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  1. #1
    Boomshot
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    Gamertag: Quiet ZED 446

    Default ★ The Gears of War 3 Fan Idea List ★ [5 Extra Months! POST YOUR IDEAS HERE!!!!!]

    ^ Rate 5 Stars! ^
    Post every time you open up this thread!!! If you like the ideas be sure to post more than once!



    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    THE GEARS OF WAR 3 FAN IDEA LIST



    Biggest, Best, and Most Bad Ass!



    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version


    Welcome to the longest fan Idea List for a video game sequel ever made. This is a long, well thought out, organized list of popular ideas accepted by the average Gears Head. Many of these ideas I have thought of throughout the time spent playing gears 1 & 2, many more are ideas by other fans.

    I realize Gears of War 3 is just a year away and I really hope its not too late to add some fan wanted ideas. There has been a 5 month delay, althought this is unfortunate this also slightly increases fan wanted content making it in so post away! Ive been collecting these ideas for over a year now and now I wish I posted all of this earlier but now is better than never I suppose. Please post before and after reading!
    None of us want credit for any idea if it gets put in the game. We are doing this because we want Gears of War 3 to be the best game ever! So please epic, read this ideas and claim them as your own!
    It's your forum & your game after all, everything posted here belongs to you guys... We just want you to know what we want, since we're buying it.


    POST YOUR IDEAS!!!
    If theyre good they'll be added to the list!
    (But seriously... this is now the official community ideas thread due to simburgur's thread's retirement. I fully understand if you want your idea(s) to have their own separate thread, but don't forget it post it in here too!)

    This thread may be running out of room but if your idea is good (and hasn't been already said before) I grantee it will be added one way or another!

    ALSO, after you post your idea(s) check back after a day or so and see if it I (or someone else) responded and if it got added! I try to post my thoughts on everyone's ideas, I can't guarantee I will reach every post but I really do try!


    This ideas in list is separated into color-coded sections:

    1) New Major Gameplay Feature Ideas
    2) Host, Connection System, & Glitches
    3) General Gameplay Ideas
    4) Campaign in Gears 3
    5) A.I. & Difficulty
    6) Horde 2.0
    7) Other Features outside of gameplay
    8) Gametype Ideas
    9) Character Model Customization <NEW!>
    10) Execution & Dialog Ideas <NEW!>
    11) Graphics & Details <NEW!>
    12) Beast Mode Ideas <NEW!>
    13) Map & Map Details Ideas <NEWEST!>


    Things You May want to Know Before Reading:

    * means this idea is probably unpopular but I still wanted to post it anyways for various reasons

    ** means its a joke

    3) Sections that are in white mean this are confirmed information about Gears of War 3.
    I try to include all confirmed info inside this thread, as well as sync ideas with confirmed info. However, some thing may not be up to date and I may be giving quick summaries of what is confirmed. Check this thread for the more up to date & explanatory list of confirmed info about Gears of War 3.

    4) This thread is organized into sections within color coded sections (above). This list also includes pictures I made to help express/show the ideas. I apologize in advance if you find my photo shop skills to be rather crappy.

    5) This is a list of ideas that are or I believe would be accepted by at least the average Gears head (Gears of War fan). Despite the huge number of my ideas that are in this list, believe me, many of my ideas have been shot down and been excluded from this list. (example) When writing up my ideas I would sometimes make sure people would like it by posting it in a forum where I would wait for peoples replies (like the example). Some ideas I did not do this because I believed many people will love this idea.

    6) The most important thing you should probably know is that I planned on posting these ideas before Gears of War 3 was announced (4/12/10). Because of this most of the ideas, if not all, where written long ago and stowed away before the GoW3 trailers and whatever GoW3 info epic has already released came along. This means some ideas may not be synchronized with currently already confirmed Gears of War 3 info and what not and Ill work on synchronizing them (such as changing them to work with what epic has already revealed, editing some to work better with something in a trailer, deleting some ideas that where already shown to be confirmed in the trailer, ect.)
    The reason I posted this later than I wished was because things got in the way of me finishing it, such as: school, job, modern warfare 2, as well as a dumb false rumor I heard while half way through the list that Gears of War 2 was the last Gears game and GoW3 is never coming out so I realized I was wasting my time and stop working on it for a while. Now I cant believe I believed such a thing.

    7) Good to know expressions:
    ~ : approximately
    FYI : For Your Information
    IMO: In My Opinion
    DBNO: Down But Not Out

    ZOMG! WAAAY TOO MUCH TXT!


    This idea list is huge. I understand if you don't want to read it all.
    That's why I made this summary of the best Ideas in one post:

    CLICK HERE FOR THE SUMMARY

    This summary isn't really a summary of all the ideas, but actually just a post containing some of the 'best' ideas. If you liked the summary return here and read many other great ideas!
    THE IDEAS IN THE SUMMARY ARN'T THE ONLY GOOD ONES!

    If you are an Epic dev I suggest you do this read the summary due to you probably being very busy.
    THE REST OF THIS POST JUST TALKS OTHER INFO ABOUT THIS THREAD, SKIP DOWN TO NEXT POST TO SEE IDEAS.



















































    _____________________________________

    Successful Influenced Ideas / 'Called it' list
    These are Ideas that made it into the game!*

    *Now, I do not and will not claim any Ideas in GoW3 as my own alone no matter how close they are to any ideas in this list. In this section I either mean our post have influenced some ideas in the game or Epic thought of the idea on their won and we just 'called' it (as in predicted it happening).


    1) Gorgon Burst Pistol Shoots fully Automatic!

    2) Armored Kantus! (New Locust Creatures Ideas Section, was called a Higher Rank Kantus)

    3) Berserkers are Back!

    4) Dedicated Servers!

    5) Host Migration!

    6) BETA test!

    7) Customizable Multiplayer Skins (As well as trashball Cole! )

    8) Ink Grenades don't beep & just go off instantly

    9) Execution don't use ammo! Congrats FangRoadie

    (There are probably 1 or 2 small details from here that are in that I haven't noticed)

    REPLIES FROM EPIC ABOUT THIS THREAD:


    none(ish)
    HELP ME GET EPIC TO READ THIS

    I have been emailing Flak and there are legal issues with them using fan ideas, or even reading them. How have they used fan ideas before?
    Also, I got a bunch of stuff from them:
    - The Full Hallow Comic Book
    - Wallet
    - Hat
    - UT3
    - Golden Hammerburst Code
    Want to contribute to the list?

    HERE ARE SOME THINGS I COULD CURRENTLY USE HELP WITH:

    2) If someone wanted to come up with a good idea for the new pistol in the Loadouts section, please do so. There may be a lot of contest over this part so Ill choose the one I find best. <WE GOT 2 IDEAS, MAKE MORE!>

    4) Copy Paste this code into your signature:
    HTML Code:
    [FONT="Impact"][CENTER][URL="http://gearsforums.epicgames.com/showthread.php?p=27249195#post27249195"][COLOR="Red"]★ The Gears of War 3 Idea List ★[/COLOR][/URL][/CENTER][/FONT]
    6) Help me get Epics Attention to check out this thread. <STILL NEEDED>

    7) Rate 5 stars!!

    8) For those who read all/most of it I like reading what you thought about almost every idea, and if I could improve any of them.

    9) POST! Keeping this thread alive is the biggest thing I could use from anybody. Post more than once! I don't really encourage simple "bumps" but post something everyday like something you thought of at school/work or comment on a idea you havn't comment on yet.

    12) Join the Support Group!

    10) And if nothing else, post your ideas!!


    <NO LONGER NEEDED>:

    1) If someone who likes the idea of the grappling gun wanted to make a concept art for it that would be awesome. No longer needed thanks to zzhobbit. Feel free to make another tho.

    3) If you would like to, make some cool introduction picture for the very top.
    No longer needed, thanks to Bri Bear. Feel free to make another tho.

    11) Make a concept art picture of AdamFenix's Imulsion Based Revolver Crossbow.
    No longer needed thanks to maurox.

    Special Thanks To:


    maurox950320 - Too many ideas to keep count of tons of pictures, as well as lots of support.
    Davcats - Tac-Com flashing indicator idea plus more & lots of support [PLEASE UN-BAN HIM EPIC!]
    FYFTheKid - biggest 1st supporter
    E.Carmine - made the new Melee System idea as well as supported plus other ideas
    John Matrix - vehicle camera view idea, brutal 1-2-3 punch, Horde 2.0 idea, Submarine map idea, other map ideas, team based logo weapon skin idea, dialog, much more
    zzhobbit - Concept art for grappling gun as well as working on its idea, various other ideas
    Harbinger Of Lives - co-op matchmaking idea
    1BunnyTagerz - awesome supporter who made a DBNO fighting support thread
    AdamFenix - battlefield gametype idea/Imulsion Based Revolver Crossbow + more
    Terry Ticker - Ticker Bowling Gametype & Various other Ideas
    J_Webb - boomshield melee idea
    G E A R S III - Longshot Active Reloads picture
    Machine Gun - Many ideas plus supporting
    Acolyte - Supporter
    ll Bahamian ll - additional host migration idea
    GrubZ - Customization in private matches idea
    DangIGotSawedAgain - Minor Tac-Com distance from teammates idea
    Bri Bear - Cool introduction picture on top of thread
    BoomSnot - Supporter
    Tarheal - What's Up? Menu idea
    Genuine - Game ends when entire enemy team quits Idea
    docshakes101 - Wing'men' gametype
    TANK828 - weapon pick up animation improvement ideas
    Ceteris Paribus - char customization for lefties idea
    newguy2543 - campaign AI ideas
    7urtle - 4 grenades for all grenades & mic indicator above head when talking ideas
    lord softhijs - no downing in mid air
    skeps1s - ping numbers
    Iamgreatatlife - berzerker assault gametype
    Method Man - gold/copper theron guard armor added to character customization
    GearHead92 - extinction game mode idea
    Born 2 Saw - music idea
    Guman - an colored based experience post system idea
    Candlejack - Unreal Tournament weapon skins idea
    bodyboard4life99 - Chainsaw visual idea
    I Love U Jesus - quick mute button
    RaveOnLufc - gametype idea

    Note: If this first post starts to run out of room I'll have to remove what some of you did...
    10 Most Recent Updates:

    11/9/10 - 11/9/10 Update
    10/17/10 - 10/17/10 Update
    10/7/10 - Multiplayer footage update
    10/4/10 - Just updated the OP for the 5 month delay
    9/29/10 - It's been a while ; maurox's customizable movements, Kdawwwg's meat shield from behind idea, JD aus GoW1 ram boomer type idea, John Matrix's Horde 2.0 map idea & more brutal 1-2-3 punch idea
    9/7/10 - Scorcher not useless against boom shield, Chainsaw multiple enemies, John Matrix's vehicle camera angle idea
    8/21/10 - maurox's map idea & execution idea
    8/11/10 - 8/11/10 Update
    7/18/10 - 7/18/10 Update
    7/14/10 - Cryo Grenade, Sparks & Blood Details, flip mantle

    Created thread 4/17/10
    Last edited by host; 11-09-2010 at 06:52 PM.

  2. #2
    Boomshot
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    Gamertag: Quiet ZED 446

    Default

    IDEAS START HERE




    XxXxX
    New Major Gameplay Feature Ideas
    XxXxX


    These ideas, if added, would be the big new gameplay features of gears of war 3, rather than just a simple adjustment or a smaller fan wanted feature. For example the new major game play features of gears of war 2 was grenade wall tagging, chainsaw duels, meat shields, heavy deployable equipment like boom shield, mortar, & mulcher, crawling while DBNO, & so on. These are gameplay features, such as things that are in all multiplayer, campaign, horde, & alike, so things like matchmaking & stuff aren’t in this section. Some smaller features are later on.

    Things that have been confirmed and would fit in this category are:
    -New ability where players can mantle over cover and kick those on the other side
    -Silverback mechsuit
    -Bayonet Charge
    -Trading weapons with teammates
    -Tag meatshields and have them run into enemies
    -More



    > 1: Grenade tag drop kick
    > 2: Standing on Cover to shoot enemies below you
    > 3: Ledge Mantling
    > 4: Chainsaw Jumps (addition to last idea)
    > 5: Grappling gun
    > 6: DBNO Fighting
    > 7: AI Commands

    1) Grenade Tag Drop Kick
    Summary: If a player holds down the B button while having grenades equipped, he will start charging around with the grenade up in the air above his head like he is about to strike someone with it. (This is just like revving the chainsaw bayonet on the lancer, where the player controls himself with the left stick & will become stunned if shot) When he comes in contact with an enemy he will then perform an animation: he tags a guy with the equipped grenade & then performs a drop kick on the tagged player to send the tagged player flying in the kicked direction. The grenade will then go off on the tagged person while he’s on his back & the kicker will get back up on his feet.

    You can also steer the direction the kicked person goes a tiny bit by pressing the stick left or right during the animation, or doing nothing when send him straight.
    Details:

    > This type of grenade tagging will prevent tagged player form chasing you right after they are tagged & I just thought this would be bad ass. This can be done with any grenade.

    > You can even kick the tagged player into his team mates, for epic multi kills (if the grenade is harmful)

    > Both the chainsaw & this in gow3 should get stunned easily by 1 or 2 bullets. But even if you don’t get stunned this isn’t always a clean get away, for sometimes there may be a wall behind the person you kicked, meaning you’ll both be affected by the grenade if the player is still near you after slamming into the wall.
    However the kicker kicks the tagged person high enough to go over half-walls, so if a half-wall is behind the person you’re fine. Also you can kick them off of ledges, like sniper spawn at River, this is Sparta anyone?

    > Another hazard, just like other animations, is that other players can shoot the player while he is getting back up.

    > You can still perform a “normal” grenade tag by just simply pressing B.

    > The player who is kicked is “rag dolled”, like when hit by a smoke in gears 2 before being changed. If the grenade isn’t fatal he’ll get back up after a bit.

    > This is exactly how the animation will look like: the player tags the guy with the grenade, the player then jumps up in the air, lifts his feet, starts rotating backwards in mid-air in a little ball, & kicks the guy who is tagged with both feet at the same time (that all happened really fast). Then the player falls on his side as the tagged guy goes flying then sliding in the kicked direction. The player then takes 2 seconds or so (which is part of the animation) to get back up on his feet. Meanwhile… the tagged guy on his back will suffer the grenade’s effect.

    > If two players try to perform this on each other on the same time both will just get tagged tag by each other grenades at the same time, like a normal tag, with no stun what so ever.

    > Also, the tagged person gets rag-dolled.

    I made this crappy 6 step picture in Photoshop to show basic idea:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Let’s say that a beast rider has frag grenades equipped & is facing a team of Cole(s):
    1- The beast rider sees a cog
    2- Beast rider holds down B to charge at the player with the grenade
    3- Cole misses a shot to stun him, & so beast rider gets close enough to perform the animation. He first tags Cole
    4- He then jumps in the air & performs a drop kick on Cole
    5- Cole goes sliding into two of his team mates, as beast rider lands on his side
    6- All three Cole(s) explode, as beast rider gets back on his feet & is free to walk around again



    2) Standing on cover with one leg to shoot players below you
    Summary: This can only be done on cover that is half of a wall (half-wall cover) which you have to crouch down to take cover behind. This allows a player to shoot enemies directly below them if there’s a ledge on the other side, or shoot players on the other side of half-wall cover. What a player does is goes behind a hall-wall cover. He holds down Left Trigger the entire time, then, while still aiming, he moves the right stick forward, he will then have one foot on top of the cover which gives him a higher view of everything (compared to aiming without doing this). The player will also be leaning forward slightly.

    What this does is lets the player shoot enemies below. For instance, if a player was doing this on cover that has a 20 foot drop on the other side, he could then shoot straight down the ledge. For two-sided half-walls if there are players on the other side of the cover he could then shoot them.
    Details:

    > When done, the player is standing on the cover with on foot like Captain Morgan (if you know who that is)

    > (BECAUSE I DON’T WANT TO SPELL OUT STANDING ON COVER WITH ONE LEG EVERY TIME I’M GOING TO CALL THIS THE “CAPTAIN MORGAN STANCE” FROM NOW ON UNTIL I GET A BETTER NAME)

    > I always wanted this because I would get annoyed when I couldn’t shoot someone below because the cover I was behind was in my way. Also I think this is an awesome idea because it expands on the cover system, which, at least in gow1, I think was the most important feature to Epic.

    > When the player lets go of the left trigger he goes back to crouching behind the cover, if a player gets downed while doing this I would say he should get downed behind the cover.

    > This way fights between players using the same half wall will become much better. Epic already stated that you can new do a mantle-kick over wall ledges, with this to fights over a half-wall will become epic!

    > This can be done very fast, all you have to do is aim & move forward.

    > Since you’re standing on cover you’re much more vulnerable. You wouldn’t be able to “totally pwn” people below you because they can shoot you back easily.

    > It would have the advantage of being able to shoot at the guy below you, but also make you a much larger target. I think it would be a balanced risk/reward situation. Also people will still aim behind cover like normal people should only do this if someone is below them. There would be no way it would be OP, it something that the real gear characters would do in real life, hell it should already be in the game!

    > No more of the cover YOU are behind getting in the way of YOUR shots.

    I made this crappy 6 step picture in Photoshop to show basic idea:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Let’s say that Marcus is up with the pistol spawn in gridlock. A sniper is running towards him to take cover under him.
    1- Marcus is taking cover like normal as sniper runs towards him
    2- Marcus aims like normal & start to shoot at sniper
    3- Sniper runs under him
    4- Marcus then stands on the cover & shoots sniper
    1b- Here is an example of what would happen when two players are taking cover behind the same half wall. One player stands on the cover & shoots the other.
    2b- Here is the same example again, however this time the other guy shoots Marcus by blind firing before Marcus can shoot him


    Supported here


    3) Ledge Mantling
    Summary: This can only be done on cover that has a large drop on the other side, like steps 1-4 in the picture above. When a player is behind the right type of cover, he has the option of pressing X & going forward, similar to mantling over a 2-sided half-wall cover. What this does is has the player mantle over the cover & jump off the ledge! When the player lands it takes some time for the player to recover from the jump. Gears if too flat, allowing us to go up & down ledges would be awesome and make the game feel less restricted! NOTE: This isn’t rly jumping.
    Details:

    > I’m sorry if this would be too big of a feature for Epic to implement into the game considering the game is only a year away and probably half way done. But throughout my time playing Gears of War, and I’m sure many fans will agree with me, I thought the game lacked movement by restricting us to be unable to jump off of things. I doesn’t make sense why we shouldn't be able to. Imagine the improvement of flow if instead of being stuck on a flat plan we could actually use the 3-dimensional world around us.

    > The time it takes for the player to recover from the jump depends on the height of the jump. For instance: if someone was to jump off a ledge as tall as a person then it would only take about a second to recover. If someone was to jump off something taller then it would take about 2.5 seconds to recover. If someone jumped off something as tall as the bridges on canals then it would take a while for the player’s charter to recover from the landing. When recovering from the fall the characters makes grudging noises & has his hands touching the ground & slowly stands up. (does not take damage)

    > This does not making escaping from high places easy, for a player can shoot a player that just jumped by looking of the edge with the Captain Morgan Stance & shooting him as he is recovering, or perform the chainsaw jump on top of him (see next chainsaw jump). Plus if someone happens to be below where you jumped ready to shoot you when you’re recovering you’re also screwed.

    > Also this can only be done if the area below has nothing in the way, if there is a car at the bottom or ground you can’t walk on you can’t do this. –*Or maybe, for objects like cars, you can jump down on them then hop off of them.

    > If the ledge is too high & would kill someone, like from the torque spawn on tyro station to the ground below or the sniper window on the house on river to the river below, then it’s not possible.

    > You will also be given the option to do this in places where this isn't a half-wall cover before the drop & so there is just a sudden drop at your feet, like the tower in Grindyard, except this is more of a ledge-step-off, same deal tho.
    > I also realized on some parts of remade maps, only on some maps, this may cause unbalancing. But Epic should know where it wouldn’t screw up the game play, & where it would improve it. Some places this shouldn't work even though it could, just so it doesn't screw up gameplay in the map. Things can be put in the wall to prevent players doing this, like little spikes for example. Example where this should not be possible, if these maps where to return:
    -On subway from the sniper spawn to the lower grenade spawn, for that would cause unevenness (They should put a roof thing a bit under the sniper tower, which would also stop players from doing the Captain Morgan Stance & shooting people picking up the grenades, because Epic intended that grenade spawn to be safe from players above).
    -The window of the grenade room in Blood Drive, so campers don't have any easy escape.
    -& some other places
    Examples where this should be possible:
    -Defiantly everywhere on canals. That would be awesome .
    -The two side tower in gridlock with the pistol, not the middle one tho in my opinion
    -Ruins from the bridge to the grenade spawn, to surprise campers
    -& more

    > Since the player is falling down fast, bullets from below will become much deadlier. If you look up & catch some one jumping down you can very easily one-piece them, & maybe send their guts flying back up

    > You cannot shoot while falling

    > It looks like what your character does when he steps down those half-wall drops.

    > If a player were to land directly on another player, both players get rag-dolled , & the player that got landed also takes some damage

    > This is more of an addition to the Captain Morgan Stance, but if someone is doing the Captain Morgan Stance & someone else comes up from behind & melees them, the player will get pushed over the ledge . The player takes damage from the melee & gets rag dolled, recovering time is increased. If there is something like an object or un-walk-able terrain at the bottom, or if the ledge is too high, then the player dies; their bones loudly snap when they hit the ground. The kill symbol shows two hands pushing someone.

    > I was asked to make the button X so players won’t accidently do this.

    > Someone cannot be down in mid air, instead if a player is in mid air and would be downed he insta dies! (Idea by lord softhijs)

    A picture for this is in next section

    Supported here


    4) Chainsaw Jumps
    Summary: This is addition to the idea above. If someone does a ledge jump with a chainsaw out they can rev the chainsaw while falling & If the player where to land near or on top of an enemy than he would chop their head in half! The player has to land on top or next to them, which takes accuracy, skill, & good timing to do.

    This should also be possible with the new Plancer!
    Details:

    > When done right, the player will slam the chainsaw against the other players head, cutting the head in half. Since the player is falling this is done very quickly its like as if it was a sword. The jumping player will then go back to recovering from the jump like normal. If you’re shot while attempting this it won’t work & the recovery time becomes longer (because you got stunned in midair like when shot while trying to chainsaw some on ground), unless your attempt with the Pendulum Lancer.

    > If the player fails at this, then it will pretty much just be a normal ledge jump. (Recovering timer remains the same)

    > If a player gets sliced their body stands up for a second longer, with their head pealing in both directions, their arms hanging down at the ground & their knees bent a little, then they collapse. Gory .

    > We should be able to do this against the big locust types too! For instance, how cool would it be if we were to perform this against a boomer type and we would land on them and grind their skulls out! Being able to chainsaw boomer types normally would make them a weak threat so I think that shouldn't be added, but we should be able to this way because the chances of them being directly below you would be unlikely so it would be a bad ass kill. (<- idea by maurox950320)

    I made this crappy 6 step picture in Photoshop to show the basic idea of the above two ideas:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    The cliff jump:
    1- A player is doing the Captain Morgan Stance
    2- The player is in mid jump
    3- The player is now recovering from the jump
    The chainsaw jump:
    1b- Blue player stands under Red player unknowing that he is above him
    2b- Red player is now in mid jump while having a chainsaw revving as blue player hears the chainsaw but is too late to move (that’s what it would look like)
    3b- Red player lands next to blue player & splits his head open with the saw & then starts recovering



    5) Grappling Gun
    Summary: So if the ledge jumping idea is used then we have a way down some ledges… how about a way up? Introducing the grappling gun! The grappling gun shoots a grappling hook that attaches to half-wall cover on the other side of ledge-mantling-jumpable ledges. The hook is attached to a long rope that can be used to climbed up. The hook will only attach when shot behind cover that can be ledge mantled from the other side.

    When done right the hook first hits the ground behind the cover, then the gun starts pulling it towards the cover, then the hook hooks onto the top edge of the cover on the other side.

    When aiming the grappling gun an transparent arc appears, like when you're aiming a grenade or charging the torque bow that shows exactly where the grenade/arrow will land. Its arc goes straight for a bit then suddenly curves sharply, so it’s easy to shoot over & behind ledges. In addition, the arc will be orange when there is nothing for the hook to hook onto, but when there is it will turn blue. The grappling gun can be shot regardless if there is anything to hook onto, if it doesn’t hook onto cover it slides back the player’s gun like a tape measure sliding back towards you. If the hook itself hits a player, it only causes about the damage of 4 snub pistol shots, plus takes a while to be shot again, therefore isn't much of a efficient weapon at all except maybe for executing.

    ALSO, this gears grappling gun would have 3 additions compared to real-life grappling guns:

    1) Foot Holder Bar – This is a bar 3.5 feet down from the grappling hook. What this does is acts as a foot holder when the climber reaches the top; this is so the player can crouch down behind the cover he hooked the grappling hook onto from the other side, so players can take cover from players at the top of the ledge, pretty much making it a two-sided mantle-able half-wall cover.

