds in Buildings with Debris Falling, Fighter Jet Fly Over (Causing Windows to Shatter), Seismic Activity that Shifts the Land (Opening up Lower Level), Derailed Train that Bursts through Building (Opening up Outside to Fight), and A Building that Collapses (Changing Map from Moderate Open to Full Open Map.)

*Note: When thrown down, players must move joystick to get back up. It takes a second to get back to the standing position.

Campaign Vehicles: New Types
*Civilian Cars: Sports or Regular Cars, SUVs, Trucks, Motorcycles, ATVs, and Semis
*Military Vehicles: Armor Transport Vehicles, Tanks, Hummers, and Anti-Air Trucks.

Weapons
Here is a list of every human weapon involved in the Crysis Series. This means that there would be a increase in weapons avaliable for players in MP or SP. Single Player will have some weapons that a player won't be able to access in multiplayer, but will have a new indepth in the game as well.

Assault Rifles:
*SCAR
*Scarab
*Grendel
*FY-71

Submachine Guns:
*K-Volt
*Feline
*MPX8

Shotguns:
*Jackal
*Marshall
*Tactical Shotgun

Snipers:
*DSG-1 Sniper Rifle
*M20 14 Gauss Rifle

Heavy Weapons:
*MK60
*L-Tag
*X-43 Mike
*HMG (Mounted Machine Gun)

Side Arms:
*M12 Nova
*Hammer
*AY-90
*Majestic
*Bauer 1980 SOCOM

Explosives:
*Frag Grenades
*Smoke Grenades
*Flash Bang Grenades
*Semtex Grenades
*C4
*JAW

Melee:
*Combat Knife
*Throwing Knives
*Punch and Kick

Campaign Special:
*TAC Launcher
*M15 Anti-Tank Mine
*Swarmer
*LAW

Attachments
This is where I am going to explain what type of weapon gets what type of attachments. Some weapons have more variety of attachments that could be used while some get less variety. All depends on the type of weapons that people choose

Side Arms Attachments:
*Precision Laser
*Silencer
*Extended Clip
*Flashlight
*Red Dot Sight
*Reflex Sight

Shotgun Attachments:
*Precision Laser
*Silencer
*Flashlight
*Red Dot Sight
*Reflex Sight
*Incendiary Rounds
*Explosive Rounds

Assault Rifle Attachments:
*Precision Laser
*Silencer
*Flashlight
*Red Dot Sight
*ACOG Sight
*Assault Sight
*Infrared Scope
*Night Vision Scope
*Reflex Sight
*Extended Mag
*Incendiary Rounds
*Explosive Rounds
*Grenade Attachment
*Gauss Attachment
*Holographic Decoy

Sniper Rifle Attachments:
*Silencer
*Flash Suppressor
*Infrared Scope
*Night Vision Scope
*Variable Scope
*Assault Sight
*Extended Mag
*Holographic Decoy
*Bipod

Heavy Weapons:
*Silencer
*Infrared Scope
*Night Vision Scope
*Red Dot Sight
*Reflex Sight
*Assault Sight
*ACOG Sight
*Precision Laser
*Grip
*Explosive Rounds
*Incendiary Rounds
*Bipod

Attachment Places
Under this, this explains where some attachments could be placed, allowing for a more realistic feel to the game while playing. This would offer different ways to improve your weapons as well, with some increasing accuracy, others increasing stealth, and some increasing the damage of the weapons. Others will give players a secondary choice to use while using their weapons.

Under Barrel Attachments:
*Grip (Accuracy Increase)
*Shotgun Attachment (Secondary Function)
*Gauss Attachment (Secondary Function)
*Flashlight Attachment (Visibility Improvement)
*Holographic Decoy (Secondary Function)
*Precision Laser (Accuracy Increase)
*Bipod (Decreases Kickback while Prone)

Muzzle Attachments:
*Flash Suppressor (Stealth Increase)
*Silencer (Stealth Increase)

Scope Attachments:
*Variable Scope (Range Increase)
*Infrared Scope (Range Increase and Visibility Improvement)
*ight Vision Scope (Range Increase and Visibility Improvement)
*Red Dot Sight (Range Increase)
*Reflex Sight (Range Increase)
*Assault Sight (Range Increase)
*ACOG Sight (Range Increase)

Mag Attachments:
*Extended Mag (Increase Ammo)
*Extended Clip (Increase Ammo)
*Incendiary Rounds (Damage Increase)
*Explosive Rounds (Damage Increase)
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Lisha Boo
 
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