    2) Reflector - Once the hook attaches to something, a gadget in the gun cuts the rope, so there isn’t a big pile of rope at the bottom. Then a little ball with lights will attach to the newly cut end of the rope. This little ball with lights just lets players know where the bottom of the rope is. When near the ball players can press X to start climbing up. (It's also team colored)

    3) Invincibility Light - There is a light on the center of the hook. When the light is on the hook cannot be destroyed. It slowly fades, after around 1 minute the light goes out. This just prevents campers or whatever from destroying the hook right when it gets attached, so they have to embrace for whoever is coming up. After the light goes off the hook can be destroyed. It can be shot, melee'd twice, or even chainsawed. Shooting it makes it fade a bit quicker. I just added this because I want the grappling gun to be a siege weapon where players must prepare for those climbing up like knights in medieval times, not just a wimsey transportation device that gets up to high places unless if there’s enemies at the top.
    Details:

    > Controls when climbing the rope: When climbing you hold the left stick up to climb up. You can hold it down to slowly climb down, or you can press X to slide down. When sliding down there is no recovery time unlike ledge mantling.

    > This would be good for getting around a camper’s grenades, for example going up the side of jacinto’s grenade tower instead of walking up the stairs in fear of exploding.

    > The grappling gun is a unique type of equipment, it’s not a main gun or a pistol. It doesn’t take any gun or grenade’s spot & nothing takes its spot. To get you’re grappling gun out you select down on the d-paid twice, like a secondary pistol. If you already have pistol out you press down on the d-paid once.

    > In campaign/co-op you’ll find grappling guns In places. How to get them in multiplayer is Explained in section 3: Loadouts

    > The grappling gun only has 1 ammo, once attached to something it’s out.

    > You can also use the grappling gun in reverse: if you’re at the top of ledge-mantling-jumpable ledge you can melee with the grappling gun & the hook attaches to the top & the rope slides down to the bottom. Reason you would do this could be:
    because you want to mantle down the ledge and not have to deal with recovery time because you're in a rush,
    or you want to let a team mate up.

    > You can slide down if you're at the top. Just mantle over to the foot holder bar & press X to slide down.

    > If you get downed while climbing or at the top you fall down (like a rag doll) & become downed at the bottom of the rope.

    > Multiple people can be climbing at once, only 1 can be on the foot holder bar at a time & you can’t slide down if players are below you, instead you’ll jump off without affecting them, but will have recovery time.

    > Unlike the batman grappling gun there is no little gadget that pulls you up, for all of the Gears characters are on steroids & can pull themselves up.

    HERE'S SOME CONCEPT ART FOR THE BY zzhobbit
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    <zzhobbit has a paragraph explaining how it would work & the back ground history of the idea coming soon!>

    Here is earlier concept art by him:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Defiantly cool looking too, I told him this one was a bit bigger than I planned (I had it pistol-ish sized like the above picture) but otherwise it looked awesome.

    Here's another concept art by maurox950320:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Also very cool, although it looks COG but hey I suppose it could be. (I planned for it to be a locust too)

    Another idea is that it could be living creature: <LINK COMING SOON>

    Here's an example on how a grappling gun would work:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Let’s say Dizzy has a grappling gun on Day One & wants to climb up to the sniper spawn above the arcade.
    1- Dizzy is aiming the grappling gun behind the spot that works. (note: I just used a little kids toy for the pic lol)
    2- The hook gets attached & dizzy walks over to the attachment ball (note: the attachment ball doesn’t have to look that’s simple either)
    3- Dizzy climbs up
    4- Dizzy is taking cover behind the half-wall while crouching on the foot holder bar, safe from a hammerhead drone.
    5- Dizzy mantles over & kills the hammerhead.
    6- After the light fades Dizzy destroys his own hook so no one else may come up that way.


    6) DBNO Fighting
    Summary: Have you ever found it lame when two people down each other at the same time and then whoever gets revived first wins? Or win you and someone else down each other and their team mate is on the way to kill you and revive them but your team mates are too busy being stupid? I think if Gears of War was real Locust and Cog would try to kill each other even if they were on their knees bleeding to death, wouldn’t you?

    Introducing DBNO fighting, where DBNO players can attempt to kill other DBNO enemies! If a DBNO is next to a DBNO enemy then he can press B to engage in “Down But Not Out” fighting. During this cog & locust characters will struggle to beat the other person to death while on their knees.
    Details:

    > So what happens when engaged? Five letters (either A, B, X, or Y, the buttons) randomly pop up on top of the screen. Such as: XBYAA. Whoever presses them correctly first in order wins the struggle and beats the other to death in some way! This system IMO would be better than the current press B the fastest to win chainsaw duel system because: It would make it a ton more interesting, challenging, & fun, players who press buttons slow wouldn’t complain, and modded controllers wouldn’t win. I think this is how the chainsaw duels in Gears 3 should work too. If Epic won’t do this for whatever reason I guess I’m fine with whoever presses B the fastest, but would prefer this. Supported here.

    > YOU CAN REVIVE YOUR TEAMMATES WHILE THEY ARE IN A DUEL!

    > Click here for an explanation of the 2 below pictures:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    > If the new system from an above point using a sequence rather than button mashing is used ties happening will be extremely rare, since this way the xbox can record up to the closest .001 of a sec rather than recroding if the button is pressed the same amount of times. But if it does happen they just restart.

    > Issues about this idea dealing with lag are explained in the next section.

    VOTE YES HERE!

    7) AI Commands
    Summary: We need to be able to command our AI teammates again! This time, both in campaign & multiplayer bots! (as well as any other mods were you may have AI allies)

    We could do this through tac-com.

    (Idea by Many newguy2543/idearheria)
    Details:

    Here are some commands:

    LB+Y = Regroup
    LB+X = Spread out
    LB+B = Retreat
    LB+A = Attack

    LB+RB = Give grenades
    LB+LT = Give left weapon
    LB+RT = Give right weapon
    LB+Both Triggers = Give pistol

    XxXxX
    Host, Connection System, & Glitches
    XxXxX


    Unfortunately, to be honest, Gears of War is known for having horrid lag and a truck full of glitches. So what glitches & lag problems do you guys want to see in gow3?

    How about NONE!!

    Epic has already confirmed that they making sure Gears of War 3 isn’t nearly as “clunky” as the last two titles:
    Said by Cliff Bleszinski
    Straight out of the box Gears of War 2’s matchmaking was very very clunky and very very seldom worked, that is something we take very very seriously and we feel very very bad about.
    Many things in this section have been confirmed


    I trust that Gears of War 3 will be much more improved in terms of glitches and problems due to this, still, we all have our own mechanical ideas on how Gears of War 3 should work. Here are some ideas that have yet to be confirmed:

    > 1: BETA test it
    > 2: DLC available Worldwide
    > 3: Quick Mute Button
    > 4: Region Filter over Skill Filter
    > 5: Chainsaw duel/DBNO wrestling lag fix
    > 6: General Lag, Hit Detection & Glitches
    > 7: Xbox Dedicated Servers*
    > 8: Host Migration

    1) BETA test it
    A BETA TEST HAS BEEN CONFIRMED!

    > Now that it is confirmed all I have to say is make getting into the BETA something cool & interesting. I thought having to have at least 1000g in GoW2 and GoW1 be a requirement would be cool, it would defiantly separate the Gears heads from the casual players. Not that the casual players shouldn’t get to test it... but 'gear heads' may be more efficient as giving feed-back.

    3) Quick Mute Button
    [This didn't fit in a lot of other places... but is important none the less]
    (First suggested by I Love U Jesus) Please make it so there is a quick mute button! We don't want to have to go to their gamer card to mute them, all the other top shooters have a quick mute button. Just go to the in game multiplayer scoreboard, go the person's name you want to mute, press something to mute.
    Last edited by host; 10-18-2010 at 01:39 AM.

  3. #3
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    4) Region Filter over Skill Filter
    Okay okay Epic already confirmed that the Region Filter will be improved, still I already had this typed up and I want to emphasize this. Not to mention they haven’t said anything about the Skill filter.

    Many things should attempt to lower the lag in gears of war 3, but one of those things is the emphasis over the region filter rather than the skill filter. Like 99% of the time when you playing those unbearably laggy games it due to the people your playing will living across the world.

    If the skill filter matched people up around the same skill level but had to bring people from all over to do so, making the lag unbearable, then it didn’t match a game at all!! It only made an unfortunate group of people suffer. If the match is not going to be fun, then there is no point of it matching people together.

    Besides, the skill filter could use some range anyways. What’s the point of getting better if you always face people your skill level?
    Also, host being given to the “best connection” would also be great, rather than being given randomly like gow2. However many people do not realize that “host being given to best connection” won’t make much of a difference compared to a good strict region filter / ping limit. If the players are spread out across the world and host is given to the “best” connection then the connection is still going to be bad. FYI the “best connection” will probably be the person that’s most centered of all the players.


    5) Chainsaw duel/DBNO fighting lag fix
    One of the many things in gow2 that is affected by lag in gow2 is chainsaw duels. Usually, unless one person can just press B much faster than the other person, the person with the better connection to host wins. I have a specific mechanical idea how to fix this:

    When you reload it’s not affected by the lag no matter how laggy the game is. This is because your Xbox is always the “host” of your reloading even if your not host of the game. Same idea should be used in chainsaw duel & DNBO fighting (if used).



    Specifics: When client Xboxes gets the message from the host Xbox that they engaged in chainsaw duel/DNBO fighting, a timer starts on both client Xboxes (You don’t see It btw). The 2 client Xboxes may have not started the timer at the same time due to not receiving the engaged in duel/fighting from host message at the same time, but that’s okay: The two separate timers will record how long it took them to press the letters correctly first. Once finished the client Xboxes submit their times to the host and the host Xbox will give the fastest time the win once both times are received.

    The host may not get both times at the same time, hell the faster time could have been the one received last, but it doesn’t matter for the host Xbox will wait until both times are received before selecting a winner. Sure, maybe the duel lasted longer then it really was due to waiting, but both players got a perfectly fair chance to win.

    …and just so there isn’t too much waiting there could be a 10 sec time limit or something. If Epic uses who ever presses B fastest rather than my who ever press the correct letters first idea then the timer could just be a 5 sec timer and the client Xboxs will recorded how many times the B button was presses during that time.
    6) General Lag, Hit Detection & Glitches
    Any information regarding this has yet to be confirmed!
    > Now I’m not expert in connection systems & hit detection in major online gaming. However, along with my two above ideas, many things should also be added to stop lag in gow3. Reduce the lag!

    > As for hit detection, what if the client Xboxes tells the host Xbox where or whom their bullets hit depending on what they saw on the screen? Rather than tell the host they shot, having the host see where the bullets went, the sending it back to the client. But I don’t want to tell Epic how to do their job, especially considering if I what to take Rod’s place I would probably have no idea what I’m doing. But still I know a little about code.
    Now I’m not sure if this would work more fairly than the current system, In fact I think this may give host a disadvantage. But hey, 1 player having a disadvantage is better than 9, especially if there are dedicated host this shouldn’t be a problem.

    > As for glitches,please at least test it enough so there is no absolutely no way to do previous glitches: no glitching out of maps, no ammo glitches, no invisibility glitch, no screwed-up mortar, no shield glitch, no screwed-up grenade tossing, no erasing stats, lag-switch proof, no glitching ranks, and so on.
    Check out this thread for Other Small things we Don't Want!

    > Please allow us to see all player's pings! (#3) We don't want bars ether, we want specific ping numbers next to each player's name. Gears 1 360 let us see bars which was okay but number would have been better, then Gears 2 didn't give us anything. It was a step in the wrong direction! (Demand by skeps1s)

    7) Xbox Dedicated Host*
    Dedicated Servers Have BEEN CONFIRMED! It is not clear how they work yet but chances are not like this, but who knows...
    Even tho my name may be host, I do not enjoy host advantage one bit. Dedicated servers are the simplest solution to host advantage. However, I’m not talking about the ones that will cost Epic money. Instead, I’m thinking any Xbox should be able to be a dedicated server. They have it in unreal tournament… why not gears? Except in gears, you should be able to host for people in public matches whom you don’t know.

    Here’s how it would work: In the main menu or multiplayer menu, there’s an option “Dedicated Host”. When selected the player goes into a different screen. They are now a dedicated server. When they are not currently hosting and are looking for a match to host, it’ll be pretty empty with the words “looking for match…”

    When a match to host is found, the screen will show up with the game’s score board. It’ll show their point, kills, deaths, and so on (updated as time goes by). It will also show what game type they are hosting, along with map and some other things (I suppose they could be a spectator too, unless that will interfere with game speed). If you’re playing a game and someone is a dedicated host of the game then in the top right corner of the game score board it will say, “DEDICATED SERVER: <enter dedicated host’s Gamertag>“ (press to see gamertag ect.)

    On the dedicated host screen if you press Y it will show stats about the previous games you hosted before, if any, during their dedicated hosting session. (I’m hoping no one will just sit in front of their TV as they are doing this, this is something people should do when they have some else to do / are busy, then come back and see what they hosted while they were gone)

    After completing a match as a dedicated server they will go back into the waiting list to serve as a host for future matches.

    Public matches have first dibs to get dedicated host, if there are penalty of extra dedicated host out there and no chance of future public matches needing one, then they can be given to player matches (if gow3 will have those…)

    They will be a punishment for quitting while being a dedicated server if hosting a match.

    Another button will make it so if the dedicated host is currently hosting a game they won’t go back to the “looking for match” screen after the current match is done, so they can go do something else and wait for the current match to end and not come back to find another one has started, and not quit.

    If a person has a horrible connection, then they won’t be able to be a dedicated server.

    Also, Epic could have some dedicated host in their studio & other places in the world to serve as dedicated servers constantly. The name of Epic’s machines could just be “Epic Machine #053” for example.

    If a public match can’t find a dedicated server to host, then someone playing will just have to be host but hopefully there will be enough to make it so this doesn’t happen much at all.

    So why would anyone do this?

    1) To be a nice person, of course.

    2) If you’re not currently playing, why not leave your Xbox on and be a dedicated server?

    3) Also players will receive a bit of rank exp for every game they “completed” as a dedicated host. This will be great, not only will this encourage a lot of players to be dedicated servers, but now boosters will actually be contributing to the community lol! I imagine on average for the dedicated host’s exp, it averages all of the players in the game scores, and times that average score by x.45
    However that .45 will be adjusted a little depending on time of day. Most likely everyone will be doing this while they’re at work or school between 7am – 4pm for example, when their will be lots of dedicated servers and not so many players, but then after work/school the dedicated server count will probably drop as people get back to their Xbox and the player count will increase.
    Because of this, during sleep, work & school hours dedicated server won’t get so many exp not to mention may have trouble finding matches
    While after work/school hours dedicated servers will get more exp and won’t have trouble finding games to host.

    4)* Also, maybe there could be an achievement too, such as Host 8 hours worth of gameplay as a dedicated sever -15g
    >PLEASE AT LEAST PUT THE OPTION TO BE A DEDICATED HOST IN PRIVATE MATCHES! (and player matches, if there are any)


    8) Host Migration
    Host Migration HAS BEEN CONFIRMED!

    When the host quits the game shouldn’t end. “Host migration” is the solution. If the host quit, the clients still remain connected to each other and the screen goes into a loading screen while someone else remaining in the game is given host (best host selection pls?) then starts back up again where the game left off. If a dedicated host quits someone in the game becomes host. Simple enough .

    > ALSO, if the connection is horrible and its possible to switch to a better host the game should do so, like Modern Warfare 2 does. (idea by ll Bahamian ll)
    9) Out-Side-of-Map Kill Barriers
    To make glitching outside a map, which was a problem in both Gears of War 1 & 2, impossible in Gears 3 there should be a kill barrier everyone Epic intends on no players going which kills any player that falls out of the map. But not instant kill, but rather a barrier of a Ink grenade cloud that slowly damages them, so they can try to get back in the map if they accidently fall out, if they can. Simple enough?

    XxXxX
    General Gameplay Ideas
    XxXxX
    Now, for gameplay. We covered new major features ideas in the first section, but this section deals with ideas on everything else: ideas expanding/adjusting old features, minor new gameplay features, the guns & speed, ect. Above all, we want the gameplay to be consistent, balanced, & fun.

    > 1: Speed
    > 2: Melee System
    > 3: Grenades, Wall Tagging, & Tac-Com
    > 4: Weapon Adjustments:

    -Mulcher
    -Longshot Sniper
    -Gorgon Pistol
    -Hammer Burst
    -Snub Pistol
    -Hammer of Dawn
    -Lancer
    -Chainsaw
    -Torque Bow
    -Boom Shot
    -Boltok Pistol
    -Boom Shield
    -Mortar
    -Scorcher

    > 5: Loudouts
    > 6: Everything Else
    1) The Speed in GoW3
    Epic has yet to confirm any information on gameplay speed.

    Make it fast paced!

    By fast paced I mean…

    …Almost every weapon is deadlier & some are faster shooting! (hopefully nothing is UP or OP tho)
    …No or little stuns & delays!
    …Less waiting!
    …Faster charter movement speed! (Seriously this one needs to happen, rolling is faster than running, lets not have that happen in gow3)
    …Everything in the gameplay just seems much more faster and action-packed than the prevous gears games! (Or at least faster them gow2)

    Cliffy has confirmed that Gears of War 3 is going to be more arcade-y, so make it faster!

    ’nuff said?
    2) Melee in Gears of War 3
    Gears of War is an in-your-face shooter. However; it’s still a shooter, not a boxing game. The melee is GoW2 was simply way too powerful, many used it over actually using a gun. So here are some ideas of a new sysmtem for Epic to think about.

    <NEW!>
    There is new melee system now due to popular vote. The new system, made by E.Carmine, just barely won and so replaced my idea of a no stun, damage only, visual effect melee system.

    Click here to view the old melee system!

    This new system consist of no damage (with some exceptions), stun only, and a melee blocking system.

    *It also includes a way to melee with a lancer without using the chainsaw attachment, which I'm not fully sure if I support but I decided to leave it anyways. Due to lack of room that part is only available if you click the link.
    > Melee doesn't damage, with an exception for several weapons. Examples:
    Torque Bow: Has a sharpe Blade that cuts but doesn't penetrate --> medium damage(three hits to down)
    -P.Lancer: Has a sharp and long bayonet/Knife that cuts deep and may penetrate --> critical damage(two hits to down)(only the melee! Maybe there's a deadly attack like with the Lancer which will stay lethal!)
    -Lancer*: Medium Damage (three hits to down)(only the melee! standard chainsaw attack stays as a insta-kill animation [see below])

    > The stun stays. The stun will push the target out of melee range(so you won't be able to two-piece or downbeat) and last for ca. 1 sec.(So the standard melee can't get abused for offensive uses and will become a defensive action).
    The offensive melee-weapons (Torque, Lancer*, P.Lancer) will damage but not stun! (you get cut/stabbed. Not pushed)

    > Melee Block & Counter System! (with any weapon except pistols/grenades/heavy weapons):
    If your about to get meleed you'd need to press B. If you do so you parry the melee and the attacker gets stunned. But while your block the attacker has also the chance to press B. If he has the right timing, the two chars start struggeling(familiar to the chainsawduel)(you need to tap a random combination of buttons shown on the screen faster then your opponent) and whoever wins will push the oppenent's weapon aside and (spartan)kick him to the ground(out of melee-range) where he stays stunned for 1 - 2 secs(he may get up faster by rapidly tapping A) wide open to shoot. This should also work against the Lancer*'s chainsaw-attack.
    So it works like this:
    Attack --> Counter --> Block => Struggle(Btw: If there's a stalemate during the struggle both players will be pushed back(again out of meleerange).

    Click here to view how to melee with a lancer.

    > (Idea by Kdawwwg) Additional Idea: Being able to instantly use someone alive as a meat shield by sneaking up from behind and melee/chainsawing (idea needs improvement...)

    3) Grenades, Wall Tagging, & Tac-com
    Now for grenades, I have a lot of ideas. Many people may want wall tagging taken out, but I seriously doubt Epic will ever do such a thing. Besides many of us don’t want it taken out, I personally don’t want anything to be taken out. Instead, we need to compromise. Compromise, compromise, compromise!
    (I put tac-com in this section too because its gets tied in with some grenade wall-planting ideas)

    I’m going to split this section up into sections:

    > Team Colored Grenades
    > Exact Wall Planting Aimer
    > Tac-Com Friendly Grenade Indicator
    > Smoke Marking
    > Motion Sensitive Mine Grenades
    > General Wall Tagged Grenades
    > General Grenades
    > General Tac-Com
    Team Colored Grenades:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    I think grenades should be team colored, such as the grenades in the pic above, like any weapon that’s being hold, from multiple reasons, mostly so players can tell the difference from a friendly & hostile planted grenade without stopping to look at threw tac-com. Guns are team colored, grenades should be too; not to mention they imo would look much cooler team-colored.

    The current reason they are colored different regardless of team is so you can easily tell what type they are, but you can still tell what kind of grenade it is, regardless of color.

    This includes grenades your holding/thrown ect. As for a grenade not yet picked-up maybe their lights could be white.


    Exact Wall Planting Aimer:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    The point of this idea of mine is so you can plant a grenade exactly where you want to! I find in annoying when I’m trying to plant a grenade behind something and when I hit B it ends up being planted in a totally obvious and stupid spot.

    > When you have a grenade equipped and you’re not aiming a toss or anything, and you’re facing a surface, a little Icon will show up on the surface, like the icon that shows where the grenade will land if thrown. This icon shows where exactly the grenade will be planted if you press B. This Icon will flow smoothly in the middle of the screen & not “stick” to any surface, so you can plant a grenade exactly where you want to.


    Tac-Com Friendly Grenade Indicators:

    (This idea has been added to GoW2 in an update, but It would be nice to have it expanded on in GoW3)

    FYI, tac-com is the black & white screen that comes up when you hold down LB that shows where you team mates are, also known as the mission objective menu by some.

    Now along with the ability to see where you team mates are you should be able to see indicators above friendly wall-planted grenades at all times.
    The current system I’m talking about got undated into Gears of War 2 in a patch; however it could use some improvements. First of all I would like to see this get replaced with a symbol rather than it glowing bright white, now that Gears of War 3 is a new game we can do that. Secondly I want these symbols to be seen through walls.

    Here is a basic idea on what these indicators could look like:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    I tried to make them look different from each other by having them at different angles and stuff so the grenade type can be easily distinguished. I have not made symbols for possibly new grenade types.


    Smoke Marking:

    Now, to expand on the above idea and give smoke grenades another use.

    Lets say your coming up to a place where you think there might be a enemy wall planted grenade. With this idea, if your suspicious you can get out your smoke and toss it where you think there might be one hiding behind the corner. If there is any type of enemy grenade in your smoke’s grenade cloud/’explosion’ radius, then an indicator in tac-com will be placed above it. This indicator will be like the ones that show where friendly grenades are, except it will be showing where an enemy grenade is & will be the other team’s color. The indicator becomes permanent until it gets destroyed or what ever.


    Here is a pic showing the idea:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Dom is using tac-com & sees an indicator above a cog friendly smoke grenade ahead of him, but he also sees an indicator for an enemy frag grenade around the corner that got marked by a teammate’s smoke.

    > When your smoke grenade marked an enemy grenade, you’ll hear this confirmation beep at the same time as the smoke grenade going off, which lets the player know his smoke “found” a grenade and he should use tac-com to see where it is.

    > The smoke’s marking range should be pretty large, larger than the smoke’s radius, so that if you have a good guess that a grenade is in a general area than you have a pretty good chance of marking it.

    > When you mark a grenade it shows up in all of your teammates’ tac-com too.


    *Make Grenades Motion Sensitive:

    This is just a crazy idea that would be another way to get around planted grenades.
    What if grenades would only go off by someone moving fast? If you were to walk slow, like Marcus talking to Anya during the campaign slow, then no grenades go off.

    This way if you’re suspicious about grenades in a general area & you don’t have a smoke, you can walk slowly. Or if you marked a grenade with a smoke but then don’t have a way to destroy it. When you find a grenade, you can get as close to it as you want as long as you’re still walking slow. If you are in range you can press X or B to disarm it. Would not work if there are enemies around, since they would shoot you. When you get close enough to the grenade you can press B to deactivate it somehow.

    This would also be good to sneak up on campers facing the other way by walking past their grenades rather than setting them off which lets them know someone is coming.

    Supported here


    General Wall Tagged Grenades:

    Here are some more smaller ideas on wall tagging in gow3.

    > Increase the max distance you can be from a wall to plant a grenade so you can:
    1) If your planting a grenade on a sloped floor you can still face down the slope and plant the grenade.
    2) So you can place grenades on some low ceilings.

    > Make the hit points of grenades on walls to 1HP. That means 1 bullet of anything will blow it up. For shotguns, a pellet doesn’t even have to hit the grenade. As long as a pellet lands close to it will go off.
    Reasons why this should happen:
    1) No more standing in a spot for 5 seconds to shoot a grenade (which breaks gameplay flow), instead you can pretty much pop shot them, would defiantly improve the game’s flow.
    2) If a planter/camper is walking past his own grenade then you should have the chance to blow him up with his own grenade, with 1hp it would be easy but the way it was in gow2 it would never happen because it takes too long.
    3) Currently, Shooting smoke/ink grenades takes so long to shoot, people just run into them to save time.
    4) There explosive devices! They should be very sensitive!

    > Make the time gap between a grenade being set off and the grenade blowing up a bit bigger (the “beep, beep, beep”)
    Reasons why:
    1) Main Reason: So players can easily set off a grenade then jump back to safety if they know one is behind a corner, because wall grenades should only kill someone if they don’t know it’s there.
    2) This also makes it so achieving multi-kills with planted frags is easier, if a pack of people run together unknowing of an upcoming grenade (Because if it has delay then it will go off when there are more people passing by instead of going off when the first guy runs by). Some people may be against this because that’s a “nooby” multi kill, but if a group of people were dumb enough to run as an unaware pack then I wouldn’t say they didn’t deserve to die. IMO a multi kill is fun to get no matter how nooby it was, as long as it wasn’t because of host advantage or cheating. Besides, this will just be a side effect, the main reason is why this is needed.

    > Make it so if you shoot a grenade and its still close enough to effect you, it won’t. In other words make it so players can’t kill/blind themselves by shooting an enemy grenade, cause that should never happen. Again, because planted grenades should only ever kill someone if they don’t know it’s there!


    General Grenades:

    > Please remove the delay between pressing the trigger and your character throwing the grenade when Aiming a grenade. It causes you to be vulnerable for longer than you wish and can seriously screw you up, so please remove it. You know what I mean, when you swinging a grenade your character takes an extra sec to do one more swing before tossing it.

    > We should be able to carry multiple grenade types, with four grenades of any type max. He is a simple pic by maurox explaining the idea:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    In the above example the player would have all 4 grenade types
    Instead of listing horizontal like the example IMO it should list only the grenades type you have vertically.
    It would work like the grappling gun were everytime you press up on the D-pad it switches to the next grenade.
    (Idea by 7urtle/maurox950320)

    > (Idea by x Mr Pirie) We should be able to tie grenades together and then toss them at the same time! By pressing the reload button, since you don't readload with grenades. This would cause extra explosion radius to be bigger, but you can also combine two different grenade types to make combinations; if you tie a ink with a frag it will cause they flame cloud! (see below ink ideas)

    > We should be able to take grenades we planted on wall back off again in case we messed up (Idea by maurox)

    Frag Grenades:

    > For thrown frag grenades only, get rid of the entire roll & you will be invincible to them thing. Its very unrealistic, makes throwing frags pointless most of the time, & isn’t fun. Instead, if you are close enough, even if you are rolling, you die, like it should be. Rolling could make the kill radius smaller, but shouldn’t make you invincible.

    This way rolling helps you get away, but won’t make you invincible. Most people don’t see how but I know right now frags will be more fun for both the tosser & dodger if this idea is used. This way Frags will also take more skill, it will encourage people to throw them more rather then planting them, and so on.
    This is for thrown frags only! As I stated in the section above frag grenades on walls shouldn’t killing people away from them so they can effectively set them off then roll back to safety.
    -If this isn’t used, at least make it so if you roll towards the grenade you die.

    > Make it so two thrown frags don’t kill people threw cover anymore, and decrease the power of two frags thrown at once.

    Ink Grenades:

    > For ink grenades, they are a tad bit on the under powered side. I think a simple fix for this is to just remove the “beep, beep, beep” form them. This mean inks go off as soon as they hit the ground or as soon as some walks past them.
    THIS MADE IT INTO THE GAME! INKS DON'T BEEP!
    Reason Why: Because ink grenades do their “job” over a period of time rather than 1 instant moment like frags & stun grenades, therefore the Beeps just aren’t necessary for inks. Think about it, the only reason grenades have beeps are to give you time to escape their instant-effect, but since inks aren’t instant they don’t need the beeps.

    > Make it so if you tag someone with an ink grenade they ACTUALLY DIE! It doesn’t make sense: a ink on your skin seeping poison into your skin doesn’t kill you, but one 10m away will? It ruins gameplay because once you tag someone with an ink you can’t kill them since they are protected by your cloud of poison, or when you tag someone with an ink & you get down, you die from the ink but they don’t. WTF.
    This is how tagging someone with an ink should work: they get downed very quickly after being tagged, and once DBNO dies within 2 seconds. Unless if there are 3 teammates there ready to revive him, he dies, for the first two times he gets revived he’ll just get downed again.

    > I would like the outline of the ink’s cloud to be more clear (as in the radius of its effect more visible, less gassy).

    > I would also like it if instead of the ink grenade itself disappearing right when it creates the poisonous cloud, it stays where it was and shrivels up and flattens. And when its releasing gas the team colored glow very bright in the middle! This way people can clearly tell who threw the ink (friendly or hostile).
    Last edited by host; 10-18-2010 at 01:35 AM.

  4. #4
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    > Ink clouds are poisonous to foes, but heal allies! (Idea by IdeaListSupporter!)

    > Possibly instead of the ink’s cloud suddenly dying after a time limit, how about in the last 5 seconds of its life the ink’s radius gradually decreases. So that means the ink’s cloud gets smaller instead of suddenly disappearing which makes more sense.

    > Flammable Ink Grenade Clouds!

    Smoke Grenades:

    > I think the smoke should be replaced by some other harmless tactical grenade. It has already been confirmed but that doesn't mean it's in the game for sure! Just like how it was confirmed that there would be a automatic turret in Security for GoW2. Where is that now huh? I dislike it because if it’s used a lot then there are cloud of smoke everywhere and running to a cloud in hopes of killing something gets old quick. Not to mention spawning with a grenade that will make campers flush out of their holes greatly improves gameplay! Now most people will say something like a flash grenade, but hey this is gears, we don't need anything realistic that’s already in 100 games, why not get creative and out of this world? (besides getting flashed may get old too, I’m thinking even less than that)
    Here are some ideas
    Check out the Cryo Grenade also!


    General Tac-Com:

    Along with grenade indicators from the above ideas, here are some more ideas. (This stuff only shows up when holding down LB)

    > I find the current tac-com annoying because it’s not fully doing its job. I want to be able to see my teammates’ weapons & characters at all times rather than when there only behind me like the current tac-com. (What I mean is with the current tac-com, if your teammates are ahead of you you can only see their names, unlike ones behind you that show weapon & character too)
    This can be done in many ways; like bring back the GoW1 tac-com or having their full information bubble above their heads at all times.

    > Tac-com should have a system that lets as know when team mates are in trouble!
    (Idea by Davcats) Supported Here
    This means:
    1) Every time a teammate shoots their 'info-bubble' will flash white (this will only happen if a teammate is shooting without taking damage)
    2) If a teammate is taking damage, their indicator will be flashing red. It flashes fast if they are currently taking lots of damage, slowly if recovering or taking small amounts of damage. In addition it could show their health using the new health system... (which is explained later)
    This goes for the enemy leader info bubble in guardian as well.

    > We should be able to kick inactive players using Tac-Com! (Idea by Davcats, with adjustments by me)
    Inactive players (players just standing there) are a problem for obvious reasons and it would be nice if they were booted so a bot can take their place. However, it shouldn't be automatic because in some cases players will want to wait for them to come back.
    If a player has been inactive for over 2 minutes a notice will come up that this player can be booted. The notice will occupy a small amount of screen and show # of votes for what, it has a 30 sec countdown. To vote, a player opens Tac-Com. (THE ENTIRE REASON ITS IN TAC-COM IS SO NO IMPORTANT BUTTONS ARE REPLACED) While holding down Tac-Com they can press up on the D-pad to vote kick, down on the D-pad to vote don't kick. (Also don't want to replace any important buttons because you may still want to use them while it tac-com, but who will want to switch weapons in tac-com?) The majority votes kick the player is kicked, if the time runs out and it's a tie the player is still kicked. Otherwise the player stays. After another 4 minutes it will start over again.

    > Also, I think it would be great if there was a distance meter on your teammate's 'info-bubble' that lets you know how far away you are from teammates, to the closest tenth of a meter. (Idea by DangIGotSawedAgain)

    > It should show where teammates died: For no responding gametypes it will show where they died until next round. It should do this in two ways:
    1) Has their icon thing all bloody & pointing in the direction where they died, like it is now except doesn’t go away.
    2) I also thought it would be cool if it showed exactly where they died by using an indicator, like the grenade indicators, that point down to the ground at the exact location where the person died. The indicator could be a skull with crossing bones behind it which has an arrow under it pointing to the ground.

    > Dropped Weapon Indicator: It would be really nice if some made dropped weapons pop out in Tac-Com! This way, if you know there is a dropped power weapon around and you can't it like this, you can open tac-com and have it point it out to you! It will also point out weapons you didn't notice. (Idea by Davcats: Maybe they would glow, like the friendly grenades in GoW2 do now)

    > (Idea by maurox950320) It would be nice if there was a small map in the bottom corner of Tac-Com showing our location as a well as all of our teammates. Here is a pic showing that it won't take up much room:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    So here is a pic showing what Tac-Com would be like if all these ideas are used:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Carmine is looking through Tac-Com and sees various player info bubbles on his screen as well as a grenade indicator by the bridge (far left)
    > In front of him Skittles PR0's (Hoffman) info bubble is flashing white because he is shooting RAMM up there with a gnasher without taking damage.
    > To the left behind the car Door Stop 7 (Carmine) is taking damage and so his indicator is flashing red. It's also showing his health with around ~63% damage.
    > To the left it shows x TAG WALK x's (Marcus) info bubble, who is just chilling with grenades in the grenade hut. He is the only one off-screen, so a white arrow pointing where off-screen
    > In the bottom left a death indicator is showing the location where SrR Cakers was killed, pointing down to a blood pool in the river.
    > Also note the distance meters (Probably nowhere near accurate in the pic). Now that I think of it it would be nice if the grenade indicators had distance meters too. Pretend there is one, lol.
    (Dropped Weapon Indicator not shown yet?)


    4) Weapon Adjustments
    Many weapons have been confirmed to return. Click here for info as well info on returning & new weapons. I’m sure many weapons, if not all, will return.

    This is about how returning weapons only! Since we have yet to know how any new weapons will work we have can't really give any ideas expanding on them. Each weapon in gow2 is listed, they are somewhat going in order of ideas that would change it the most to ideas that would change it the least. Grenades where in the idea above so they are not here.

    -Mulcher
    -Longshot Sniper
    -Gorgon Pistol
    -Hammer Burst
    -Snub Pistol
    -Hammer of Dawn
    -Chainsaw
    -Torque Bow
    -Boom Shot
    -Boltok Pistol
    -Boom Shield
    -Mortar
    -Scorcher


    Gnasher Shotgun is not listed because the way it should work has been discussed 102,953,219** times. Epic confirmed they realize the way the shotgun works is crucial into making Gears of War 3 a good game. I don’t have any addition ideas to the Gnasher. I’m sure it will be great.

    Same goes with the Lancer because no ideas involving it have come up. The chainsaw, however, has its own section.


    These ideas try to make weapons more balanced: not under powered or over powered, as well as some cool effects ideas. Also I may not mention it for all guns but let’s balance the speed & damage to go along with faster gameplay, pretend I say that will every weapon.
    Mulcher:

    This includes some ideas that involve the other heavy equipment too (boom shield & mortar). Besides these ideas the mulcher is pretty prefect as is, with some small changes added for gameplay speed increase.

    > Roadie Run with Heavy Equipment: I believe one thing that makes the mulcher & mortar somewhat unpopular is how you almost have to stick in one spot with them. If you were able to roadie run with them then it will be used a lot more. Now RR with them won’t be the full speed RR of course, just like how walking with them isn’t at full speed. This goes for the new Digger Launcher too. You can RR with the boom shield, why not the other 3? Again, goes with faster gameplay.

    > Climb up/down half-wall dips with Heavy Equipment: You should be able to step down & climb up those large steps, like you can with normal weapons, with heavy weaponary. Your character would just put the equipment at the top, climb up, then grab it again. For going down you would just hop down while still hanging on to the equipment. You can’t take cover behind these steps with the shield so there would just be an option to climb up.
    Also, mantling over half-wall cover: Same thing pretty much, you guys puts the equipment on top the chest-high wall, mantles over, then grabs it again and keeps on his way. (both of these happen slower than normal)

    > Be able to aim in any direction with mulcher & mortar when behind cover: Currently when you’re behind some half-wall cover but looking away from the cover you will be forced to turn around & aim when you hold LT. Why should we have to exit cover to shoot people coming up from behind us with the mulcher? Especially with the mortar, we should be able to do a full 360 while behind cover.

    > The Mulcher Gut Hacker: During my time playing gow1 I always thought a mini-gun would be sick, and I got one in gow2: the mulcher. And to my surprise they made it ever better than I imagined by making it a interact with the cover system by having it rest for better aiming. But there is something else I always wanted on a gears of war mini-gun which is still missing, something that would fit in the gears universe perfectly: Blades, at the end of the of the barrel, making the mulcher part mini-gun, part weed hacker, or “gut” hacker as I like to think of.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Nasty blades at the end of the barrel. When the mulcher spins the barrels, like it does when it’s shooting, these blades spin like a weed hacker from meant to make the blades look more narly…
    It would work much like chainsaw bayonet where you hold down B to activate it. You character holds the gun so the barrel is in the air and runs around with it spinning. *The difference from this & the chainsaw is with this wielding you move a bit slower than normal walking speed, but you can’t get stunned. You can run, but if corned you’re resorted to downing them before they can reach you. Remember, it’s a pick up & it’s slow. It can also engage in chainsaw duels against lancers or other mulchers.
    -When you reach someone from the front while having your gut hacker ready, you rip their chest open, not exactly cutting them in half like the chainsaw.
    -When you get someone from behind, you drill a hole thru their back using the hacker. You character keeps going until the barrel goes all the way threw, then your character pulls it back thru & their body will stand there for a second, petrified, as you can see right through the large newly made hole in their stomach, then it collapses. *the front can be like this too, idk.
    -If you hack someone who is DBNO your character shoves the mulcher’s barrels against the DBNO person’s back at a straight 90 angle like a blender, pushing them to the ground. They then get caught on the blades and they start spinning like crazy on the ground while being ripped up. After a second of their body twirling around on the ground your character lifts up the mulcher and continues being under your control.
    Also, for campaign and horde you can hack boomer types & bloodmounts and similar larger locust creatures that you can’t chainsaw with the lancer.

    Longshot Sniper Rifle:

    Now for the sniper, overpowered in gow1, a bit underpowered in gow2, these are ideas that will hopefully balance it out in gow3. Overall, I enjoy the gow2 sniper with no active downs more than the gow1, but the sniper could use some boost.

    > Large headshot boxes that are the same for every character. This will go well with a speed increase, since with faster CMS it will he harder to hit moving targets, plus they are too small as is any ways. Large hit boxes as in their entire head & their neck will count as a headshot, possibly more. I never want to shoot Dizzy or Kantus in the head and see blood come out but no headshot ever again (same goes with any other character).

    > From hurt to dead! This is an idea I would really like to get used: Make it so the sniper can’t DBNO people, instead they go straight to death if downed with a sniper shot. Going straight to death would be great because shooting people in the chest would actually do something again, if you’re already hurt you’ll need to fear the sniper & you can help teammates in a battle across a map without getting you kill stolen. Next time you DBNO a person with a sniper, think of this idea, then you’ll like it.

    > Perfect reloaded bullets with the sniper cause the bullet to be suppressed (silenced) with no contrail (the smoke that follows the bullet’s path). This way the sniper’s position can stay hidden if he gets nothing but prefect reloads. This would also add some stealth to the game. When silenced the sniper when shot makes a quiet sound that only people close by can hear. With normal shots, the contrail should be more visible to balance out this idea.
    Original idea by commandrew, Supported here

    > An alternative Idea for Perfect Reloads is my idea where where if you get active reload with the sniper rifle you load two bullets into the barrel and so can shoot them .5 secs apart without having to reload in between. If you hit someone in the chest twice with both of them, you down them. So obviously this would eat up ammo. This would require the person being sniped to stay in plain sight for at least a half a second and it would require the sniper to have good accuracy. Also, if this is used it may not go good with the Hurt to Dead idea above.
    Here's a picture for it by G E A R S III:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    > Please make popshots & blind firing more accurate with the sniper. This is something a lot of us asked for, for this is what’s need to make the sniper a feared weapon again.
    - some say only perfect reloaded bullets should do this. But I disagree, every sniper’s bullet should be just as accurate as any other longshot bullet, no matter how it was loaded.

    > Please reduce or remove the amount the scope shakes around when you get shot, please make it so it doesn’t shake around at all when shot by a torque and maybe some other weapons. Do you know how frustrating it is when you’re in a duel against a torque while you have a sniper, you’re about to shoot him in the head & he’s about to torque you, and when he torques you your scope jiggles and so you miss you’re shot, and so you die and he doesn’t? I swear I wanted to rip someone’s head off after that. While the torque’s aiming doesn’t jiggle at all ever! Even by nearby mortar explosions!
    *How about for all weapons besides torque which should never jiggle the scope, if you get shot while behind cover your scope doesn’t shake, but if you’re out of cover & you get shot it will still shake.

    > Make it so sniper bullets can go thru multiple people, so we can get double or triple headshots! The exception for this is meat shields, bullets should not be able to go thru meat shields, I don’t care if that does make sense gameplay comes first!

    Gorgon Pistol:

    > The Gorgon’s rate of fire has been discussed a lot because many players argue it’s was a bit under powered, thanks to a update it's a bit overpowered. Many people think it’s RoR should be increased, but I have a totally different proposal: to make the gorgon pistol fully automatic! It will be much more popular this way. Imagine wielding an Uzi-like pistol with a meat or boom shield! Of course, it would need a tad bit of nurfing.
    This has been confirmed! w00000t!

    Hammerburst:

    Epic has confirmed that the Hammerburst will feature a scope & can do head shots!

    Like the shotgun, I’m sure Epic is working on perfecting the mechanics of the Hammerburst. But I do have one cool idea:

    > *Here’s an interesting idea of mixing the Hammerburst half burst half semi-automatic:
    With normal reloaded bullets, the hammerburst shoots burst again. However when you get a perfect active reload it becomes semi-automatic (shoots as fast as you can press the trigger) & becomes deadlier! Just something to mix the two prevous hammerbursts together. It could be the other way around, single shot normally, burst when perfect active.

    See Snub Pistol about headshots with any bullet-type weapon.

    Snub Pistol:

    > Make it so the snub pistol has infinite ammo, because it should be the support when all other weapons run out. This means if you swamp it for another pistol you risk losing ammo for all weapons. Gears isn’t suppose to be realistic warfare game, gameplay comes first.

    > Make it so it can do headshots again! A reason why Epic may have taken this away is the fact that, realistically, such a small pistol could never blow someone’s head off (not that any bullet type weapon could in real life but that’s not the point). Instead, when you get a headshot with the snub only a chunk of their head goes flying off with a big splat of blood.
    Also, I heard of this interesting idea of making it so all bullet type weapons could get headshots! It would defiantly be interesting, more balancing would be needed but it would be fun.

    Hammer of Dawn:

    Overall, make the HoD more consistent. How come sometimes my HoD will begin to fire right away & sometimes in a spot just like it I have to listen to it beep 10 times first? Also, pls keep the battery limit you introduced in the 2nd.

    > I think we should be able to “drag” the HoD’s aimer a little bit more as its charging (as in not have to aim it in the same spot for it to fire).

    > I think it would be cool if when the HoD is charging the ground where everyone will get gibed would light up, so we know where it’s safe and where it isn’t.

    > Please make it so we can blindfire with the hammer of dawn. In would move around a bit so it won’t go exactly where we want it to go. We can with every other weapon…

    Chainsaw:

    As for the chainsaw bayonet on the lancer; let the chainsaw be more of a last resort thing rather than a weapon. No vacuum!!

    > Make whoever is winning the chainsaw duel visual, such as the winner is leaning over the loser and the loser in leaning back for the people outside the duel to see. If you inside the duel there could be veins, the less veins you have the closer you are to victory. (Idea by bodyboard4life99)

    > Make it stun very easy, with 1-3 bullets of anything stunning a chainsaw-er. Also, no more seizer (being stunned over & over for weird reasons like what often happens in GoW2 when trying to rev it right after getting stunned), however you shouldn’t be able to use you chainsaw until ~.7 secs after getting stunned so people can chainsaw right after getting stunned.

    > To make up for the above idea & to adjust for faster gameplay, in gow3 make it so you run faster than normal non-RR running when wielding a chainsaw! It would only make sense that people in real life would sprint to each other when trying to chainsaw them before getting shot. Have the speed be ~(normal run + roadie run /2).

    > It would be nice if chainsaws could chainsaws multiple enemies without being OP, explanation coming soon (Idea by 1BunnyTagerz)

    > Duels: go back to my DBNO Fighting idea in which it talks about a possible solution for the ‘press B as fast as you can’ system.

    > Various chainsaw duel ideas by razrbak312

    Torque Bow:

    > I swear in the 2nd gow the torque had horrible hit detection. Due to minor lag, when I would hit them on my screen it would be a miss, but if a where to miss sometimes I hit them. If I had a nickel for every time I torque someone but hit detection said otherwise I would have about 6 bucks. Please fix that. *How about if you stick someone on your screen, it gives the message to host that they got stuck, rather than letting the host Xbox deal with what happen which does not work due to lag.

    > Some people want the torque’s splash damage range to be decreased. I have a compromise: keep the torque’s bow splash damage, but make it so if you are taking cover you can’t get affected by it. This way amazing wall bounce shots can still happen but you won’t ever get frustrated again after being killed by a torque that was shot next to you while you were behind cover, which is the main reason many player’s dislike the size of the torque’s splash damage.

    > Make it so you can’t down people with the torque when you stick them, it doesn’t make sense to me why that happens, just let them blow up.

    > Make getting active reloads with the torque less powerful: Make the charge up of an active reload torque isn’t as fast compared to a normal charge, or just increase the charge rate of normal reloaded torque for faster gameplay. Also keep the total time you can have a torque charged the same. (Currently an actively reloaded torque can’t stay charged as long; making getting an active reload a disadvantage sometimes)

    > ...if the torque bow hit detection gets improved then the torque maybe overpowered. I just had a crazy thought; if you're rolling the torque would just bounce off of you. This way you can effectively dodge a torque by rolling, otherwise your just screwed. Players can keep rolling to stay invincible to the torque, because remember there are gaps in between when you can roll, which the torque bow-er can hit you in between rolls.

    > Maybe everyone should see the torque's trajectory, rather than just the user! This way you can tell you if being target by a bow you can't hear... (Idea by various supporters)

    > It would be cool if it showed the Torque's bounce trajectory

    > Torque show be able to bounce & stick to enemies! it would be very rare, but awesome when it happens. (Idea by BoomSnot, supported here

    Boomshot:

    In campaign & horde the boomshot was under powered, but in multi player it’s over powered. This needs to be changed!

    > In multiplayer reduce its power by a tad, please.

    > However in campaign & horde however, make it more of a killtacular nuclear missile!

    > Please also make the grenade it shoots move slower, even if the gameplay is faster, making it dodgeable for funner gameplay.

    > Boomshots need more consistency!!!

    Boltok Pistol:

    We don't have much to say about the boltok, its was great in GoW2! Could use a small boost for faster gameplay in gow3.

    Boom Shield:

    > Make it so boom shields can get engaged in chainsaw duels! I find it really annoying when chainsaws go straight threw my metal shield and get me. These duels would work just chainsaw vrs. Chainsaw & DBNO fighting duels. If the chainsaw wins, the guy with the shield gets cut in half. If the guy with the shield wins, he pushes the other guy over onto the ground and springs out the bottom springable part of the shield, and chops him in half while he on the ground by slamming the shield down.
    Also, this should be possible against mulcher gut hackers too, and I'm not sure if its true but if a Plancer and go in a duel against a lancer, there is a variety of duels: saw vs. saw, hacker vs. hacker, hacker vs. saw, saw vs. Plancer, hacker vs. Plancer, saw vs. shield, hacker vs. shield. (Just no shield vs. shield, Plancer vs. Plancer, nor Plancer vrs shield [Because shields and Plancers can only be engaged, and not engage])
    *This is just a maybe idea, but since the boom shield is a pickup it should have a slight advantage in duels over chainsaws somehow, such as the guy with the chainsaw has to press 1 more button.

    > Make it so the boom shield interacts with surrounding cover! What I mean by this is I wish we could do Swat Turns between a shield & built in cover if there is any next to it. Example:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    ALSO, if a shield is at a >~80 degree angle of some other cover that it’s touching, we could be able to go from the shield to the cover without leaving any cover; just by walking, while still in cover, from shield to cover, like any other built in cover that makes an angle.Karen Traviss Example:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    > The ability to have a person stick to a Boomshield wielder as cover as they move would be awesome, so the Boomshield guy goes into a room first with just a pistol but another guy could be crouched behind him and be able to blindfire over and around the Boomshield guy with his shotgun and still benefit from cover. (Idea by zzhobbit)

    > IMO when you pick up a boom shield that’s planted into the ground your character should have to pull it out of the ground, or you can kick it down then pick it up.

    > When you do the boom shield’s extended execution you should chop them in half, like with the duels.

    > Make it so we can standup while aiming with the shield by pressing right bumper, which would expose our legs. The reason we would want to do this is so we can effectively use the shield while taking cover behind half-wall cover too.

    > Idea by J_Webb, add some style to the boom shield's melee but having the shield ram against you opponents rather than pistol wiping. This would work great with no melee stun because players can melee with a boomshield without exposing themselves.

    > Boom shield should reflect torque bow arrows (Idea by maurox)

    Mortar:

    Go back to mulcher to see ideas that include move movement options will all heavy equipment, such as the mortar.

    > I think if you get an perfect active reload with the mortar there should be 2 more explosions at the end of its explosive rain, to increase its range. I’m not sure what a current perfect active reload does with the mortar, but I think this would be sweet

    > Please make it so we can drop it whenever we like again

    > Mortar's range shouldn't go as far if it hits the ceiling

    Scorcher:
    (Some ideas by maurox950320/E.Carmine)

    > See ink grenades about scorchers lighting ink clouds on fire

    > I would really love it when someone gets hit by the scorcher their character would actually catch on fire! No damage would build up on unless if still being shot, it would just be a cool visual affect. Better than the corny “flame” affect on the bottom of your screen.
    Other flame details are in the Graphics & Details section on the next page.

    > In horde & campaign the Scorcher is underpowered. A fun solution to this would be if the enemies in horde & campaign actually caught on fire, like the idea above, except they still take damage while on fire. This is the perfect boost the scorcher needs in horde/campaign, just scorch a group of grubs for a sec then get your ass out of there and let them burn to death! The fire last about ~4 seconds, so for bigger enemies you may need to stay there and help roast them.

    > It would be really nice if you could pick up ammo for the scorcher via ammo boxes rather than having to find another one. Also it would be cool if we could pick ammo for the scorcher off of the fuel packs off of flame boomers & grenadiers if it didn't blow up! (Idea by maurox)

    > Scorchers should not be completely ineffective against boom shields as they currently are, they should do damage if you aim at the feet or maybe if they shield gets too hot the player drops it...

    5) Loadouts
    Epic has confirmed that there will be loadouts, or at least more starting weapon customization;
    Originally Posted by Lee Perry
    I think we're all dancing around the same fire here. What you describe is what I might call "picking your loadout", it's just mincing terms. We know we don't want 50 rifles and such to invalidate weapon pickups.
    In GoW3 you can choose from:
    Primary:
    <Lancer>, <Plancer>, or <Hammerburst>
    Secondary:
    <Gnasher Shotgun> or <Double Barrel Shotgun>
    Last edited by host; 11-09-2010 at 06:34 PM.

  5. #5
    Boomshot
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    But that's mainstream, being able to choose a primary & secondary. Why not mix it up and have a 3rd unique option that doesn't fit into any category?

    This is a options where you can replace you snub pistol, or your smoke/whatever grenade, or neither. The choices for this third option are:
    <Grappling Gun>, <Clogger Grenade>, or <New Pistol>

    These three choices should be balanced, and should be chosen depending on map, game type, & the player’s tactics. This is how you would get grappling guns in MM, I think it would be better to have the choice of spawning with it rather than have it as a pick-up.
    So like I said, you can:
    1) Trade your Smoke for Clogger Grenades
    2) Trade your Pistol for a New Pistol
    3) Keep everything and have a Grappling Gun
    …which makes this unique from the other two loadout choices.
    > Also, PLEASE give us the ability to edit our loudoats in game!
    Our stuff would switch the next round or next time we die.


    Before I go on with loadouts any more, allow me to explain clogger grenades

    Clogger Grenade

    This grenade sprays an *orange cloud that very quickly evaporates. If it goes off with a player in the cloud, it clogs the player's gun, so they can't shoot, but can still move. When "clogged" the *orange stuff from the cloud gets in your gun and your player has to clean it out. The *orange stuff is something like glue that dries quickly, getting in people’s gun.
    Also, when clogged, the reload HUD appears at the top of the screen but moves much slower, giving you the chance to unclog your gun faster, if you screw up it takes even longer. I would say this should take around ~2.1x times longer than a normal reload (I’m not sure if that balanced I’m just making a guess)

    Here is what the reloading HUD looks like when clogged:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    -imagine it moving slowly
    -*I made the stuff orange because of the orange cloud, making it more obvious that you got clogged.
    -The dark orange spot is the chance to unclog faster

    > It won’t be annoying. Stun grenades make because they take away both the ability to move and the ability to shoot, leaving you helpless. This only takes one of those. When you get clogged you should find a safe place for a sec to unclog your gun. Like the smoke’s blinding effect idea this still has a tactical purpose to flush people but isn’t frustrating.

    > It can clog any weapon. For Hammer of Dawn, it gets on the lenses and you have to clean it off (A reload thing still comes up). Clogged guns have some orange stuff on & in them.

    > You can’t switch weapons when clogged. Except for heavy weapons (mortar or mulcher) which you can drop if they get clogged. Having a boom shield blocking yourself from a clogger grenade will make it so your pistol doesn’t get affected.

    > No chance of an damage-increasing unclog tho, btw.

    > Lets say your cornered by a boomshot, use you clogger grenade to jam the boom and make you're move!
    Or lets say you can't win a game of warzone/execution on day one because someone at the top of hammer/mortar spawn has a hammer/mortar ready to kill anyone coming up, Use your clogger grenade and jam their hammer/mortar and rush!

    > As for grenades this is another great use to get around planted grenades. The clogger grenade can clog grenades both planted ones & ones in people’s hands.

    If a wall planted grenade got clogged it will not go off, even if an enemy player walks by it. If shot, it will not fully explode, instead it will be like a little fire cracker that causes no damage (for frags & smoke, ink grenades just die) so players can go up to clogged grenades and shoot them, they can also melee them.

    However the planter of the grenade or a teammate can bring clogged grenades “back to life” by pressing X. It will be like a revive, of a planted grenade, where your character quickly wipes off the stuff. They can’t do this until 5 seconds after the grenade got clogged, to prevent them doing this right away. A clogged planted grenade’s lights will be flickering, also it will be covered in orange stuff, so it’s obvious when it’s clogged. The whole reason for this, instead of the grenade becoming a permenate dud, is because if the grenade where to be a permeanet dud this would kill planting grenades, we want to nurf/balance planting grenades not kill it.

    As for grenades in people hands, they just have to go through the entire reload thing.

    > *Orange is just a thought, I was picturing a dark dull orange.

    > This is just like any other grenade, it can be planted on walls, it can be marked, it can be clogged by other cloggers, it can be destroyed, it has team colored lights, it can tag people (also tagging people makes the effect last 1.8x times longer), ect.

    Here is a crappy concept art for the clogger grenade, much like a fat stubby smoke grenade
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Also check out the Cryo grenade which is another possibility!

    As for the “New Pistol”, there are many candidates. Click the names below to read about them, they are good ideas so don't just skip over it!:

    1) The Shrapnel Pistol (Idea by Simburgur)

    2) Imulsion Based Revolver Crossbow (Idea by AdamFenix)
    (Pic by maurox950320)

    3) Kryll Based Pistol (Idea by Mr PresidentX)



    Now, with this idea included and the probable loadout Epic has already created, let’s see all the Pros and Cons of all the options you could Choose From.

    5) Everything Else
    This section deals with many other ideas that aren’t big enough to get their own section.

    Due to it not fitting in any other section, ideas the expand on new confirmed major gameplay features will be placed here.
    > Please do something different with weapon cycling between rounds. I’m sorry but weapon cycling is something I don’t see any good point of what so ever. It makes the game very unbalance.
    Either make it so it cycles off every 2nd round in elimination game types or get rid of it completely. This way both teams will get a fair chance of obtaining power weapons of choice & unsymmetrical maps will finally be fun again!!

    > Make the time it takes to pick up power weapons longer. Please also keep their head very still while picking up weapons. This way players can’t pick up weapons willy-nilly during a middle of a fight like they can in gow2, instead they’ll actually have to fight for them like people are suppose to. No more picking up boom/torque during the middle of a fight. A small time increase to this, plus the possible faster gameplay will do the trick. To increase the time Epic could make tossing the current weapon to the ground part of the animation.
    However, for non-power weapons (starting weapons, pistols) the pickup can be quick like it is now.
    Also please remove the Increased Durability when picking up a weapon!

    > Make it so if someone gets downed, gets revived, then before ~2 seconds after being revived gets downed again, they go straight to death instead of getting downed for the 2nd time. This way there will be no more down-revive-down-revive-down-revive parties, no more a person staying alive while taking heavy gunfire because they have a butt buddy.

    > Make it so if someone gets revived they cannot shoot, melee, or attack in any way for ~2.5 seconds, but can run around. No more the teammate you revived taking your nearby kill & no more downing someone, having their teammate revive them, then helping them down you right after you just downed them.

    > Make it so we can blind fire over a full-wall cover with nothing above it (in other words, two half wall cover stacked on top of each other). Sure we can’t aim & shoot over the cover since we’re not tall enough, but we sure should be able to extend our arms over our heads and shoot blind.
    Here is a pic explaining what I mean:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    > It would be nice really nice if we had more control where you go when you mantle.
    Currently, you can only mantle straight. Why not add some more freedom, and let us mantle in a direction over the cover we want? So in other words we could mantle diagonally.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    CLICK HERE FOR MORE DETAILS
    Also, for the diagonal mantles, we should do the mantle flip from GoW1!

    > I think it would be cool if the DBNO from the last two games could be mixed: we could be able to choose whether to crawl faster or resist bleeding out/revive our self faster. “A” should remain the crawl faster button if rapidly tapped, & then “X” should be the resist bleeding out/revive our self faster button. However, if we are pressing X we cannot move at all & so of course we cannot use both at the same time. Pressing X fast would also clear up the screen (instead of having a red-bloody hue).

    > When we blindfire our character’s head shouldn't peek out (see the crappy pic if you don’t know what I mean) like they currently do, giving snipers/whatever a chance to shoot our head, which defeats the purpose of blindfiring. We’re supposed to be completely out of harm’s way when where blindfiring, blindfiring is balanced with being much less accurate. We should have our heads leaning away from the corner, like this crappy pic shows:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    > I think it would be cool if the red gear that shows up on our screen when we take damage would show our damage more accurately by filling up in a clockwise motion, rather than fading in like currently. Just an idea, I don’t really care. Example:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    When we start to heal, it goes away counter-clockwise.

    > I would really like it if we could evade (/roll) in 8 directions, rather than the current 4 (forward, back, & sides (<,Λ,>,V)). That means corner rolls: forward-right, forward-left, back-right, and back-left rolls are added. There were times when I attempted to use a corner roll when I didn’t know rolls where four-directional, ended up doing a side or forward roll right into danger or a wall. With corner rolls possible we have move movement freedom and we don’t have to line up our view to roll past objects that, for example, are both to the side and in front of us but have an opening in-between. With corner rolls we could roll right threw the opening.

    > Many people probably have never noticed it but the aiming in Gears of War 2 is 8-directional. These means when you move the left stick you can really only move your aim in eight directions. If you don’t believe me next time you’re playing slowly rotate the left stick to notice it (may need to turn down you sensitivity). Now I don’t know about everyone else but I know I would like it if we had smoother aiming, we have analogs sticks instead of keypads for a reason, to give us a full 360 degree-directional aiming!

    > I think the blood being splattered on your screen thing should be removed, for multiplayer at least, because people are turning off gore just for this reason.

    > Picking up a weapon & picking up ammo for a current weapon should be two different buttons: Picking up weapons is X, & just Picking up ammo is Y. This would stop people accidentally picking up a weapon when all the wanted was ammo.
    (Idea by Terry Ticker & BoomSnot)

    Or at least make this an option in the options menu.

    > (Idea by Ace Ventura) A cool visual effect for DBNO:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    The veins grow out while your dbno depending on bleed out limit, if they reach the end of the screen you're dead! For gametypes were you revive yourself, they go in reverse & fill the screen at first and shrink inwards.

    > It would be nice if your characters screamed while doing the bayonet charge! It just seemed it will be a little OP the way it was in the trailer. So now if someone is doing a charge from behind you can hear it. It's only fair: you can hear the chainsaw reviving, bayonet charge should be heard too!

    > It would be really cool if we could get back on our feet from being rag-dolled by tapping A! Being rag-dolled is rare but still.

    > If there are golden weapons, make it so we can pickup there ammo without having pick up their weapon and do the entire animation. This will mean non-gold gun users can’t pick up gold weapons of fallen players, but o well.

    > No more Railings!
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    We can’t use them as cover, they get in the way of our shots, & serve no purpose. Sure, in real life they help your balance up steps, but in Gears they just a pain in the ass. Please at least remove them from all multiplayer maps in Gears. In campaign they are fine if they serve as environmental beauty in parts where there is no fighting.

    > Please make all half wall cover a bit taller, so shooting players taking cover behind them isn’t possible.

    > I would like it if the grenade we spawned with could easily take down enemy meat shields. I don't have an idea on how this would work yet.

    > When you shoot an explosive that kills an enemy, it should count as your kill instead of their suicide (Idea by zzhobbit & many others)

    > It would be really nice if our character could switch hands with a button, like you can while behind cover but you don't have to be behind. This is to get rid of right-hand advantage. When you press it your character goes from being in the left corner to the right corner of the screen. Because all buttons are used I figured it would be good have the button in Tac-Com, hold Tac-Com & press Up on the D-Pad. (Idea by many supporters)

    > Like the SUDDEN DEATH warning, I would really like it if there was a LAST MAN warning that would display on your screen once all your team mates are out for good. People not knowing they're the last alive on their team is a common problem. This is not needed for Wingman.

    > There needs to be an instant victory if the entire enemy team quits. Supported Here

    > It would be cool if explosions rag-doll'ed you if they didn't kill you. Click here for details.

    > When someone on your team it talking they should have a mic indicator above their head (Idea by 7urtle)

    > Re-worked stopping power: In order to get the fast paced excitement of gears 1 have stopping power only work when they're 10 feet or closer! If they turn away they go back to regular speed. (Idea by idearhhea)

    > If someone is out of ammo on a weapon when they pick up a new weapon that new weapon should automatically switch with the spot that has the weapon with no ammo, so players do not have to take the time to switch to their empty weapon and then pick it up just in case they are in the big of a rush.

    > It would be cool if when glass shatters it causes damage to those it shatters next to. Also, any weapon (Boomshot, Torque, Sniper) should be able to break glass without the projectile stopping/blow up when it hits the glass. (Idea my maurox/Davcats)

    XxXxX
    Campaign in Gears of War 3
    XxXxX

    Epic has already released lots of information about the Game’s campaign, including it empathizing about Marcus’s relationship with his father and revealing the origins of the locust. It will also feature the lambent much more as a bigger 3rd faction threat and will be written by Karen Traviss (writer of the Gears of War books). It will also feature 4-player co-op and many other things like an arcade. Click here for more info.

    I’m pretty sure most of us, if not all of us, can agree that GoW2’s campaign was an improvement from the first, & Hope the 3rd is the most epic yet, which cliffy already stated the plan on doing so.
    This Section does not deal with Story in any way, for I know Karen Traviss and Epic will do an amazing job on that.
    What this section does deal with is gameplay and outside of story features in campaign.


    > 1: General Things in Campaign
    > 2: New Creatures/Improvements
    > 3: Cog Tags
    > 4: Co-op
    1) General Things in Campaign
    This section does not deal with story, but rather popular ideas for gameplay in Campaign, along with ideas for scenarios in the campaign.
    > Less vehicle parts… IMO, and I’m sure many people will agree with me, the vehicle parts (driving the junker & centaur, riding the reaver ect.) where the boringest parts in the campaign. The Junker part in the first gow1 was downright frustrating, it was the hardest part in the campaign on insane, and nothing was fun about shooting bats with a flashlight. In gow2 driving the centaur, reaver, & brumak where just as unenjoyable. The only good thing was people could boost towards seriously 2.0 with the brumak part. It’s just so much better & enjoyable to shoot & do things on foot. So ya, one or no vehicle parts in GoW3 please.

    > Let us be totally alone during the scary part of GoW3 (When playing solo). The “scary” part of GoW1 was the first berzerker, & in GoW2 it was the facility with the sires. But during both of those parts we had Dom next to us. I think it would be scarier if Dom wasn’t with us, and Marcus (us) went thru it all alone because they got separated or something. Of course this won’t work in co-op, in co-op your pal will still be Dom next to you along with your possible 2 other buds, but in solo this is how it should be done.

    > It would be great if we could give orders to our squad again somehow. Check out this thread by AdamFenix

    > *Cliffy hinted that there maybe some RPG elements in the next game. Keep RPG out of the multiplayer (aside from Loadouts), however for the campaign I think adding some RPG elements would be great.

    > Have a part in the campaign when we just defend one spot for ~15 minutes against one massive wave of enemies.

    > (Idea by javs52) A scoring mode for campaign would be wicked, at least when playing co-op OR in arcade mode. (I'm not sure but I think arcade mode may already have a scoring system...)

    > Smoke/clogger grenades in campaign? These non-harmful tactical grenades would be affective against every locust/lambent creature.

    > Have Baird say more funny lines like at the start of this video

    > Have Cole or Ice-T play a rap during the credits again.

    > Allow the campaign AI to use & pick up any weapon, a must considering the new AI weapon switch feature (Idea by newguy2543)

    > Please allow the AI to use some part of the vehicle in vehicle parts as well (Idea by newguy2543)

    > A very popular idea is to Make Gears of War 3 into two separate disk: one for campaign one for multiplayer & horde. This way Epic doesn’t have to worry about lack of disk space (maybe a rumor but I believe the reason why the deleted scene was taken out of Gears of War 2 was because of lack of disc space), so the campaign can be nice & long. Would be great imo.

    2) New Creatures/Improvments
    Many Locust & Lambent creatures have been confirmed.
    These are ideas for new Locust & Lambent creatures by fans. See info on confirmed enemy types here.
    > Bring back the berzerkers!! However, this time around, make it so they can get killed by any weapon, but they have ‘10 ****loads’ of hit points. Of course hammer of dawn should remain the most efficient way to kill them by far. Scorcher should be 2nd, due to them being weak to heat.
    Imo, the first one should be a 1 on 1 like all the others in gow1, & you have to wait 5 minutes for the hammer to work or something while in the meantime you have to resort to other weapons.
    But then we should mix it up. I think it would be epic if there was a part when the Locust brought a berzerker into battle, where you to dodge the berzerker while still fighting off the other locust drones & stuff. A part where you have to take on two at the same time would also be cool. Instead of downing you when they run into you, they should just pound the **** out of you when they get close enough.
    They brought back Berzerkers! w00t!

    > Let’s get more up close & personal with the brumak and corpser. IMO the corpser needs to be redeemed from its gow1 death, I mean it just felt too pathetic & easy. I think it would be cool if we were in a house & a corpser was destroying the house, we had to keep moving back while holding it off. But we also had to stop the corpser from reaching Cole & Baird who are moving a large bomb threw the house while we try to hold the corpser off.
    As for the brumak, a part where we have to run threw a neighborhood away from it, trying to sneak past it on foot & stuff would be cool.

    > Make the massive gun on the brumak’s back a massive cannon rather than a missile launcher. A massive cannon, like an massive flak cannon from unreal tournament, that destroys houses in a single shot instantly would be so epic, it may be single coolest destructive thing I’ve seen in a video game. Rather than the current guided missiles that aren’t very monster/locust like. Besides it looks like a cannon, not a missile site.

    > I would like to see a normal locust drone/grenadier that uses the boom shield. This is because in GoW2 the only locust the used boom shields where maulers, who don’t shoot anything back.
    My Idea is a grenadier with a bandana over his mouth: (would also be a sweet mm model!)
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    (I must apologize for the grenadier looking like a cholo/blood as some poster put it. It's just to represent the idea. Picture it being more rugged & torn up & dark and without the black design)
    They wield a boom shield & a snub pistol (first locust to use a snub). They can also plant the shield into the ground and pull out a different gun.

    > Please make wretches stick in packs! They are useless & no threat if they come at you one at a time. Incorporate sticking together in their AI: If they know you are around the corner they would hold up & wait for more wretches. Once they have a big enough pack they will storm you. Also if they spawn together they pretty much stick together. Also, when we punch them, we should see blood (Idea by maurox)

    > A special type of drone equipped with a grappling gun. I’m pretty sure there is already a Grappler type of drone, also known as the hammerhead, which would work fine.

    > Possibly a non-suicidal-bombing poisonous type of ticker, when it gets close enough to someone it “charges up” like a normal exploding ticker, except it releases a cloud like the ink grenade w/ smaller radius. But it does not die until you shoot it, it will stay in its spot releasing ink until shot or 5 secs go by, when its free to go closer again. After moving or being killed its ink disappears after ~5 secs. However if you shoot it before it can do this, weather if its charging up or running around, it will release no ink. Their ink does not set off other tickers. You can still melee them away.

    > *Some Theron guards should use clogger grenades & some cyclops use smoke grenades?

    > A higher ranked Kantus with battle armor & more “powers”, such as the power to summon emergence holes or have tickers spawn by their feet by having the tickers crawl out of the ground (as they ‘gurgle’). & possibly wielding two gorgons instead of one?
    Called it! There's a new 'Armored' Kantus in GoW3 that duel wields two boltok pistols!

    > I think there should be two ranks of each type of boomer: normal and helmeted. Currently the classic boomer is the only boomer type with no helmet, which hints that they are the ‘weakest’ boomer type. I dislike that because I think a big dangerous boomer with a rocket launcher should be a foe to take seriously. However not all boomers should have helmets; and so there should be two ranks of each boomer type. This goes for boomers, grinders, and flame boomers. So now there will be lower ranked grinders and flame boomers with no helmets, and higher ranked boomers with a completely unique helmet. As for maulers that should just always have helmets for several reasons, butchers are already kind of their lower ranked version anyways. The high ranked boomer types could also have some more body hit points, too.

    > I really think the butcher’s melee should be 1-hit down/kill. They are like 5 times stronger than any cog and they are swinging a freaking sword. Plus it improves gameplay, sure butchers are tough, but they are also very slow, a slow tough moving 1-melee-kill locust will be fun.

    > NEMACYST NEED TO WORK DIFFERENT!

    > How about a Locust Field Commander which are like mini bosses. In horde the would be the first boss.
    -see Horde 2.0>Never-Ending Horde>The Boss Waves, for more info

    > Maurox has many good ideas to improve tickers:
    - Tickers should blow up instantly when hit by a torque
    - Tickers should blow up instantly when they get knocked off a ledge & fall a long distance
    - if you blow up a ticker any tickers near by should also blow up

    > zzhobbit's Hammer Boomer

    > maurox has an interesting idea about a suicidal bomber boomer type, like a massive slow moving ticker, except it's invincible to nearly everything! Only a One-Shot, Boomshot, or Hammer of Dawn can kill it, if none of those are available then you have to resort to running up to and then evading backwards before it blows!

    > I would like it if there was three different ranks for each boomer type, with the first being no helmet, second being its has its own unique helmet, and then third is armored. examples

    > A ram boomer type like the one from Act 4 GoW1 (Idea by JD aus)

    3) Cog Tags in GoW3
    Epic has yet to say anything about Cog Tags/Collectables in Gears of War 3, if they’re will be any.
    If there are cog tags, here are two ideas dealing with cog tag/collectables in GoW3.
    Video Recording Cog Tags:

    This is an idea where all the collectables go back to cog tags like in GoW1, except they would have a video recording of the Gear’s last seconds. We could say the COG decided to put video cameras in Cog soldier’s helmets, which gets recorded onto their cog tags. I hears a rumor that the COG may not exist anymore in Gears of War 3, which will actually work with this since there will be dead COG soldiers lying all over.
    I think it would be much cooler than reading stuff which, to be honest, 5% of the players do. (Hey I did and that’s cool if you did, but that’s not the point.)
    Oh, and I did not steal this idea from the Halo: Reach forum. If you don’t believe me click here. <-which was posted waaay before that thread in the Halo: Reach forums.

    > The recordings would be first person (of the cog), it would show the date & time, and have a eerie feel to it.
    If anyone remembers the cut-scene back in Halo 1 when master chief picked up a recording of a marine’s last moments right before the flood killed him, it would be much like that except shorter.

    > Right when you pick up a cog tag a video starts (the game pauses), you can skip it if you want & go back to see it any time in the war journal.
    Last edited by host; 11-09-2010 at 06:18 PM.

  6. #6
    Boomshot
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    > To give you a sense of what they would be like, let’s say this idea was in GoW1.
    Now do you remember the cog tag the cog solider dropped right after being killed by the first berzerker? Well let’s say you go around the corner to pick it up:
    <START OF VID>(black screen with name, time, rank, other info) Marcus is talking to Anya about their being a berzerker, just like the cut scene before showed, except now you’re seeing it threw the cog’s point of view. The cog would then panic like he did in the cut scene and run around the corner, you would then see the berzerker in the camera’s face, the berzerker would then start beating the **** out of the camera, then blood would cover the screen, then it would become back and say: <END OF VID>

    > CLICK HERE FOR MORE EXAMPLES

    > These videos could also:
    -Hint upcoming new creatures.
    -Show how locust and lambent do when no one is around.
    -Contribute to the story.

    > In one of the collectables in GoW2 it mentions how locust also have a variation of cog tags. There could be counterparts to these locust tags, which are recordings drones dropped of their last seconds.
    Maybe to expand on that even more, drones you kill could drop these locust recordings, then when you pick it up you go to see you killing them from their point of view... Just an abstract idea.

    *Cog Tag Location Randomization:

    This is probably going to be the least popular idea in this entire list but I still think it should happen. This is an idea where when the Xbox is loading the campaign it will place the cog tags randomly rather than a fixed location.
    The reason for this idea is that fact that player going on a treasure hunt for cog tags would be much more enjoyable, rather than running back & forth from the Xbox & the computer to look up locations on you-tube. Before you think “Oh noez! No way!”, think about it: Wouldn’t actually having to look for them be fun? Rather than printing out a list of their locations, which is about as fun as reading the dictionary. Imo if they don’t do this idea then they might as well not have cog tags, for memorizing locations from online is seriously no fun. The cog tag achievements are often though as the boringest for that reason, but with this idea they wouldn’t be.

    > Each cog tag would receive about ~50 locations where a cog tag could be, depending on how many cog tags there are that chapter. Once picked up there is no chance of another being in those locations. If the idea about recordings is used then cog tags will be placed in a random spot around where the video took place / before something ect.

    > If this idea is used, rather than cog tags being placed in corners or in dead ends like usual, there could be chances cog tags are placed in the middle of a fighting area where people won’t expect it or in a obvious place or a place where a grappling gun is required to get it & so on. The spots could get much more interesting.

    > Also, since this may make getting them difficult there shouldn't be an achievement for finding all of them because that will be next to impossible, but rather the final Cog tag achievement will be for getting ~75%. (Just an idea )

    4) Co-op
    It has been confirmed that there will be 4 player co-op in Gears of War 3.
    Let’s post some ideas to expand on this new 4-player system!
    > Let's face it, finding co-op games to join with random people in Gears of War 2 didn't work that well. We defiantly need a better match making system for finding co-op games, especially with 4 player co-op more people will be doing it. Harbinger Of Lives came up with a idea of much better system for finding co-op games IMO:

    Co Op lobbies should basically consist of the same thing as gears of war 2. But I wish for a few things.
    1: To support ending up with an actual team mate it will act as a lobby basically. you will search for people under the preferences (Act,chapter) you chose and find people who are also searching for a CLOSE preference before starting the game. If you can't find 5 people f in a matter of 2 minutes than it will just start and least say there were 4 people, the person a 5th person would have been would be a bot.

    2: When you have found the people you need you will be lead into a lobby that looks kind of like the map/game selection lobby in GoW2. But instead here you will VOTE for what chapter you want if one of the other team mates preferred a different chapter at the previous lobby. Kind of like there is a list of the chapters wanted and you will vote for the one you want. The chapter played will be the one the majority voted upon and if there is a tie one is randomly chosen. Now so you can get the experience you came for the net code will search for a chapter that was NEAR that chapter you preferred! So the chapters that are up for voting will only be at a maximum of let’s say 1 chapter before or after the chapter you chose, so there not much of a time gap! When the chapter has been chosen it will load that chapter and you'll start at the beginning of said chapter! Simple right? You can also see the ranked level of one of the team mates if they participated in ranked matches (excluding bots of course)

    Here is a pic explaining what a lobby would look like:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    (Idea supported here)

    > For finding online co-op matches with random players, I would like it to use a host list again for its easier finding matches that way (like the Gears of War 1 matchmaking).

    > Since there are 4 players I think some player should be able to die. To me having to revive 3 team mates sounds like a big mess. Instead, he should be out like in multiplayer matches. He/she then will come back if you make it the next check point or if you all die.

    > In those parts where partners must split up you should still be able to get DBNO rather than dying right away. You still have a bot next to you... AND MAYBE, they could give us the option to both go the same way & have the two bots go the other way. (Now that there is 4 player co-op I'm guessing two will split with the other two)

    XxXxX
    A.I. & Difficulty
    XxXxX


    This section is mostly just 1 idea revolving around the difficulty of horde & campaign AI.

    This is an idea I wish was in every videogame used that I think would be revolutionary in the world of videogame A.I. The reason for this idea is that shooting a locust in the head 3 times with a sniper rifle & similar stuff on harder difficulties just isn’t fun. However, having the one locust replace by three, which means you now have to snipe 3 heads instead of the same one several times, would be fun. If the locust only horde became smarter & larger when difficulty was raised, rather than tougher, then raising the difficulty would be a blast.

    The idea is:
    Threw all the difficulty selections, casual threw insane, the hit point of the locust & bots, *& possibly you too, aren’t raised or lowered 1 point.

    This means:
    -Half a clip of the lancer will kill a drone on casual, just like it would on insane
    -1 Boomshot kills any type of boomer on casual, same as it would on insane.
    -1 Boltok shot to the head on a helmetless drone will be a headshot, even on insane a drone on wave 50 will get its head blown off by 1 boltok shot.
    -Point blank shotgun to a humanoid locust or even a boomer’s unhelmeted face with kill them on any difficulty
    …and so on…

    So, instead of increasing hit points, what would increase as the difficulty it turned up?
    > How tactically smart the A.I. is
    > The abilities of the locust
    > Accuracy
    > And most importantly: The number of locust

    1.1 & 1.2 would involve A.I. for campaign & horde only, bots in multiplayer matches should have all the abilities of humans no matter their difficulty setting so only their smarts & accuracy with some the other things increase.

    > 1.1: Number of Locust
    > 1.2: Campaign & Horde A.I.
    > 1.3: Bot A.I. Tactic Improvements
    > 1.4: Accuracy & Other
    > 2: Other A.I. Ideas
    1.1) Number of Locust:

    The main impact on the difficulty spectrum should be the number of locust in your face at a single moment. Here is a rough idea on how this would work:

    Casual: Let’s say in a part of horde/campaign on casual there are 4 drones, 9 wretches, & 1 boomer. Now if we turn that difficulty up & play the same section…

    Normal: 6 drones, 14 wretches, 1 boomer, & a grenadier added. About ~x1.5 more locust than casual.

    Hardcore: 8 drones, 19 wretches, 2 boomers, & 3 grenadiers. About ~x2.0 more locust than casual.

    Insane: 10 drones, 21 wretches, 3 boomers, 4 grenadiers & a Kantus added. About ~x2.5 more locust than casual.

    Now, keep in mind this is just a rough idea, this may not be balanced and I think not a big enough difference between the difficulties, but you get the idea.

    1.2) Campaign & Horde A.I. & Abilities

    Basic ideas for Campaign & Horde AI getting more “abilities” on harder settings. Also improving on some locust who’s abilities & AI cannot be improved (…simple run-at-em AI like wretches).
    This also includes the A.I getting a bit smarter.
    -Humanoid Locust mean locust like Drones, Grenadiers, Therons ect., meaning locust that are human like in size & shape, or can be multiplayer models.

    Casual:
    -Humanoid Locust: Slow moving, hard aim while out of cover (stupid move)
    -Humanoid Locust: Unaware of planted grenades
    -No locust can regenerate health
    -Poor tactics in general
    -Wretches attack at ~100% speed
    -Tickers move at ~85% speed
    -No AI will plant grenades

    Normal:
    -Humanoid Locust: Roadie runs some times, usually won’t hard aim while out of cover
    -Humanoid Locust: Can sometimes notice obvious grenades
    -Humanoid Locust can regenerate health, takes ~x10 times longer than player generation
    -Have some simple tactics like boomer classes stay back & support while grenadiers and such rush
    -Wretches attack at ~125% speed
    -Tickers move at ~100% speed
    -Kantus can plant ink grenades in obvious spots (along with AI that plant clogger & smoke grenades)

    Hardcore:
    -Humanoid Locust: Roadie Run most of the time, blind fire while out of cover
    -Humanoid Locust: Good at noticing obvious grenades
    -Humanoid Locust can regenerate health at ~x5 times slower, Non-Humanoid Locust regenerate health at ~x10 times slower
    -Can work together to flank players
    -Wretches attack at ~150%speed
    -Tickers move at ~125% speed
    -Grenadiers can plant frags in obvious spots, Kantus can plant inks in smarter spots (along with AI that plant clogger & smoke grenades)

    Insane:
    -Humanoid Locust: Roadie Run everywhere, blind fire while out of cover & good at it
    -Humanoid Locust: Always notice obvious grenades
    -Any Locust can regenerate health, takes ~x5 times longer than player regeneration
    -Good tactics
    -Wretches attack at ~175%speed
    -Tickers move at ~150% speed
    -AI plant any grenade type in smart spots


    1.3) Bot A.I. Tactic Improvements:

    This section is about the idea of bot tactics & smarts improving on harder difficulty sections. Now, first thing I need to say is I really hope the AI in GoW3 is great, much better than GoW2 at least. Epic should watch how people play their game online, & make the bots as human like as possible. These ideas are for Bots in multiplayer/local games & such.
    *Some high ranked AI locust humanoids in campaign/horde would also get these tactic smarts; such as Palace Guards, Grenadiers Elites, and Sniper w/ the 6-eyed helmets and such…

    Casual: No joke, even the casual AI needs to be a little bit smarter than the insane GoW2 AI except without the godly accuracy. They should at least shoot someone they see trying to flank them rather than sit there and let them flank them. They still should be unaware enough to run straight into planted grenades and such.

    Normal: Now, along with all the positive additions to the casual AI, the normal AI should:
    -Bots will move when they see you are trying to snipe them
    -Bots will roadie run away from a threat they cannot beat, rather than walk backwards shooting
    -Bots will strafe & evade while shooting the shotgun & similar weapons
    -Bots will use their smoke & tools to see if there are any planted grenades ahead of them if they have a reason to guess there is one there
    -Bots will know where a grenade is if they see you plant it & shoot them if they can, will not walk into it
    -Bots know when it’s a good time to take cover & a good time to suppress fire, such as if your charging up a torque it a bad time for them to aim at you
    -Bots in mm know when it’s a good time to pull out their shotgun (when enemies are in their face)
    -Bots will be able to work together with other Bots & players, such as if you are suppressing fire the bot will flank the opponents if he can.
    -Bots will be able to see planted grenades in obvious places
    -Bots will place grenades in smarter less obvious spots rather than obvious spots like they would on casual. (yes, they can plant grenades)
    -Bots will get their asses away from thrown grenades as fast as they can
    -Bots will know to shoot weapons like boomshot at enemies feet rather than directly at them.
    -Bots know not to do extended executions on DBNO enemies when there are more enemies near by
    -If a bot sees you plant a grenade it will not forget that grenade’s location

    Hardcore: Now, along with all the positive additions to the normal AI, the hardcore AI should:
    -Bots will be able to use good sense of timing & a good guess of where you are running to, to shoot the mortar in tactically smart spots.
    -If you approach them while they have a mortar / sniper they will switch to shotgun instead of stupidly letting them shoot you
    -Bots will be careful & aware around areas where they sense there may be a planted grenade
    -Bots will plant grenades in good spots like behind a half wall
    -Bots never stand still when out of cover
    -Bots will make themselves hard targets by rolling & RR a lot
    -Bots know to take cover when they see you aiming in their direction
    -Bots know when to keep their distance (when you have a chainsaw, boom, ect.) & when to rush you (when you are facing the other way, when you have a weak weapon)
    -Bots will RR to people they DBNO if it’s a safe move in executions and such gametypes

    Insane: For the insane bots, Epic, watch the pros play Gears. Make the insane bots as pro as possible:
    -Bots will roadie run everywhere, unless shooting
    -Bots make themselves extremely hard targets when you charging a torque or sniping & such by evading & RR in different directions a lot.
    -Bots can make difficult shots, such as bouncing a torque bow off a wall to kill someone behind something
    -Bots wall bounce & stuff when losing a shotgun duel to get away or make a comeback
    -Bots will shoot you every chance you give them, unless of course they don’t see you
    -Bots we be very good at predicting planted grenade locations & marking them & clogging them and such


    1.4) Accuracy & Other:

    I thought it would be cool if AI can attempt prefect/active reloads like we can. This is a rough draft idea on how well the AI’s accuracy is, as well as their reloading skills.
    *If for some reason locust in campaign/horde getting damaging-increasing active reloads becomes a problem, then only Bots in mm can get perfect reloads

    Casual:
    Accuracy: Bad accuracy. They’ll be able to hit you in the chest once for every 2 bullets. Ex: AI sniper or bot w/ sniper will either miss or hit you in the leg/chest.
    Reloading: ~60% normal reload, ~30% fail reload (takes longer), ~10% active reload (shorter), no chance of damage increasing perfect reload

    Normal:
    Accuracy: Mediocre accuracy. They’ll be able to hit you if you give them a clear easy shot. Ex: AI sniper or bot w/ sniper may possibly pop your head if you completely still and out of cover.
    Reloading: ~55% normal reload, ~20% fail reload, ~17.5% active reload, ~7.5% perfect reload

    Hardcore:
    Accuracy: Good accuracy. They’ll be able to hit you if you give them a clear easy shot. Ex: AI sniper or bot w/ sniper will pop your head if you’re standing still or walking.
    Reloading: ~52.5% normal reload, ~10% fail reload, ~22.5% active reload, ~15% perfect reload

    Insane:
    -Accuracy: Beastly accuracy. If you see a bot charging up a torque or hear a boomer say boom you better get your head down. Ex: An AI sniper or bot w/ sniper can easily pop your head off unless your constantly evading or behind cover.
    -Reloading: ~45% normal reload, ~30% active reload, ~25% perfect reload, never fail reloads.

    2) Other AI related Ideas
    Here are some other things I want in AI besides this mean idea above.
    AI Variety:

    I have been a gamer all my life, and from my experience of videogames the AI in videogames get old when you can predict what they do next, when you know what they will do depending on what you do, when they use the same tactics over and over, when all the AI is the same. This is why people prefer playing against other people. But what if Epic where to change that? This, imo, is another revolutionary AI idea.

    This is for both AI in campaign/horde & bots. In my idea, this means AI are randomly given a different personality when the come into existence in the game. For example, the personality can either be: normal, rusher, supporter, cocky, smart, idiot, camper, timid, unpredictable, & so on.

    So, lets say you run up to a half wall cover & take cover behind and there a bot/AI with a shotgun on the other side…
    -A bot with a normal personality would do the Captain Morgan Stance & try to gib you with his shotgun
    -A bot with a cocky personality would quickly mantle over the cover to your side, evade away & then engage in a surprise shotgun duel against you from behind
    -A bot with the supporter personality will strafe left & right behind the cover while blindfiring his shotgun over in hopes to gib you when you try to do a Captain Morgan stance gib on him
    -A bot with the rusher personality would go around the half walls corner to engage in a shotgun duel from the side
    -A bot with the timid personality would evade & RR away to further cover, then get behind it & gets ready to shoot you when you approach him again, unless he’s cornered of course.
    -A bot with the unpredictable personality randomly choose one of the above options or something else
    -…and so on.

    On harder difficulties AI would get more tactically smart while maintaining their personalities.

    Just imagine how much fun it would be to constantly changing your tactics to the AI’s. Instead of knowing: all right, I know exactly what the AI will do when I do this; you’ll have to constantly be on ready for anything.

    Before game bot settings:

    Before a game it would be nice if we could set the bots character, difficulty, & personality in private maches.
    For example for the first two bots we select:
    1st bot: <C:> Cole, <D:> Hardcore, <P:> Timid
    2nd bot: <C:> C. Carmine, <D:> Insane, <P:> Rusher

    ..and so on.

    XxXxX
    Horde 2.0
    XxXxX

    There has yet to be any information about horde released from Epic.

    However, I believe that the lambent will play a bigger part in horde due to them being featured a lot more in campaign. It only makes sense. FYI, like many things in this list, I typed this Never Ending Horde idea before the announcement of Gears of War 3 and the release of the Ashes to Ashes trailer, but I decided to send it as is. This means the lambent currently aren’t featured in this system as much as epic would probably want them to be, they still are, in bonus waves.

    But really I don’t expect Epic to use this system at all. Never would I except any Game Developer to use a fan’s system exactly as stated, I posted this entire system so that Epic may get some ideas off of it to improve the new Gears of War 3 horde I’m sure they’re already well on the way to making. This is more just my fantasy idea of horde, like many other threads about Horde 2 posted by other users.


    Anyways…
    Horde was a great new feature added to the second game. We all had our fun killing the locust thrown at us wave after wave. However, as Epic knows we would all like it to be built bigger, better, & more badass in the next game, meaning more enemies, much less repetitiveness, more control, and no limits.

    I have this idea of there being two horde modes in Gears of War 3:

    > 1: Never ending horde
    -Basics
    -How the horde grows & works in standard waves
    -The Bonus Waves
    -The Boss Waves
    -Player Point Spending

    > 2: Classic Horde
    1) Never Ending Horde
    This is my idea of “Never Ending” Horde in Gears of War 3, an Idea that has come up a lot but I would like to improve upon.

    Basic Idea:
    In this idea of a sequel of horde mode, there is no wave limit. You always have to start from the beginning wave, and each wave continuously gets harder and harder. So there is no way to “win” in this type of horde. Just kill as many locust bastards as you can before your entire team gets knocked out. But there is much much more:

    > This type of horde has its own large special maps that can fit locust like brumaks & corpsers, and even vehicles.
    > Before each wave players risk their luck on various “spinners” that does anything from bringing in reinforcements & weapons to giving the locust a leader to command the next wave
    > Unique new features such as AI reinforcements & RPG elements
    > The Horde grows & grows non-stop rather than repeating the same routine every ten waves.
    > *Can have 8 or even 10 players in a game
    > Will Use This
    > Players self-revive

    BASICS:

    The basic of what happens when you get kills or get killed is a lot like the first horde. Like GoW2 horde, if you die you cannot come back the current wave, and instead must wait for the current wave to end. If your entire team dies, you lose. You get points for killing locust, and so on.

    > Your team does have 1 life, the game doesn’t end immediately if you all die on a wave.
    If your entire team failed a wave meaning you all died, your one live goes away & the current wave restarts. If you fail again, game over. However, if you pass the wave after losing your one life your team gets that one life back.
    So it’s not really like 1 life, it’s more like 1 re-try per wave.

    Here is my idea on how the wave system in never ending horde will work. Again, like everything else in this idea list the numbers given are rough ideas. Testing is needed.

    > In never ending horde, the waves work in sets of ten, like GoW2:
    1) Light Normal Wave
    2) Medium Normal Wave
    3) Heavy Normal Wave
    4) Bonus Wave
    5) Light Normal Wave
    6) Medium Normal Wave
    7) Heavy Normal Wave
    8) Bonus Wave
    9) Very Heavy Normal Wave
    10) Boss Wave

    Except unlike GoW2 these waves won’t be the exact monsters as the set of ten before it.
    I’ll explain what these different waves are further down.


    At the start of each game wave 1 only consist of: normal un-helmeted drones, normal wretches, normal grenadiers and butchers. The amount depends on the difficulty, but I would say ~10 drones, ~17 wretches, ~5 grenadiers & ~2 butchers for normal difficulty, to give a basic idea.

    HOW THE HORDE GROWS & WORKS IN STANDARD WAVES:

    > Before I go on, I’m going to put all never ending horde locusts into 5 categories:
    All types of locust in GoW2 that could be in Never Ending Horde are listed into these 5 categories, plus ones from the new locust creatures ideas. I don’t know what new locust will be in GoW3, again this is just an example to give you the idea.

    IMPORTANT: CLICK HERE FOR THE KEY FOR THE BELOW TXT
    1) Light – Smallest and worth the least in the horde
    1 – Wretch**
    .25 – Nemacytes link
    .5 – Tickers++ -> Poisonous Tickers+
    2 – Nemacyst+
    2 – Drone+ -> Helmeted Drone
    2 – Grenadier+

    (*when drones and grenadiers are added to the light types they are removed from the standard types)

    2) Standard – Humanoid Locust that are common fighters
    1 – Drone** -> Helmeted Drone+
    1 – Grenadier** -> Grenadier Elite+
    1 – Sniper++ -> Helmeted Sniper
    1 – Theron Guards++ (or Sentinals) -> Palace Guard link
    1 – Cyclops+
    1 – Flame Grenadier+
    1 – Bolter+
    1 – Grapplers+ link
    2 – Rioters
    2 – Locust Mortar Infantry


    3) Special – Different Locust who are usually larger than you are, such as boomer types
    1 – Butcher**
    1 – Boomer++ -> Helmeted Boomer+
    1 – Grinder++ -> Helmeted Grinder+
    1 – Flame Boomer++ -> Helmeted Flame Boomer+
    1 – Mauler+
    1 – Kantus++ -> High Ranked Kantus+
    2 – Bloodmount
    3 – Reaver link (has 2 beast riders riding)


    4) Large – Those Huge & Deadly Locust
    4 – Berserker**
    5 – Brumak**
    5 – Corpser++
    7 – Hydra link


    5) Boss – explained later

    These categories are to separate locust of general different difficulty and tactics, some waves will have more of a kind than another. (See below)

    After each wave the horde gets bigger by ~x1.1
    (that may not sound like much, but keep in mind in this mode it gets bigger and bigger non-stop)


    > Now to explain the normal types of waves:
    The examples given below rough ideas of numbers on normal difficulty

    Waves ending in 1 & 5: LIGHT WAVES:
    17 Light locust (+2.2) [4 types]
    15 Standard locust (+1.5) [4 types]
    2 Special locust (+.9) [2 types]
    0 Large

    Waves ending in 2 & 6: MEDIUM WAVES:
    8 Light locust (+1.1) [3 types]
    22 Standard locust (+2.1) [6 types]
    5 Special locust (+1.4) [3 types]
    0 Large

    Waves ending in 3 & 7: HEAVY WAVES:
    2 Light locust (+.9) [1 type]
    16 Standard locust (+1.9) [5 types]
    6 Special locust (+1.4) [5 types]
    5 Large (+1) [2 types]

    Waves ending in 9: VERY HEAVY WAVES:
    1 Light locust (+.8) [any number of types]
    25 Standard locust (+4.1) [any number of types]
    7 Special locust (+2.5) [any number of types]
    7 Large (+2) [any number of types]

    > (The other wave types work differently and will be explained later)
    Last edited by host; 09-29-2010 at 09:52 PM.

  7. #7
    Boomshot
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    > Now to finally explain how new locust types are unlocked & chosen for the next round:
    After each round of a normal wave, a ‘spinner’ appears on a top corner of the screen. The spinner is like a wheel of fortune and will randomly land on a locust. There are two locust spinners, one that unlocks locust after a normal wave and one that chooses the types of locust for the next wave if the next wave is a of a certain type. The 2nd one comes after the 1st.
    Unlocking Locust: The first wheel will be of locked monsters and will unlock the one it lands on.
    > After waves 03, 07, & 13 (of the first two sets) the spinner will spin twice and unlock two different monsters, just to increase the amount of locust at the very start of the game
    > Large locust can only be unlocked after wave 7 of the first set. Until then they won’t even show up on the spinner
    > Once only 10 locust are left to unlock the spinner landing on nothing becomes a possibility. Once there is only 1 locust left to unlock the chance of it unlocking nothing becomes to great that its an 1/4 chance to get that last locust unlocked. On average I would say you would need to survive tell wave 55 to see all locust unlocked.
    > The locust it unlocks the next spinner will for sure land on (meaning the locust that gets unlocked will be in be chosen as a type for the next wave), unless of course that next wave type can have that kind of locust.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    That’s my rough draft of these ‘spinners’. The symbols on the outside circle spin around while inside the locust emblem there’s a close up of the monster. The gold arrow at the bottom points to the winner.
    -If the pic of the spinner above is after it landed on something; then it would have unlocked mauler. It was close to unlocking tickers if only it went a little more, before maulers was berserkers which it passed.
    -The smaller locust emblems around the circle would actually also pics of locust, which I was too lazy to add in the pic
    -Also keep in mind some locust have a higher chance of getting unlocked than others, so some locust would be more spread out than others (& they would have lines separating the part of the spinner’s that theirs), which was too complicated from me to do in the pic

    Choosing Locust for next Round: The second wheel will be of already unlocked monsters
    To save time, this spinner keeps spinning as it’s selecting monsters: the wheel spins very rapidly and every second the gold arrow at the bottom flashes, locust that the arrow was pointing to when it flashes are selected. When all locust types have its quota filled it stops.
    > Now remember, different types need a different number of locust selected (Example: In light waves, 4 light, 4 standard, and 2 special types need to be selected). The spinner could do this by first only choosing from available lights, then the wheel switches over to standard quickly, ect. Or the spinner could be rigged to land on the correct number of locust for each time that the computer randomly selected, or something else.

    > Also, keep in mind the same locust can be chosen more than once. At the start of the game where there aren’t even as many locust types unlocked as there are max number of types then obliviously some locust must be chosen more than once. Even after the number of locust unlocked extends the number of types max a type can still be selected twice or more. Being selected means that locust will get a fair population share of its category.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This is a rough example on what the top corner of your screen would look like in between rounds of Never Ending Horde.
    -To explain what’s going on in the above picture, the spinner is still spinning. Below the spinner it’s telling what the next wave is going to be. To the left is the list of locust that has been chosen so far, listed in their different categories, so players can see what they are up against like I said. It’s going to be a medium wave, meaning [3 light locust types], [6 standard locust types], [3 special locust types], the large part got cut off because there will be none. So far the 3 light types got filled up: wretches, tickers, & Nemacyst got chosen. For standard 4/6 have been chosen: drones, grenadiers, drones (meaning even more), & locust mortar infantry. For special 2 Kantus have been chosen (meaning 66% of the special locust on that wave will be Kantus). The black locust emblems represent locust types yet to be chosen. On the spinner you can see Maulers just got selected as the last special locust, you can see the golden arrow flashing like I said. Afterwards 2 more standard locust need to be chosen. This wave example relatively has low variety; on average most waves will have more variety than this.


    BUYING VEHICLES, WEAPONS, AID, ECT.:

    Now we finally covered everything about the horde, all the perks and creatures they gained and everything else. But what about the players? Players will get to do many new things using things called credits.

    Credits are rewarded to every player at the end of the round:
    At the end of light waves: +9
    At the end of medium waves: +10
    At the end of heavy waves: +11
    At the end of boss waves: +15

    During wave intermissions players can spend credits on various things. As I said before during an intermission the LB (Tac-Com) becomes a menu of things you can spend these one (plus X & Y being options for choosing ready/not ready). We will call this menu the credits menu here on out.
    Players can only make 1 purchase during each intermission.
    All players will get these credits. The reason why points aren’t used to purchase things is if they where players would try to hog all the kills to themselves & would often go get and get killed trying to get as many points as they can, rather than using tactics & working as a team.

    There are 3 main submenus you can chose:
    -Weaponry (6)
    -Vehicles (5)
    -Aid (8)
    -Give Credits
    (The number in the parentheses is how many options are in that submenu)

    KEY:
    > Purchases – Name of item in italic, with the number that follows it being its cost in credits
    R – ‘Requirements’, for this item to be up for purchase (‘unlocked’) the player needs to have a certain amount of points. Also a certain number of other purchases in its category may be required as well.
    I – ‘Inflation’, when this item is purchased its cost in credit increases by this number. This increase in price goes down after every intermission where this item isn’t purchased again.
    So for example, if a weapon that cost 5 credits and has an inflation number of 3, the player could buy it 5 credits the first time, but if he/she wishes to purchase it again during the next intermission it will then be 8 (5+3). However this increase drops 1 credit after each intermission where it’s not bought, so if he/she where to buy it for 5, buy something else or nothing after the next wave, then buy it again its price will now be 7 (5+(3-1)). That would mean 3 waves/intermissions would need to pass before that weapon returns to its normal price. Also note that the inflation price + standard price is also the item’s max cost, so if the player where to buy it for 5, buy it again for 8, then the third time it would still be 8.
    This is to encourage players from not buying the same thing over and over and rather have variety in their purchases. Also note that the cost goes up for all players when this item is bought by any player.

    Weaponry:

    Since Never-Ending Horde is no longer in multiplayer maps there won’t be weapons just for the players laying all over map. Players will either have to scavenge weapons off the locust, or get weapons in this menu.
    The Weaponry menu has relatively low cost & unlock requirements compared to the other menus.

    > Ammo Surplus: 5
    R: none
    I: 1
    10 ammo boxes, 5 minor ammo boxes, and 3 shotguns, lancers, boltoks, snubs, frags, or cloggers respawn (chosen randomly, doesn’t not have to be 3 of the same thing) randomly around the player’s general location. Small chance of a weapon being hammer of dawn, see Hammer of Dawn (2 below) for more info if this happens. There is also a 1 out of 100 chance that one of the ammo boxes will be golden, if picked up the player will receive 10 credits, like the lottery.

    > Weapon Drop: Depends on the weapon…
    R: Depends on the weapon…
    Any weapon the player purchased spawns in their hands. The weapon they where currently holding get thrown to the ground, in case they didn’t want to swamp that weapon. Another Submenu with all the weapons below come up when this is selected. I'm not going to list every weapon, instead here are some examples:
    Plancer: 1
    R: 2000
    I: 1
    Snub Pistol: 1
    R: none
    I: none
    Boltok Pistol: 2
    R: 6000
    I: 2
    Frag Grenades: 2
    R: 8000, 1 other Weaponry Purchases
    I: 2
    Torque Bow: 3
    R: 25000, 3 other Weaponry Purchases
    I: 1
    Mortar: 4
    R: 45000, 5 other Weaponry Purchases
    I: 3

    Note: All weapons have the average amount of ammo when picked up when purchased this way, such as the amount of ammo they would hold in a multiplayer game or a little bit more depending on the weapon.

    > Hammer of Dawn: 35
    R: 30000
    I: 5
    Hammer of Dawn works differently and is not part of the ‘Weapon Drop’ category. When purchased Anya will say “The Hammer of Dawn is online”, and the Hammer of Dawn can only be used this round. *Because of this I was thinking the hammer of dawn wouldn’t have a battery limit in this mode. This is why it’s so costly in points compare to all the other weapons; it’s the deadliest weapon and can be used non-stop the round it is purchased. Mostly likely purchased before rounds containing brumaks, berserkers, ect. Also note that the requirement for this purchase isn’t set too high, just so this can be purchased for Heavy Waves pretty early in the game and doesn’t have to be worked for.
    Ammo Surplus: If a Hammer of Dawn is one of the weapons for the ammo surplus, it works the same way.


    > Mystery Drop: 1
    R: none
    I: none
    A spinner comes up on the screen with every weapon/grenade. There is a 40% chance it will only give you a minor ammo box, causing you purchase to be in vain (mostly). However all the weapons have an even chance of being chosen, so you may get lucky and get a mortar/boom shot/hammer of dawn for 1 point. In addition, weapons received this way will have their max ammo, rather than their average ammo like the normal drop. Rather than instantly spawning in your hand the weapon or ammo box will spawn around you feet, in case you don’t want it. If Hammer of Dawn is selected, it works in the same way as the above idea.
    Like the ammo surplus, there is a 1 out of 100 chance the ammo box will be golden, giving you 5 credits.
    How the spinner works: It takes 10 secs to stop spinning, and if you see it about to land on something you don’t want you can press a button (Y?) to give it an boost extra boost that will make it spin ~6 more times around, but you can only do this once. All spinners that have to do with purchases work this way.

    > Super Mystery Drop: 3
    R: 50000, 3 other Weaponry purchases
    I: none
    Same as the Mystery Drop, by x5. Now 5 random weapons or minor ammo boxes will spawn close to your location, a better but more expensive deal. Like the spinner that chooses the locust types for the next round the spinner will not stop until the first 4 are selected, so that means you will only be able to do the boost on the last weapon. (As in keep spinning as the arrow flashes and picks weapons)


    Vehicular:

    6 Coalition of Ordered Governments Vehicles are up for purchase. 2 ground, 1 air, & 2 turrents (which aren’t exactly vehicles but w/e) can be used in never ending horde threw this menu, plus the new Silverback battle suit & Multi-Turrent <NEW!>. Unlike everything in the weaponry submenu, things in the vehicular menu may occur less due to expensiveness & high requirements.

    First of all, let me explain a little on exactly how vehicles will work:
    6 vehicles/turrets so far: The Troika Heavy Turret, the Armadillo/APC Assault Vehicle (hybrid/laverne version for horde), the King Raven Helicopter, the Centaur Monster Truck Tank, the Sliverback mech suit, and the Multi-Turret.

    Health Bar: All of these vehicles have a health bar that doesn’t regenerate. Any type of damage is accumulated until it has 0 hit points left. When the vehicle reaches zero, it won’t blow up instantly (besides the Troika) and rather stop working completely & start smoking, give players a short period of time (7secs) to escape before it does blow up.
    When a vehicle running low on ‘health’, it will suffer from various minor disabilities… depending on where it’s been hit a lot. For example you tires could be destroyed causing you to lose a small amount of speed.

    Spawning: Now when your purchase one where it shows up differs. For the troika, you place it where ever you want (more details on that later). For the Armadillo & Centaur, there is a spot for ground vehicles to spawn than connects to a road/whatever for the players to drive out of; around where the players spawn. As for the King Raven, it spawns on a helipad/flat location around the same location.

    Controls: Press X (/whatever is your pickup weapon button) to get in & out of vehicles. Rather than magically popping in & out, there will be a short animation of your character climbing in or jumping out, like halo. Other than that the controls will vary from vehicle to vehicle and will pretty much be the same as the vehicles in the game’s campaign.

    Road Kill: For the ground vehicles you’ll be able to squash boomers like deer in your headlights. I’m not sure how roadkill in gow3 would look like but I’d prefer they don’t just blow up into bits of guts when strucked by a vehicle. Rather having their body roll over the hood of the vehicle and/or come out the back end under the tires squished would be great.
    Now let me explain what roadkill & vehicle gameplay would be like for the different types of creatures:
    Wretches can hop on top of stopped or slow moving vehicles and claw at the passengers, where the passengers would have to get out and shoot them off, but besides that they are practically useless against vehicles and you’ll squash them like bugs. Tickers are actually a huge threat to vehicles and you need to avoid running them over at all cost, and unlike all other locust they will charge straight for your tires. Nemacyst are a also a large threat to all vehicles, if the current wave has them you better keep your eyes in the sky & listen out for them coming. Humanoid Locust (everything from drone to theron guard) are likely to be road kill if they aren’t taking cover. The lower rank locust are inexperienced and will easily get hit, however the higher ranked ones (Cyclops & therons) know how to dodge incoming vehicles and can roadie run & perform well timed evades to prevent becoming roadkill. Boomers are slow and big and so are easy roadkill with a louder thump and a larger spray of blood that makes hitting them more satisfying then their smaller locust comrades. But at the same time they are dangerous to your vehicles; if you driving straight towards a boomer there’s a small chance they will miss, and boomshots are another danger to vehicles. Grinder’s Mulchers will also wreak havoc on your vehicles health bar. Flame Boomers are screwed when it comes to vehicles unless you drive close enough with hitting them to let them turn your vehicle into a marshmallow on wheels. Maulers can use their shields to save their life from being road kill from APCs, if you hit them while they are blocking with their shield they’ll get rag dolled out of your vehicles direction and get back up on their feet, but can only take about ~2 hits. Centaurs however will squash them and their shield instantly. If you hit a bloodmount with an APC the bloodhound will get spattered but their ride will survive as they get rag dolled to the ground. If you hit a bloodmount with a Centaur both the bloodhound and the rider will die. For some locust creatures it wouldn’t be a smart idea to try to run them over. Like Berzerkers, who could hold the vehicle still once you get close enough or pounce on top of it and beat all the passengers into mush. Berzerkers are fast enough to chase Armadillos and all vehicles down on foot, but since they are blind they pretty much only run in a straight path so as long as you don’t drive in a straight path away from then and instead swerve before they are about to catch up to you shouldn’t get caught by one of them. Driving into the feet of Corpsers and Brumaks will most likely only result in pissing them off and you getting screwed over one way or another. Running over explosive lambent creatures will also be a poor decision.

    Other: If a player gets run over by another player, the player only gets rag dolled and gets up and walks away undamaged.
    There can only be 1 vehicle of each type in the map, except for Troikas where there is a max of 3. So at max there can be 3 vehicles & 3 turrets.

    Camera: Check out John Matrix's camera angle for vehicles idea
    > Troika Turret: 25
    R: none
    I: 4
    So as I stated, the Troika can be placed wherever you wish. Not to just be copy’n other games ideas like a dork, but I figured in terms of how this would work it would be like the sentry gun in Modern Warfare 2, where it shows up transparent in fount of your character until you press A or whatever to place it. Except you man it (doesn’t have to be you) & you can only move it again if you wish in the time between waves.

    The troika has a health, however due to its small size it won’t get hit as often as the vehicles, it can survive let’s say 2 boom shots the hit directly on? So you better take out those boomers /whatever is damaging/ ASAP.
    On top of this the troika also only has a limited amount of ammo. A lot though, you could hold down the trigger nonstop for about ~6 minutes straight. (Just to prevent the never ending use of some well placed troikas). In gears 2 they made it so the Troika can overheat like the Mulcher. However I’m against this being in Never Ending Horde because: 1) players should be able to shoot as long as they want, after all they will be using up their ammo, 2) this is what would make the troika superior to the Mulcher besides being much more deadly: it doesn’t over heat, 3) overheating will kill the troika and cause it to be a unpopular purchase.

    Now with all of that out of the way, the Troika would be very effective at even the hugest & toughest of locust; making its purchase popular before heavy waves. (Note that brumaks will either miss the small target or the Troika will be able to withstand 1 shot from a Brumak). It will also rip any smaller locust apart in seconds. The troika will be the most vulnerable to Nemacyst, Snipers, Therons, & Boomers. If a troika blows up while you are manning it, you lose a considerable amount on health and get rag dolled backwards, but do not die.

    > Armadillo: 65
    R: none
    I: 10
    Armadillos/APCs will work much like the ‘Junker/Laverne’ in gears of war 1 did, except its light beam will be replaced with a JACK bot that actually goes into combat and goes invisible and sneaks up on locust and slits their throat and maybe drops bombs from high above and just shoots lasers or something.

    > Eradication: 20
    R: 7500
    I: 10
    When this is a purchased a spinner comes up on the screen with all the currently unlocked locust types. It’s not what you think, it’s an cog spinner not a locust, not to mention it’s of already unlocked locust. Whatever locust type it lands on becomes locked again!... meaning unable to be used in normal waves until re-unlocked. You can even lock locust types that are available by default, like normal drones. So if you team is having trouble with Maulers or Brumaks or whatever, you can use this and try to relock them. Like the other spinners you can choose to use a boost.
    (Note that there are so limits to this, there has to be at least 1 type of locust in each category)
    Last edited by host; 09-07-2010 at 10:45 PM.

  8. #8
    Boomshot
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    Gamertag: Quiet ZED 446

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    Aid:

    > Famine: 45
    R: 50000, 2 other Aid purchases
    I: 10
    When this is purchased a ~7.5 minute timer appears in the top corner of the screen, which only counts down during wave time & pauses during intermission time. During this time the locust AI can run out of ammo. Not only that, but that only have 1 or 2 clips of their preferred weapon! Once they are out, they have no choice but to use their hands. This is a very unique sabotage because all types of locust will be charging at you that normally would never do so, once they used up their ammo. Therons & Boomer types will get in your face which they aren’t meant to do, and so you’ll most like tear them apart unless swarmed.
    The amount of ammo they have depends on if the weapon is one-shot or not. One-shot weapons are reload-after-you-shoot, ex: longshot, torque bow, boomshot. If it’s a one-shot weapon they’ll only have 2 of whatever their ammo type. Otherwise, they only have 1 single clip of their weapon.
    If the timer reaches 0 all of the locust will return to infinite ammo and may stop getting in your face and go back to using guns. In addition, you if complete a wave with some time still remaining ~1 minute is added as a reward, keep in mind that the timer pauses during intermission.

    > Sycophant: 50
    R: 75000, 3 other Aid purchases
    I: 12
    This is another ~7.5 minute gameplay-changing timer except that the locust don’t gain any disabilities, instead you and all allies gain an extra damage increase. This damage increase is especially strong against the huge locust, killing a berzerker with a shotgun still won’t be easy but it will be pretty possible. This will be a smart purchase on intermissions before heavy waves. Like Famine if you complete a wave while there is still time left you get another minute added on.

    > Redeemification: 90
    R: 100000, 4 other Aid purchases
    I: 10
    Yet another gameplay-changing timer; this one only last ~5 minutes but is a more drastic change that makes losing impossible during the time: players will respawn if killed. During this time players will most likely just go out and kill as fast as they can. Like annex/guardian there is a 15 second wave respawner. If you finish a wave with time left over, another minute is added. This cannot be used during boss waves.

    Give Credits

    The last thing a player can do with his credits is give it to other players. Players this way will work together to make bigger purchases: “Hey dude I only need 13 more credits to get a Raven do you think you could give me some?” When this is selected the player then can select which player and give a specific number of credits. However there is a 10% fine, the player will be able to see how much credits he is spending and how much the other player is receiving.

    …And that concludes all the things you can do with credits.

    XxXxX
    Other Features outside of gameplay
    XxXxX

    Epic has yet to post anything about anything in this section

    There section deals with things that don’t directly affect gameplay, such as war journal, customizable setting, points & rank ideas, and so on.


    > 1: Controls & Settings
    > 2: Scoring System
    > 3: Ranking System
    > 4: War Journal, What's Up? Menu, & Score Board Ideas
    > 5: Customization in Private Matches
    > 6: Career Record and Accolade System
    > 7: Other
    1) Controls & Settings
    I sure would love to have more editing power of our controls. This includes not only being able to customize the button layout of our controllers, but to also be able to change automatic actions off, as well as more specific sensitivity settings.
    FULLY EDITABLE CONTROLS:

    I would really love it we could change any button on the game’s layout. I don’t understand why every game doesn’t do this. Of course there would be presets, EX: Normal Layout, Alternate, and Custom, Custom Alternate.

    The reason why there are two customs is because on normal layout Take Cover, Evade, & Roadie Run are all on a same button while in Alternate Take Cover is on a separate button from Evade & Roadie Run, plus some other things.

    OR we could have total customizability and choose what actions share a button, and so on.
    ALSO, for normal layout, change the button for picking up a meat shield please.


    OTHER SETTINGS:
    As I said, it would really be nice to be able to edit automatic actions & some other settings. I would appreciate it if the following 5 things we up for changing in the options menu.

    NOTE: For this section * means the default option

    > Automatic Reloading: [OFF] [ON*]
    Supported here. When you run out of ammo it starts reloading for you, which causes problems for many people because they press reload right when it starts the auto-reloading, causing them to screw up the reload. It would be nice to be able to turn it off.
    > Automatic Aim Centering: [OFF] [ON*]
    When you walk while looking up or down without moving the looking stick the camera will automatically adjust the y-axis of the camera to straight in front of you. (Just to be honest…) This is something only the biggest newbies to video games would need, so it would be nice to be able to turn that off.
    > RR into cover: [OFF] [ON*]
    With the normal layout, when you roadie run into cover you will enter the cover. With this setting off you won’t accidently stick to cover when you roadie run past it, or into it for that matter, instead you have to stop RR and press A to quickly go from roadie running to being in cover. Some players may like not accidently sticking to cover when RR, while others would prefer to enter cover when they run into it, which is why this should be an option.
    > Easy Cover Exiting: [OFF*] [ON]
    With this setting on default it is off. Currently when you are in cover and hold back on the moving stick or what ever direction away from the cover it takes ~.6 seconds to get your spine unglued from the wall, while with this setting ON your character will exit cover instantly when you hold the stick in the direction away from the cover. Of course this may cause you to easily accidently exit cover, which is why on default it’s off.
    > Automatic Weapon Switching after Losing Meat Shield [OFF] [ON*]
    When your meat shield gets destroyed in gow2 your character switches to the weapon you had out when you picked up the meat shield (unless you’re aiming) instead of just sticking with your pistol out. This may screw you up, for example if you only need 2 more shots with a pistol to down someone, so it would be nice to be able to turn this off.
    > Toggle Scoreboard [OFF*] [ON]
    (Idea by Doctor Ranger)
    If this is off, you must hold down select to view the scoreboard, if this is on, you can press select once and it stays up until you press select again.

    VERY SPECIFIC SENSTIVITY SETTINGS:

    In GoW2 it was nice to be able to change the sensitivity between look, target, & zoom; however it would really be nice to be able to change the sensitivity of every weapon as well.
    I like having all of my sensitivity settings on high, it helps me in shotgun battles & getting headshots even when scoped in with a sniper, as well as being able to turn around to enemies quickly approaching from behind. However, I like the setting on high for everyone weapon, except for one; the torque. Getting kills with the torque over a very long distance is now difficult on high, since you’re not scoped in.
    Also, a more precise sensitivity numbers as an option would also be nice.

    This can get complicated in the options menu so I’m going to list your options, which will bring out more options. Here is what it would look like:

    SENSITIVITY:
    Look Sensitivity: <low, medium*, high, custom>
    Target Sensitivity: <low, medium*, high, custom>
    Zoom Sensitivity: <low, medium*, high, custom>
    [Customize Weapon Sensitivities] <-(brings up new menu)

    So you have 3 ways to change your sensitivity, depending on how precise you want to get: choosing low, medium or high; choosing custom; or selecting the Customize Weapon Sensitivities option. When you select custom, the numbers 1-10 come up for a more precise sensitivity, obviously:
    1 Low
    2
    3
    4 Medium*
    5
    6
    7 High
    8
    9
    10 Very High

    If you select the [Customize Weapon Sensitivities], Target Sensitivity: & Zoom Sensitivity: above it fade out.
    Then it brings up a long list of all the weapons in the game, all of which have one or two sensitivity options. You can change the target sensitivity for every weapon. If the weapon can zoom, (sniper, boltok, snub?, Hammerburst, ect.) it will have zoom as an option too.
    Example:
    Lancer:
    Target Sensitivity: <low, medium*, high, custom>
    Boltok:
    Target Sensitivity: <low, medium*, high, custom>
    Zoom Sensitivity: <low, medium*, high, custom>
    Boomshot:
    Target Sensitivity: <low, medium*, high, custom>
    …and so on.

    After you done changing up what you want, Look Sensitivity: will still be changeable in the prevous menu as a preset for looking around with all weapons.
    If you wanted high sensitivity on every weapon besides 1 or 2, you can change the target & zoom in the prevous menu than choose the [Customize Weapon Sensitivities] and change the 1 or 2 weapons you wanted.

    > (Idea by maurox) In terms of visual option, it would be nice if you allowed us to change the brightness & colors of tac-com Epic

    2) Scoring System
    I have a couple ideas on the scoring system as well.
    - How the scoring should work
    - Game type scoring
    HOW THE SCORING SHOULD WORK:

    The current scoring system works fine, sure, but everything can use improving. I have a new scoring system idea that treats objective game types different, as well as being more rewarding is skillful kills and rewarding players just for damaging enemies even if they don’t end up killing anything.

    Gametype Scoring:

    Before I go into detail on the system, I have a specific idea on scoring in the different gametypes:

    So as you all know, currently in all gametypes all non-DBNO kills are 175. And in the different gametypes the exp that counts towards you rank is your overall score at the end of the game multiplied by a decimal number.
    (Example: annex’s multiplier is x.47) [I don’t rly know what it is]
    (so if you were to score 2135 in a game of annex you get 1003 exp) [2135 x .47 = 1003.45]

    > But what if in Gears of War 3 the points you see on your screen in game (for kills and what not) are directly changed by the multiplier, and so the score you see next to your name at the end of the game is the exact amount of exp you get!
    So in annex, every instant kill would be 82 points. (175 x .47 = 82.25)

    This way the confusion over the exp & score system is avoided, players will actually being seeing on their screen how many points they are getting towards their rank rather than fake points adjusted later, and getting points in different gametypes will become a refreshing experience.

    > Now along with that idea I would just like to say the multiplier of the gametypes should depend on average HOW MANY POINTS ARE SCORED PER MINUTE/HOUR/whatever, NOT how many points are scored in that gametype per game on average.
    Annex & King of the Hail games last longer than most games of other gametypes. Because of this the multipliers in Annex & King of the Hail are smaller than they should be because its adjusting the points you get to average scored in that gametype per game. So in the time you can play 1 annex game you could have played 2 warzone games and got twice as many points, which is wrong.

    Also, to avoid gametypes that score unevenly the multipliers of each gametype should be heavily tested before the game’s release (the BETA test will work).

    However I’m not saying respawning gametypes should score as many points non-respawning (warzone & execution) on average per minute. I think in terms of points scored per minute in the gametype, the amount of points you get should get if you were to play that one gametype all day would depend on this:
    - Non responding gametypes: 100% (warzone & execution get the most points)
    - Respawning gametypes: 80%
    - Public Insane Horde: 60% [-10% for each lowered difficulty]
    (The reason for this is because playing warzone & execution deserves the most points; they are the most tactical killing gametypes where killing someone is actually like killing them in which they don’t come back, not to mention they are the original gears of war gametypes. Horde also deserves points, but not as much as gametypes where you are actually facing people)

    The Scoring System:

    Now first of all my scoring system keeps tracks of decimals up to the hundredths place, although players never see any decimals. The numbers in the decimal get added to the next score, but on the screen it rounds the points down until the numbers in the decimal exceed 1.00.
    (Ex: If a player where to score 40.34, 40.34, then 40.34; on the screen it would show 40, 40, 41) [.34 x3 exceeds 1.00]

    Here’s my basic idea of how scoring in warzone (/execution?/wingman?) without any gametype multipliers changing anything:

    Non-DBNO Kills: 100
    Downs: 30 (25, + 5 damage points)
    Executions: 60 (65 on average)
    Revives: up to 75
    Damaging (without downing/killing): up to 5

    If a non-DBNO kill is ‘shared’ (as in an assisted kill) 80 points is shared between the players that damaged the foe, plus the one that did the finishing kill gets +25, So 105 points is earned between the players, 5 more than a kill where a single player did all the work… but is divided up.
    (So if player1 got teamed up by players 2,3,&4; where player 2 did 67% of the damage, 3 did 22% of the damage but also got the kill, and 4 did 11%...
    Player 2 got 53 points [80 x.67 = 53.6]
    Player 3 got 42 points [80 x.22 = 17.6 + 25 = 42.6]
    Player 4 got 8 points [80 x.11 = 8.8]


    A ‘shared’ down (which is much more common than a shared kill) works in the same way, where 27 points is shared plus the one delivering the final-downing damage gets +6 (33 total)

    The reason why the average thing gets fewer points than the previous system is so it makes every little point count more, rather than adding zeros to the end of scores making the ones place worthless.

    Damage Points:

    As you can see you can get up to 5 points for just damaging a player, even if you don’t end up killing them. How this works is every time you cause 20% of damage on a player you get a point (that percent is adjusted in different gametypes). The points you get for damaging add up in the button corner of your screen before fading out. Downing a player is actually only 25 points, however since you have to cause 100% of damage first you get 30 points.

    The max damage points you can get on a single person is 15. After you get 10, every points will need 40% damage. (To prevent boosting, getting points in dumb ways by failing to down them, ect.)

    Bonus Points:
    But wait, there’s much more…

    Now the normal Non-DBNO kill gets you 100 (such a plain non-‘shared’ kill, a kill with a boomshot or grenade would get you 100 points even), but as stated my system rewards more points for skillful kills. Any of these bonuses below get added to your kill’s score if done:

    Sniper Rifle Headshots: +35
    > Headshots (for any other weapons meant to get headshots [ex: torque/boltok/snub?]): +25
    > Assisted Suicide (Ex: killing an enemy with his own planted grenade): +35
    > Shotgun non-DBNO kills (or ‘gib’): +20
    > Winning Chainsaw duel (or any other type of duel): +15
    > Kills where they would have normally been downed but were ‘out’ of DBNO lives: +5
    > Chainsaw assassination kill (from behind): +5
    > Kill an enemy less than 5ft from a down teammate (‘savor’ kill): +10
    > Kill an enemy with a meat shield: +8
    > Multi-kills (within 7 seconds): up to +50, another +50 added for each additional kill
    How multi-kill bonuses work is the sooner you get the next kill the more you get.
    Multi-kills that are achieved at the same moment by the same explosive/whatever get +50, (another +50 added for each additional kill).
    Double Kill: 250 (kill 1: 100, + kill2: 150 [100 + 50])
    Triple Kill: 450 (kill 1: 100, + kill2: 150 [100 + 50], + kill3: 200 [100 + 50 + 50])
    Quad Kill: 700 (kill 1: 100, + kill2: 150 [100 + 50] , + kill3: 200 [100 + 50 + 50], + kill4: 250 [100 + 50 + 50 + 50]))
    So… Quin(5) Kill: 1000
    …However, that’s only for kills achieved at the exact same moment. Otherwise the amount you get depends on how much time went by after your prevous kill, after 7secs no more points are given. The amount gradually degrades from 50 points at 0secs to 0 points at 7secs, so if you where to get a kill 3.5secs after your prevous you would get +25, if you were to get a kill 2secs after your last you would get +35, and so on


    There are also bonuses for Executions:

    > Curb Stomp: +8
    > Extended Execution (Y): +12
    > Other executions (point blank shooting, B, or meat shield): + 5
    So now only kills from a distance on downed people would give you the standard 60

    There are also bonuses for Downs, along with things that make downs worth less points:

    > Down an enemy picking up a weapon: +7
    > Down an enemy less than 5ft from a down teammate (‘savor’ down): +10
    > Down the same enemy in his/her same life: -15
    This is added just so people don’t gain a lot of points from down-revive-down-revive-down-reviving the same person

    Same goes with revive:

    > Revive a teammate after killing/downing the person that downed them: +5
    > Revive the same teammate in his/her same life: -45

    Other ways to get points:

    In addition, here are some other ways to get a few points:

    ‘Mark’ an enemy planted grenade with a smoke: +3
    Clog an enemy planted grenade: +3
    Destroy an enemy planted grenade: +10
    Pick up ammo: +2
    Damage an enemy meat shield: up to +5
    Destroy an enemy meat shield: +15 (10 + 5)
    Clog an enemy weapon with a clogger grenade: +13

    Gametype Points:

    Something the current score system is lacking is rewarding players for completing objectives in the different gametypes. For example the current system doesn’t reward points for killing the enemy leader in guardian or staying alive as leader, often causing players to not care about the game type’s goals. I have ideas for every gametype that will fix this.

    Warzone & Execution:

    Survive & win a round;: +10 (A reward just for surviving, not given if the round ends in a tie, given even if you didn’t get any kills)
    Win Sudden Death;: +15

    Team Player; kill 2 of the 5 enemies in a round: +10
    Hard Worker; kill 3 enemies in a round: +25
    Team Leader; kill 4 enemies in a round: +45
    One Man Army; kill all 5 enemies in a round: +75
    (there doesn’t have to be 5 enemies on the team for any of these, but if there aren’t 5 One Man Army isn’t possible, if there aren’t 4 Team Leader isn’t possible and so on)
    Keep in mind getting more than 1 kill a round already rewards itself


    Clutch; when the game is 1v3 with you being the last on your team, kill all 3 enemies and win the round: +50 (25[Hard Worker] + 25)
    Super Clutch; when the game is 1v4 with you being the last on your team, kill all 4 enemies and win the round: +90 (45[Team Leader] + 45)
    Mega Clutch; when the game is 1v5 with you being the last on your team, kill all 5 enemies and win the round: +225 (75[One Man Army] + 70)
    Keep in mind clutching already rewards itself, there is no 1v2 clutch because 1v2 isn’t much of a clutch at all

    Guardian:

    Kill Enemy Leader;: +300 (If the kill is ‘stolen’, the points are given to the person who downed him. If the kill is ‘shared’, the points are shared.)
    Speed Assassination; Kill the enemy leader under 1 minute after the round started: up to +400
    Survive as Leader; end the round as leader (encouraging the leader to not run out and get killed): +500
    Win Sudden Death;: +10
    Guardian Clutch; Once your leader has been dead for 10 secounds, your team kills the enemy leader and wins (given to all who survived): +40

    Annex & King of the Hill:

    Capture A Ring;: +125
    Break Enemy Ring;: +50
    Down/Kill enemy inside your ring;: +15 for down, +20 for execution, +35 for one-hit kills

    Wing Man:

    Eliminate Team; You &/or your Partner killed an entire team (two people): +10 both of you weather dead or alive
    Survivor; Survive the Round, regardless of win or tie: +10
    Lone Wolf; Win Sudden death, only you survived the round: +20 [10+10(Survivor)]
    Pack of Two; You and your partner survived & won: +25 each [10+5(Lone Wolf)+10(Survivor)]
    Team Player; kill 2 of the 9 enemies in a round: +10
    Hard Worker; kill 3 enemies in a round: +20
    Team Leader; kill 4 enemies in a round: +30
    One Man Army; kill over 5 enemies in a round: +40, +another 10 for each addition kill

    Winning Multiplier

    But in addition, I want a system that rewards players over winning more than anything else. I don’t want a system that gives all players all pretty even amount of points just for running around and getting points whether they lost or won, but rather a system that makes a team want to work together to win. Once the game ends, their score gets multiplied:

    Two team games:

    Win: score times by x~1.5
    Tie: all scores times by x~1.15
    Lose: score times by x1.0

    Wing Man:

    1st place team: score times by x~1.5
    2nd place team: score times by x~1.375
    3rd place team: score times by x~1.25
    4th place team: score times by x~1.125
    Last place team: score times by x1.0
    If two teams tie their score multipliers get averaged;
    so if 3rd & 4th place teams tied their score would get multiplied by x~1.1875 [(1.25 + 1.125)/2=1.1875]




    Also, it would be cool if local, private, & system link matches gave you a little bit a points that counts towards you score, such as a X~.025 multiplier. (Idea by maurox & I)

    3) The Ranking System
    In Gears of War 2 the ranking system got dramatically changed in an update due to the first one being hated by many players. The ranking system that replaced it was better but still wasn’t anywhere near perfect. Here are some ideas for Epic to think about when creating a 3rd ranking system.
    I’m going to list 3 different ideas for a new & better ranking system.

    True Skill & Point Mix Ranking System

    The first ranking system didn’t work because it was based purely on true skill, which has various problems of its own. The second ranking system excluded the use True Skill altogether and was purely based on points, or based only on how much one plays, which didn’t really show how good a player is.

    I believe a combination of the two will be a much better ranking system. This system it based off of points but players will a higher true skill will rank up faster. This way no player will become ‘stuck’ in the ranking system due to true skill yet the ranking system will still resemble a pretty accurate scale of player skill.

    So in this system you rank up with points, but having a high true skill will make ranks require less points.
    True skill 0 = 100% of points required
    True skill 10 = 85% of points required
    True skill 20 = 70% of points required
    True skill 30 = 55% of points required
    True skill 40 = 40% of points required
    True skill 50 = 25% of points required
    (Each increase in true skill number lowers 1.5%)
    Keep in mind going up in True Skill will change how many points are needed to achieve the next rank, not the whole system in general.

    Once again, I see this as a much better system because this way better players will usually have a symbol, yet no one will become ‘stuck’ in the system. This also means achieving the highest ranks will require a huge amount of points, since 50s will be able to rank up 4 times faster.

    I came up with a picture with symbols for this system:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This system goes through ranks 0-299, 300 ranks in all.

    Note how their symbol changes every 10 ranks. In between those symbols the gears icon behind the symbol fills up clockwise, like the picture shows.
    Here are some examples:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    (The red on red gear and gold on red gear look pretty cool, but I’m not so sure about blue, brown, & gray on red. Maybe the background gear could change color to match the front symbol)

    Non-Linear Ranking System

    This was actually someone else’s idea but I can’t find the thread again so I redid it will some modifications. In this system it shows both how much a player plays and their true skill separately threw color and symbol in a combination:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    (This system will have the gear fill up clockwise in between the ranks of 10 like the last system)
    (Also the 21-30 white ranks didn’t turn out the way I wanted, sorry but w/e)
    (Also I did not show ranks 0-9, because they are all just a blank symbol with the gear in the background)

    With this system there could be a possible 960 different ranks. Note how the system doesn’t follow a specific path and most players will make some short of ~-45 degree path towards the high & colored ranks.

    Although I personally do like the idea of a non-linear ranking system; I can already see some flaws in this system and I only posted it to give everyone an idea of a non-linear ranking system. Sure, it looks good, but remember Halo 3 had a ranking system much like this and it defiantly didn’t turn out to be the best ranking system ever. It had various problems that this one will have too, let me list three problems for those who can’t guess:
    1- Players will not care about a player’s symbol but rather only care about the color of their ranking indicating how good they are, defeating the purpose of a non-linear ranking system.
    2- Players with high symbols but low colors will be discriminated for their rank, such as player with a gray/brown/white skull/star will be seen as a person who plays a ton but isn’t good, a loser noob with no life. A nickname will come up for these players, such as ‘turd skulls’ (for brown ranks 110-119). Anybody who played halo 3 a lot knows what a bar-of-shame is, where players who couldn’t get their true skill up to 50 would get bars under their rank indicating the play a lot but suck. I do not want a system that has discrimination like this.
    3- Some really good players that rank up fast will get to 50 as soon as possible but then start quitting games/loosing points on purpose to de-rank, so they become a red diamond or something around those lines and everybody that sees them will be like “no way a red diamond!” or “ha that low life quit games just so he could be a red diamond so that he would look like a pro”.

    So again, I wouldn’t really want to see this system in Gears of War 3 and only posted it to give an idea of what a non-linear ranking system is like.

    Different Non-Linear Ranking System

    I think the best ranking system would be one that uses a system like my first idea but then makes in non-linear in some way, without it having the problems of the second system. I don’t have a picture nor a precise idea on how these would work, but let me list some ways they could do this:

    1) A non-linear system that combines multiplayer experience with horde/campaign experience. So for example the symbol will work based on my first system, but then the symbol’s color could change to a higher color depending on how many points you have got in horde and how times you have beaten campaign/co-op. This could be cool because you can see how much a player plays horde/campaign and how much a player plays multiplayer separately. Since color may be more focused on more than the symbol maybe instead the background gear gets filled up by one’s horde/campaign experience and the symbol in front based on multiplayer experience.

    2) A system where one’s rank changes depending on what game types he/she plays the most, style of gameplay, and how much horde/campaign he/she plays. For example someone who plays guardian a lot may have a symbol that has something to do with guardian, one who plays only execution will have an execution symbol and so on. A rusher may have a symbol with feet, where if he/she becomes an even better rusher may get a feet with wings symbol. Now this system may sound very complex and I didn’t explain how it would work at all but it’s possible.
    Last edited by host; 10-18-2010 at 01:58 AM.

  9. #9
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    3) A role playing ranking system. It would be non-linear but it would also be unlike the other non-linear systems because it would work more like a tree chart. This system will work depending on what path the player choices when he achieves a rank. So for example, when a player reaches rank 5 or whatever he could have three choices: he could choose the ‘special ops’ path, the ‘demolitions expert’ path, or remain with the current rank until he earns enough points to choose the third path; ‘Lieutenant’. Further on there will be more paths to choose and the system will become a big tree-like structure.

    4) War Journal, What's Up? Menu, & Score Board Ideas
    This is a relatively small section about relatively small topics.
    If you don't know...
    -The War Journal is a new feature is GoW2 which lets you see you achievement progress, photos, score rankings, ect.
    -The What's Up? Menu is the little Menu that shows your friends while you are playing multiplayer that you can access while waiting to find a game or what ever by pressing LB
    - The Score Board is the in-game score board the shows the current multiplayer game's score
    War Journal:

    > It’s not my idea but it has been posted a lot: a page in the War Journal that shows all the information about your rank. Your true skill, your exp points, points needed until next rank up, next possible ranks, and possibly a chart with the whole system showing your current location.

    > More depth achievement page. For achievements that require various things done, such as win a game on every map, I would like to know which maps I have won on and which ones I still need.

    > If the video cog tag idea is used, a page that shows you replays of all the videos.

    > I think a section that shows all the currently know locust and lambent types, with their tactics, weaknesses, and detailed explanation. Each creature will have its own page, you’ll unlock its page when you first encounter it in campaign, co-op, or horde. Could also explain the past & stats about Cog soldiers you play as...

    > It would be really really cool if we could access the War Journal during the time the Xbox is looking for a multiplayer match to join, or even if we could use it any time and access it during the middle of campaign games/possible multiplayer games through the pause menu to see our stats improving and such (Idea by maurox950320, as well as some minor details in above points)

    > Allow there to be some short of rank calculator as well like this (Idea by maurox)

    What's Up? Menu:

    > It would be cool if you could see the score of the games your friends are in, along with time & rounds (Idea by Tarheal)

    > Rather than having only two inviting options: invite all friends or invite a single friend; I thought it would be cool if there where more options like inviting all friends playing Gears only or friends playing Gears and not currently in a match, along with *the option to invite all recent players possibly

    Score Board:

    > It would be really nice if the Score Board would show the respawn timer of our dead teammates! (Idea by Davcats)


    5) Customization in Private Matches
    Supported Here (by GrubZ)
    Gears of War always lacked customization in private matches. This is a popular & common idea: various options in the private match menu that will allow one to greatly change gameplay.

    But how in depth do we want this system to be? Do we want a system that could change the gameplay so much that we'll no longer be playing gears of war? Sure! Why not?!
    For this is for PRIVATE MATCHES ONLY!!!

    I too (like most of you) don't wish for weird gameplay changing factors in ranked/player matches. But for private matches, why not?

    The number of possible customizable options we could have is endless, so I only listed a few.

    > Here's what you can change now:
    - Game Type
    - Game Length
    - Map
    - Weapon Cycle
    - Bleed Out Time

    ...that's it!



    > NEW OPTIONS:
    These are ideas of submenus that let you change private match gameplay even further:

    GAME TYPE RULES:
    (Many players may want the option to choose warzone rules vrs. execution rules for every gametype. But why not allow even more customization than that? See options for explanation
    #1) DBNO EXECUTING [warzone/execution] (Warzone rules: players can be killed by bullets from a distance. Execution rules: only explosives or close range kills can kill a DBNO player)
    #2) SELF REVIVING [bleed-out/self-revive] (Warzone rules: bleed out. Execution rules: self revive. Now players can mix the rules of the gametypes with the above two options. For example: warzone rules except a DBNO will self revive rather than bleed out)
    #3) DBNO [y/n] (Players can turn off DBNO, meaning players will go straight to death after losing their health, rather than getting 'downed'. Would cancel out the first two options if turned off as well as some options below. Would greatly change gameplay into a new gametype style, obvously)
    #4) BLEED OUT TIME [5 sec - infinite] (Same system, except now the max time limit has been expanded to infinite! If infinite is selected option #2 would cancel.)
    #5) As well as a option to change these rules for different players, such as giving leaders in guardian a different set of rules.

    GAMEPLAY RULES:
    #1) STOPPING POWER [y/n] (Option to turn off stopping power)
    #2) EVADE/RR SHOOTING DELAY [?/n] (Option to turn off shooting delay after rolling/running, as well as customize how long the delay is)
    #3) MOVEMENT SPEED [?] (Change how fast you move in general)
    #4) FORCED PRIMARY WEAPON (Rather than having the players be able to choose from Lancer, Plancer, or Hammerburst, you could force everyone to spawn with snipers or hammer of dawns)
    #5) FORCED SECONDARY WEAPON (Same thing)
    #6) FORCED PISTOL WEAPON
    #7) FORCED GRENADE TYPE WEAPON
    #8) GRAPPLING GUN [y/n] (if the idea is used)
    Now there are many more options that could fit in this section, such as:
    health, friendly fire, ext. But I'm going to stop listing options I'm sure you can all think of what the others would be


    WEAPON MODIFYING:
    Just a crazy idea, but a submenu that allows you to change the mechanics of every gun. Damage, ROF, reload speed, number of bullets, charge up time (for torque/such), what a active reload does, blast radius of explosive weapons, and so on. You can tweak the shotgun & sniper to exactly the way you want it.

    SPAWN SYSTEM:
    A bunch of options that let you tweak, or completely change, the spawn system. Too complicated to explain. Well I could, but you probably can think of how this would work and don't want to read a paragraph of me explaining it.

    MORE:
    There's so much more. As I said the options we could have to customize would be endless. Environmental effects, having horde creatures spawn during normal games, how the hill in annex works, how anything in any gametype works, the number of teams, what the teams are... GAH! Too much to list. But I'm sure you get the idea. If not see GrubZ's thread for more detail.

    SAVE SLOTS:
    Also, we should be able to save all the changes we make in a 'slot', so we can quickly select the 'slot' if we want to play with the rules rather than go through the huge list again and change everything again. Supported Here

    OTHER:
    > When we set the # of rounds, there should be an option to set the max number of rounds, if the max is reached the game ends instantly. (Idea by wolfnemesis75)
    > An option to make it so the xbox will load a new map every two (x amount of rounds you want) rounds to make a match very different by going through a couple of maps! (Idea by newguy2543)


    6) Career Record and Accolade System
    CLICK HERE FOR HOOLIGUNN'S EXPLANATION
    (Here is a pic by maurox showing the idea):
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    7) Other
    Other various ideas out-side of gameplay
    > (Idea by E.Carmine) A kill meter: Every time you get 100 kills, it shows how many kills you have got throughout your time playing. Yes, like the seriously 2.0 status bar, but it keeps going even after you unlocked any achievements because some players want who have seriously 2.0 miss it.

    > The multiplayer menu should show us how many players are online, and then when we go to the select playlist menu it shows us how many players are in each playlist

    XxXxX
    Gametype Ideas
    XxXxX

    So far Epic has has not confirmed any gametypes

    I'm sure at least Warzone, Execution, Annex, and Guardian will return. But, there is room for so much more...

    I didn't know where else to put this, but it would be awesome if we could have 4-player split screen! Click here for some depth. (Idea by newguy2543)

    > 1: Battlefield
    > 2: Meat Flag
    > 3: Wing'men'
    > 4: Annex with Warzone Rules Again
    > 5: Tournaments
    > 6: Berzerker Assault
    > 7: Resistance
    > 8: Trashball
    > 9: Horde Mode vrs. Beast Mode Gametype
    > 10: Ticker Bowling
    > 11: Draft
    > 12: Training Grounds
    > 13: Extinction
    > 14: 2-Way flag gametype
    > 15: Silverback Battles
    Plus more...
    1) Battlefield
    Idea by AdamFenix, supported here

    The COG team has to protect their King Raven in order to extract. They must hold the area for a certain amount of time, whilst tying to kill as many Locust as possible to prevent them from destroying the King Raven. The Locust have to use one who who carries some kind of explosive (like the boomer from the Mansion level in Gears of War 1 who used the explosive device to crash open the doors). The COG would have useful items spawned near them for the defense.

    Now... for the Locust team... who go next round... they must protect an emergence hole from being destroyed. This is the place where they spawn and where they get supplies (useful items, weapons, etc). Like the COG having special items to defend, they will get special abilities instead... such as the ability to pull people underground through mini-emergence holes, etc.

    There would be a damage meter for both. It would be like how Annex is now, except with % of damage inflicted to each objective. Spawns will be very similar to Annex. To make things a bit different... each team member of each faction will spawn a little ways away from their objective and supplies... I wouldn't want that to be too cheap/unfair.
    Now I have so additions:

    > To clear up confusion one round would be really be two in this gametype: one locust attack round and one COG attack round.

    > This is how the scoring would work: One team would only get a point after two rounds (Or now after one round, due to the above bullet point), depending on who did better. There are three scenarios:
    1) One team destroyed the objective and the other didn't. In this case the the team that destroyed the objective obviously gets the point.
    2) Both teams failed to get destroy the objective. In this case what ever team did the most damage in % will get the point. If they damage is equal, it's a tie and no points are given.
    3) Both teams destroyed the objective. The team that gets the point is the team who destroyed the objective fastest. Again a tie is possible, but unlikely.
    Because rounds probably take a long time most likely a game would only go to two points.

    > He had this idea of the COG and locust having different attributes/defenses & different objectives. I was going to say I would think it would be better if both teams where completely balanced, but instead Epic could try to balance the two waves out as best as they could and have teams switch sides after one round (two waves), so that the gametype would be balanced.
    In this case, we could really get creative with the bonuses the COG/locust get:
    COG could:
    -get vehicles
    -helicopter support
    Locust could:
    -summon tickers
    -be various usually-non-playable species, such as Boomer types or Kantus with powers
    -Summon brumaks and such?
    (just some crazy ideas I threw out there, I'll work with AdamFenix to expand this later)


    2) Meat Flag
    Original Idea supported here

    This is a gametype much like a mix of submission and guardian, or a game of CTF with the flags being living players. Both teams have a meat flag, a human player, who can't die in anyway. In order to score a point your team must take down the enemy leader and use him as a meat shield and take him to your team colored goal, which is like an annex ring that doesn't move, while defending their leader and making sure he doesn't get taken to the enemy goal.

    Warzone rules, except for for the meat flag, who, well, can't die but can only get DBNO. There are infinite respawns.
    > The COG team ring is blue and the locust ring is red, respectively. These Rings are placed in opposing spots that are mirrored from each other in symmetrical maps, for balance.
    (For example, lets say your playing on River:
    On the 1st round, lets say: Locust location is grenade spawn they first spawn by when the round starts, Cog location is the other grenade spawn, which they first spawn by when the round starts
    2nd Round: Locust location is sniper/bow spawn in the house closer to them when they first spawn when the round starts, Cog location is the other sniper/bow spawn.


    > This is how being the meat flag would work:
    There are 4 stages of being a meat flag:
    1) Living: you are just like any other player. You can run, pick up weapon, and fight.
    2) living DBNO: when you get DBNO you are just like any other DBNO player, if my one idea about being DBNO is used you can either choose to crawl away faster with A or self revive with X.
    3) dead DBNO: now here's the catch, while being a meat flag there is being even more downed than DBNO. If a enemy catches up to you while you're DBNO they can press B, X, Y, or shot you to stop you from moving (since you have execution rules only bullets at a close range can turn you into dead DBNO). If they use you as a shield than drop you (weither that being because they where killed or because they pressed a button to drop you to do something), you'll be DBNO. You can't self-revive when dead DBNO, and can only be revived by a team mate. You player will make a painful scream when going from living DBNO to dead DBNO and your player symbol will go from DBNO to a bloody red DBNO.
    4) captured: you are being used as a meat shield by an enemy. During this time you can only watch the enemy player hold you until you're scored or saved.

    > Again, meat flags can't be killed. They have just as much health as any player. The can be shot down, killed by grenades, torque bowed, head shot-ed, mortared, even chainsawed and will only go to DBNO, no matter the death. Players have a choice when approaching a living DBNO enemy flag:
    A) Capture this, which would most likely be the case
    B) Execute/Shoot you, to prevent you from moving and self reviving so they can go get a weapon or deal with something else before return for you.

    > There are three additions to gameplay in this gametype:
    1) The meat flags are carried at ~2x speed when being use as a meats shield, to prevent making scoring too hard.
    2) Like submission, you will still take ~.5xof damage your meat shield absorbs, if he's the meat flag.
    3) Meat flags cannot be revived right after being living DBNO, rather the is a ~10 sec time limit in which you team mates can't revive you. On average you self revive time is ~40 secs.

    > A meat flag can pick up the other meat flag. Would be rather impressive.

    > A meat flag has to stay in the location it needs to go for 5 seconds for the other team to score. If the meat flag where to walk in the enemy goal while living they would score, so really the point of the game is to get the enemy meat flag in your goal regardless of his condition, but the only way to force him to is to capture him.

    > If a meat flag quits the game, than another random player on the same team will become the meat flag (and the person who quit will burn in hell).

    > Here's a unique addition to the guardian system: if you capture the meat flag you are given the choice of being the meat flag next round during the break time in between rounds. A option will pop up, press A to yes to being meat flag, B for now, where the runner up will be given the choice until the last runner will be forced to be the flag. A player cannot be a flag two games in a row.

    > Going from living DBNO to dead DBNO will count as a kill! This means if you are a flag and you get captured you get a dead point, even though you didn't really die, and your killer get a kill point.

    3) Wing'men'
    Original Idea supported here

    A fairly simple idea of a wing-type game, except with three teams of three: 3v3v3.
    *Possibly one team could be Cog, 2nd team Locust, and the last team Lambent
    (Idea by docshakes101)
    4) Annex with Warzone Rules Again!
    Please epic, can we annex with warzone rules again?

    The reason why a TU in Gears of War 2 converted annex's rules over to execution is because Epic claimed players where leaving DBNO players alive so they would have to wait to bleed out and then wait to spawn (making their entire waiting time twice as long).
    I have two proposed solutions to this, were we can keep warzone rules without this problem:
    1) Make the rules warzone except you self-revive: with this hybird rule players won't leave players to blled out, and we can still enjoy warzone rules!

    -or-

    1) Make the spawning system work with how long you were in DBNO: This would mean annex will use a different spawning system, allow me to explain exactly how it would work:
    Instead of spawning in waves like other gametypes (where teammates all spawn together), players will have a ~15 second countdown to spawn everytime they die. (This would mean teammates don't spawn in sync, but it would also make every death would have an equal punishment) In addition, the amount of time you are in DBNO will be subtracted from your spawning wait. This means if you were downed, stayed downed for 7 secs, executed, then you would have a 8 second spawning wait [15 - 7 = 8]. If you were to bleed out with 15 sec bleed out rules, you would spawn instantly!
    In other words, your spawning wait timer starts as soon as you get downed, with the possibility of it getting canceled all together if you get revived. With this system, Epic can have annex keep true warzone rules and don't have to worry about players keeping DBNO victims alive so they bleed out.

    -or-

    A third possibility is to allow DBNO players kill themselves with a button, an idea purposed by someone for all gametypes for various good reasons that I may be adding later.

    5) Tournaments
    Have tourneys built into the actual game. Stop letting web sites preform this much desired function that every shooter lacks. Gears 3 could be the first. Make it simple winner goes on bracket style. When a team wins really fast they are sent to the next map to wait in a "free for all match"(or simply hang out and make a game plan) until the next winner is ready. Have a scoreboard HUD of the other on going tourney matches.

    (Idea by idearhhea)
    6) Berzerker Assault
    Idea by Iamgreatatlife

    (Name by me until we get a better name)

    7) Resistance
    (idea by maurox950320)
    -You're in a location like the one in the ashes to ashes trailer, alone or in group like horde but this time there is no a map you just have that space ammo boxes will appear constantly as weapons or bonuses for survive to the wave
    - The 40% of the cover is fully destructible
    - Customizable as well(difficulty, respawn speedof the enmies..)
    - You're stick in one spot not a map just a place where you can cover and catch ammo and bonus weapons...
    - The team have to clear some spots/locations on the map.
    - The squad starts on one spot, your team beats 10 waves, and moves to the next spot with new weapons/upgrades( Example: turret, Raven air support, one-shot, etc) that can be used on the next spot or later on.
    - 5 spots * 10 waves each = 50 waves to beat (or never ending).
    - To see more about resistance play act 4 chapter 6 before entering the boss battle against skorge

    8) Trashball
    (idea by maurox950320)
    - The game starts like a normal gametype but you'will have to get the ball.
    - Jack releases the ball somewhere in the map.
    - There's three baskets in every side of the map (left:+30 center:+50 right:+10).
    - The one who catches the ball losses his guns except for his pistol (he can melee, spartan kick, roadie run and wallbounce, while he has the ball.
    -The pistol is to shoot and defend yourself while you have the ball but if you loss the ball you have to continue with your pistol until you get another weapon.
    - You loss the ball dying, falling DBNO, or when smoke grenade impacts you.
    - Three of the team members are guardians they protect the one who has the ball or the baskets
    - The goalkeeper he has the silverback he can also work as guardian but the baskets would be alone, he can not receive the ball while he's in the silverback.
    - The guardians can receive the ball trough a pass or killing the person who has it or interrupting a pass.
    - The ball could work as a grenade or the torque bow trajectory system you pass it with the right trigger and its a bouncy ball.
    - Of course there's blind shooting too (in this case blind passing) (there's cover of course you'll be able to throw the ball while you're in cover as blind-shooting)
    - You'll be able to change the ball trajectory while the ball is in the air by shooting the ball.
    - There's respawn system
    - This is a gametype like annex or KiH so the max customizable points to win the round is 500
    - There's a max time like annex, submission, or KiH (that was implemented in the TU6 to avoid certain practices)

    9) Beast vrs. Horde Mode
    (idea by maurox, me, and some others)
    Wouldn't it be cool if there was a mode were you can play as cogs and face other players controlling different kinds of beast from horde mode? Horde mode, vrs Beast mode!

    10) Ticker Bowling
    (idea by Terry Ticker)

    Since we can now play as tickers in beast mode, how about a very funny mode were we play as tickers in a bowling alley!!
    The pins are carmines, we run down the lane and blow up as many carmines as possible! Players take turn in this fun little mini-game type. Keeps score like bowling would, with strikes and so on.
    11) Draft
    (Idea by Acolyte)
    Supported Here
    Description: Initially the game would start off as a free-for-all consisting of [10] players over-all Each player will fight to acquire all other players by recruiting them to do this you must down a player and then get close to them, once close enough to see the [Recruit] icon on-screen hit the [X] button as if you were executing them, this revives the player showing the recruit animation [See below] and once they are back to their feet the animation has turned them into the same character as the recruiter.

    Who can recruit!? (let me know if you dont like this idea) only the person who downs the player is able to recruit them, members of the downed members team can revive them, other teams can only kill the downed player. [this will stop recruit stealing etc, but still allow the game to work seamlessly]

    Game finished the game is finished when only one team remains. e.g. 10 Dizzy's. there will be extra points for 1-3rd positions scores are tallied individually.

    Recruit animation: the animation would pull the tags from the character, then they will standup in an aura (like kantus revive) and switch character model on screen (this will be longer than a normal revive about double)

    If you bleed out you get back up on the same team

    If killed: you will have a re-spawn time of 10 seconds then rejoin your team

    Characters Characters are given automatically at the beginning of the match – such as wingman.

    12) Training Grounds
    (Idea by maurox)
    This idea isn't quite a gametype but it best belongs in this section.

    Since they give tutorials for different gametypes why not let the training go into more even complexity and teach you various tactics & fighting styles in general.

    For example, you could learn any of the following through the training grounds:
    >Wallbounce
    >Firing from the hip
    >Flanking
    >Suppressing Fire
    >Rushing
    13) Extinction
    (Idea by GearHead92)
    There are many reasons why Gears of War shouldn't have a Death Match or Team Slayer gametype. It just wouldn't work with GoW. However we could come up with a unique idea that's not death match! Some that's new & gears which the only point of the gametype is to kill the enemy and you respawn in an interesting manner.
    The Extinction Gametype in this Thread is a good example of a possible Death Match substitute.
    14) 2-Way flag gametype
    (Idea by gowSMS)
    "Also a 2-way capture the flag should be a great idea with the concept of meat-shield however this would be a 4v4 death match style however, the only way to win is for one team to capture all opposing team-mates by take them down and after they are all down then they can be executed. A little different then regular warzone or execution but only difference is none of the teamates can die until all teammates are captured."
    15) Silverback Battles
    (Idea by RaveOnLufc)
    CLICK HERE
    Last edited by host; 11-09-2010 at 06:51 PM.

  10. #10
    Boomshot
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    XxXxX
    Character Model Customization
    XxXxX

    CUSTOMIZABLE MULTIPLAYER SKINS HAVE BEEN CONFIRMED! I'm going to leave this section as it was before it was confirmed because a lot of work has been put into this and it may be cool to look at some ideas and/or give Epic some ideas for skins. Hopefully the actual system will be better than this one.
    This section has also got an addition for the new customizable weapon skins feature.

    I figured so since Marcus, Dom, Baird, Anya, and others now look different in GoW3 I believe is hinting towards some short of character customization.

    Character Model Customization for multiplayer has been discussed a lot. Many feel they should be able to create a brand new cog & locust from scratch. Others feel Customization isn’t Gears, and so should be left out. I have a compromise. We should not be able to create a new brand character because that won’t be gears. Instead of these characters in GoW we have come to know & love we would have a bunch of faceless soldiers running around. Not to mention how complex starting from scratch would be & the memory & loading problems it would cause, also that would mean no more dialog! Plus players always make their character ugly and or goofy looking, which would totally kill the feel. 100% character customization is a big NO.

    So here is the idea; we take the current Gears of War characters & customize them, without changing them. Ex: You can change Cole’s armor, but at the end he is still Cole . Choose their head style, which can be ways their head has been previously the series or acceptable new styles as well as their armor. If you have ever notice the Gears of War characters have similar body types & with different head types, with many heads you can put it on any body and it will work (especially the locust). So that’s why you choose the head type, and then the body type. It’s like Unreal Tournament 1999 when you choose your character class, then your face.

    So anyways, you choose one for each of the following for both your Cog & Locust models:
    > Character
    > Head
    > Body

    And although they doesn’t sound like much, you’ll be able to make some awesome combinations and will rarely see matches.

    > 1: LOCUST EXAMPLES:
    - Drone
    - Grenadier
    - Theron Guard & RAMM
    - Kantus & Skorge

    > 2: COG EXAMPLES:
    - Marcus
    - Dom
    - Cole
    - Baird
    - Anya
    Others...

    > 3: Other Info
    > 4: Customizable Weapon Skins Ideas
    Locust Examples
    For my own reason, I’m going to give the Locust examples first.

    Keep in mind all examples are just some ideas and none are demanded, it’s just to contribute to the idea of how the system would work.

    ___________________________

    So here is the first example, Drone. If you choose his class, you get to choose from 11 different heads and 5 bodies, according to the picture. Note how with the locust once many different multiplayer characters are now in the character class. Also, every class will feature new head styles not used in prevous Gears multiplayer.

    NOTE:
    * in this section means if this head is chosen, the character’s dialog with change.

    Drone
    11 Heads
    5 Bodies

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    HEADS:
    1) Drone (Normal Drone)
    2) Helmeted Drone
    3) Helmet & Mask Drone
    4) Sniper Goggles
    (Also just known as ‘Sniper’)
    5) Sniper Helmet (BA!)
    6) Cyclops
    7) Cyclops Reverse
    (Left eye instead of right, no picture because it’s the same but flipped)
    8) Google Helmet (If you know the actual name of this drone type please tell me)
    9) Bolter (An example of one that may need to be scaled down, but would be BA!!)
    10) Grappler (Also known as Hammerhead)
    11) Spotter

    BODIES:
    1) Standard Armor
    2) Battle Armor
    (Notice the shoulder pads)
    3) High-Class Armor (Those types with 1 shoulder pad with a big glowing locust emblem)
    4) Working Class?
    5) Working Class Variant?

    (The last two were just my ideas, I figured since the Drone is a big class it needs more than 3 bodies. The Working Class would be new and would be what the locust who work in the hollow, not exactly the ones that fight, would wear)

    Grenadier
    5 Heads
    16 Bodies

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    HEADS:
    1) Grenadier
    2) Beast Rider
    3) Flame Grenadier
    4) Rioter
    (It’s a type from the New Creatures section that use boom shields & have bandanas)
    5) Savage Grenadier (You know, the new type in GoW3)

    BODIES:
    (Grenadier has a lot of bodies to choose from)
    1) Bear
    2) Left Shoulder Pad
    (His left…)
    3) Right Shoulder Pad
    4) Double Shoulder Pad
    5) Shotgun Belt Left
    6) Shotgun Belt Right
    7) Shoulder Pad Left & Shotgun Belt Left
    8) Shoulder Pad Right & Shotgun Belt Right
    9) Shoulder Pad Right & Shotgun Belt Left
    10) Shoulder Pad Left & Shotgun Belt Right
    11) Double Pad Left & Shotgun Belt Left
    12) Double Pad Left & Shotgun Belt Right
    13) Spiky Armor
    (Look close to see the huge bad ass spikes! However, the spikes is single thing like the shoulder pads & shotgun pelts so I guess it could get implemented with the above choices to make even more choices lol)
    14) Bombard Shoulder Pads (If you never seen that type before their shoulder pads having little cylinder grenades strapped to it or something. Again, I guess that can be implemented with the above things, but that would make way too many body options…)
    15) Flamer Grenadier (Will defiantly have to be scaled down, and not explode lol)
    16) Savage Grenadier

    So now you can have a beast rider with body armor, a savage grenadier with the body of a flamer, or whatever else suits you.

    Theron Guard & RAMM
    5 Heads
    4 Bodies
    (New 1 added!)

    Theron Guard & RAMM get put into the same class because they share the same bodies!! If RAMM is chosen as the head, the dialog changes, which the * indicates.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    HEADS:
    1) Theron Guard
    2) Theron Sentinel
    3) V-Helmet Theron
    (That one mysterious Theron that we never got to play as!)
    4) Palace Guard (Possibly scaled down)
    5) General RAMM*

    BODIES:
    1) Theron Armor
    2) Black Armor
    (Theron in Black would be so BA!)
    3) Palace Guard Armor
    4) Copper Gold Palace Guard!
    (Not In picture because it's new, idea by Method Man)

    Kantus & Skorge
    3 Heads
    4 Bodies

    Like RAMM & Therons, Skorge shares body types with Kantus.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    HEADS:
    1) Kantus
    2) Skorge
    3) Armored/Higher Rank Kantus
    (A New Creature seen in Beast Mode)

    BODIES:
    1) Full Robes
    2) Bare Top
    (So yes, you will be able to have Skorge with full robes & Kantus with a bare top half like Skorge)
    3) Skorge’s Battle Armor (Why not?!?)
    4) Armored Kantus (Again, a New Creature seen in Beast Mode)


    …And there is probably going to be more/new locust types, this is just a sampler.

    Cog Examples
    Note how each Cog Character has less body & head types to chose from per character on average than the locust, but keep in mind the Cog have more character types to choose from!

    > Recent Idea: Pre E-day skins for nearly all cog characters! (Idea by gigasteam)
    Has anyone else wondered how differently Bernie, Marcus, Dom, Hoffman ect. would have looked during E-Day?

    Marcus
    4 Heads
    2 Bodies

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    HEADS:
    1) Marcus with his Plain Gray Do-Rag
    2) Marcus with Army Camo Do-Rag
    (Was too hard to photoshop on…)
    3) Marcus with Digital Camo Do-Rag
    4) Marcus with Black Do-Rag with the Red Gears Elblem

    (You only get to change his Do-Rag because anything else would make it un-gears)

    BODIES:
    1) Old Marcus Armor
    2) New Marcus Amor
    (Arms!)

    Dom
    2 Heads
    2 Bodies

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    HEADS:
    1) Old Dom
    2) Dom with New Epic Beard


    BODIES:
    1) Old Dom Armor with Knife
    2) New Dom Amor
    (There are various differences aside from the knife)
    (Sorry for lack of options for Dom there could & should be more)


    Cole
    3 Heads
    3 Bodies

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    HEADS:
    1) New Shaved Cole
    2) Old Cole
    3) Cole wearing his old #83 Trash-ball Helmet
    (I think it would be BA!!)

    BODIES:
    1) New Greener Armor (Plus other differences)
    2) Old Cole Armor
    3) Full-Armor
    (Arms don’t show)
    (Possibly another option with him wearing his trash-ball jersey )


    Baird
    3 Heads
    3 Bodies

    PICTURE COMING SOON…
    HEADS:
    1) Baird
    2) Baird with his goggles actually down on his eyes instead of up on his head
    3) Baird with Welding Mask
    (Since he’s an Engineer, he wore it when working on the centaur… would be BA!)

    BODIES:
    1) Baird Armor
    2) Black Baird Armor
    (I just remember someone saying Baird in black would be the coolest thing ever, just an idea…)
    3) Baird with New Armor like Marcus’s were the shows Arms

    Anya
    2 Heads
    3 Bodies

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    HEADS:
    1) New Messy-Hair Anya
    2) Old Anya


    BODIES:
    1) Anya Armor
    2) Anya Formal Uniform
    (Idk if that would look good considering it’s not armor)
    3) Anya in full Cog armor


    Kim
    1 Heads
    2 Bodies

    HEADS:
    1) Kim

    BODIES:
    1) Normal Kim/Carmine Armor
    2) Samurai Kim
    (Idea by E.Carmine
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Prescott
    1 Heads
    2 Bodies

    HEADS:
    1) Prescott

    BODIES:
    1) Armored Prescott
    2) Formal Prescott
    (Idea by maurox)


    Tai
    2 Heads
    2 Bodies

    HEADS:
    1) GoW2 Tai
    2) Tribal Tai
    (Idea by maurox)

    BODIES:
    1) GoW2 Tai
    2) Tribal Tai
    MORE CLOTHING IS NECESSARY, lol (Idea by maurox)

    …that’s all so far...

    3) Other Info
    If a Character Customization system like this does get used, then I will want to say a few more things…
    > Unlockables. Many will probably want some of these Heads & Body Types to be earned instead of unlocked at start, and will start thinking of achievement ideas and such that are required to unlock them, such as 50 grenade tags to unlock the grenadier bombard shoulder pads or 100 Headshots for Cole’s Trashball Helmet. I, however, am not a big fan of this short of stuff because if everything is unlocked from start players will actually choose the combination they like best. If things have to be unlocked then the entire system becomes a show-off contest. Rather than players choosing what they think looks cool they will have their armor & head to show off what they have earned, and if you happen to like the stuff that is unlocked from start because it looks cool you will be looked down on as a noob because you aren’t showing off what you have unlocked. With that said, I would prefer everything unlocked from start, but I suppose it wouldn’t be that bad to have to earn achievements for some of the things if Epic really wants us to…

    > Default = Random! Please read this idea, Epic. If a player hasn’t choosen their character, head & body then their character will be RANDOMLY made before each match. This way there are NO default characters, so if someone were to like Normal Marcus with normal head & body that won’t get discriminated for not choosing something no default. A perfect character customization system is one were no player is discriminated for what he/she chooses (which is why I prefer not to have unlockables). Please Epic! I may want to use to plain Marcus & not want to stick out a default.

    > After Game Record. At the end of the game were you can select a player and see their stats, you can see what they have as both as their cog & their locust character, rather than just the character they played with in that match. Cog character is on the left, locust on the right, with the stats like k/d & kills in the middle.

    > Scoreboard. Also, I really would like it if the scoreboard showed who each character was playing as again!!! (Like GoW1) It would show their head as well as their shoulders so we can see the what character, head, & body they are playing as even before we see them in-game.

    > For the Lefties. (Idea by Ceteris Paribus) Do you remember that one bullet point from the other-minor gameplay features section?
    > It would be really nice if our character could switch hands with a button, like you can while behind cover but you don't have to be behind. This is to get rid of right-hand advantage. When you press it your character goes from being in the left corner to the right corner of the screen. Because all buttons are used I figured it would be good have the button in Tac-Com, hold Tac-Com & press Up on the D-Pad.
    Well it would be really nice if you could choose by default which hand you character will use when you spawn! This would make Gears of War 3 the first game where lefties can be lefties in the game too!
    This would cause the HUD to flip-flop fyi.
    Here are some pics showing what it would be like:
    Pic 1
    Pic 2
    Pic 3

    > Customizable movements & gestures (Idea by maurox)

    3) Other Info
    It has been confirmed that you can now choose different skins for you weapon, although until further notice is may just be for the lancer.
    > Check out Adam's Create our own Weapon Skins Idea

    > Please let us customize skin for all starting weapons!

    > Maybe even let us customize the skin of any weapon, the first to pick it up with have his/her skin applied to the gun

    > Let us have Unreal Tournament Weapons for weapons skins! How sick would that be?!?! (Idea by Candlejack)

    > An Idea for the Weapon Skins: Team Based Logo. If you choose this as your weapon skin option when you are cog you have a blue gear on you weapon, when you are locust you have a red locust emblem (Idea by John Matrix & I)


    CONTINUE ON TO NEXT PAGE!
    Last edited by host; 11-09-2010 at 06:45 PM.

  11. #11
    Boomshot
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    XxXxX
    Execution & Dialog Ideas
    XxXxX

    Epic has confirmed that every weapon will have its own unique execution! They also need to be unlocked in some way.

    Execution & Dialog ideas

    So there have been many execution ideas going around as well as dialog. Now, I finally have a section to put them into . Sorry for the long wait.

    The chances of any new fan wanted dialog of happening is very very slim since they already did the voice recordings but hey it’s fun to just think of them.

    > 1: Environmental Specific Executions
    > 2: Character Specific Executions
    > 3: Beast Mode Executions
    > 4: New Executions Controls & General Execution
    > 5: Some Weapon Specific Execution Ideas
    > 6: Character to Character Specific Dialog
    > 7: General Dialog
    1) Environmental Specific Executions

    This idea, as the title implies, is about executions that involve the objects around you! And so are only possible if a certain object is around you, and depends on that object.
    Environmental specific executions would be a completely badass feature for campaign and multiplayer alike, just think about it!

    Also here is another thread on the idea by TheMofologist

    Below, I’m going to list some awesome Environmental Specific Execution Ideas.
    KEY:

    0) Name of Execution in Bold!
    > What Object(s) around you the DBNO player is required in color
    Explanation of execution animation in normal text.
    (Other important info if needed in Italic parentheses)
    1) Head Smash!
    > Any Full-Wall Cover
    Take the DBNO victim by the back of the head and slam his face into the side of the wall! He instantly dies, and blood will splatter on the location you did it.

    2) Actual Curb Stomp!
    > Any Half-Wall Cover
    > Any Ledge

    Take the DBNO victim by the back of the head and carefully place his head against the edge of the cover type. Then take out your weapon, and slam the end of the weapon’s but against the back of the enemy’s head! The top half of the head above the jaw slides forward, while the rest of the body slumps to the floor.
    (If you head grenades/pistol out, your character will switch to a primary weapon just for the execution)

    3) Body Slice!
    > A Fan (You see fans in various levels)
    Take the DBNO victim and kick him/her into the fan, head first. The heads get sliced into multiple bits, then the rest of the body starts to get sucked in and it continues slicing the victim until the entire body is sliced up like a cucumber.

    4) Impale!
    > Spikes (You see then on various 1-sided cover and various other things)
    > Lamp (They have a sharp point on top)
    Lift up the DBNO victim and toss him down on the spikes vertically so as many spikes as possible impale him! He/she loudly groans, and his body stays there.

    5) Stopping Killin' Your Buddy!
    > A DBNO enemy next to a DBNO player!!
    > Lamp (They have a sharp point on top)
    If you see two dbno enemies next to a each have the chance to perform this rare & awesome execution. First, you rip off the limbs of your primary victim (primary is the one you clicked the button, secondary the one that's close by), and everytime you rip off a limb you chuck it at the secondary's victim's head! So first you rip off the feet and then slam the feet against the other's head as his screams, then the arms which smack him across the face. After, once the primary victim has all 4 limbs ripped off he is a stub, and so you pick him, move over to the secondary who's now on his back, and them holds the primary stub up in the air and then quickly slam down his head against the secondary's face, causing both heads to be squashed into bits together.
    (Idea by Gorillas9)

    6) Stretch Rip!
    > A Teammate! (This would be great, a multi-person execution!)
    You and your partner lift up the victim, you take the victims hands and your partner takes his/her feet. You then use all your strength and pull away from each other; ripping off all 4 limbs of the victim!
    (To do the execution, the teammate by you has to accept by pressing a button)

    7) THIS! IS! GEARS!!!
    > A ledge
    Kick the DBNO victim off the ledge! Stay for a bit to hear the 'SPLAT!'
    (Idea by maurox)

    8) Have Fun Landing!
    > A ledge-mantling-able ledge (Means there's a half way in between you and the drop)
    Pick up the victim and toss them over & off the ledge! Heads up to anybody below! (It'll be cool if they actual hit anyone the person who got hit will get rag-dolled) Look below to see their pancake body.
    (Idea by maurox & I)

    9) Jack Assassination!
    > Anytime in campaign when no other environmental specific executions are nearby.
    You call in Jack to appear. He holds up the DBNO victim and slits their throat.
    (Idea by maurox & I)

    2) Character Specific Executions
    This idea has been said posted about many times from many different users, and it would be awesome to see.

    This idea is about each character having his own unique execution, like the title states.

    I was going to make list of all the characters and possible executions, but there is already a thread on for posting your character specific ideas in:
    Thread About The Idea Here, Post All Ideas Here

    If we use the same character system as the Character Customization Section, then Grenadier Elite, Savage Grenadier, and Flame Grenadier are all the same Character: Grenadier. (See above section)

    You may notice that some character have more than 1 possible execution listed in the above thread, I have come up with 3 possible solutions:
    1) Each character only uses 1 execution, and more than 1 are listed just for thought of which would be better.
    - or –
    2) When you choose you character, you can also choose your execution style. This may be more fair for the locust since the locust have far less characters than cog.
    -or-
    3) The cogs have 1 execution per character, but for your locust character you can to choose the execution type, to balance it out.
    3) Beast Mode Executions
    (Idea by maurox950320 & I)

    Another very cool execution idea:
    The unique beast of beast mode each have unique executions! Such as wretch, boomer, berserker, ect.

    Because some beast don’t use weapons and not all curb stomp, each beast could have two different executions:
    - A short (X)
    - And an extended (Y)
    (Note: short execution isn’t really the shortest, for (B) would be)

    > Some beast unfortunately cannot do any executions, like the ticker.
    > Most humanoid locust won’t have unique & new executions, but rather a curb stomp & an extended execution depending on their weapon.

    Besides those, beasts are in listed in order somewhat from weakest to strongest.
    Wretch
    Short:
    > Jumps on the downed cog’s back and grabs his/her head and pulls back until it rips off! The body & the wretch falls to the floor, and the wretch moves on.
    Extended:
    > Rolls the cog over, and then repeatedly claws at the cog’s face with blood going everywhere and the cog is screaming horridly. The wretch’s version of the 1-2-3 punch.

    Serapede
    (Not much is know about the serapede so it’s difficult thinking of execution ideas)
    Short:
    > Could zap the Cog from the front frying the brain with some cool electricity effects and the Cogs head would explode (Idea by zzhobbit)
    Extended:
    > Maybe it would go under the downed cog, then suddenly goes up through the cog’s stomach and out his/her back.
    (Not much is know about the serapede so it’s difficult thinking of execution ideas)

    Blood Mount
    Short:
    > Pulls the cog up to its mouth with its tentacles and then chomps off their head
    Extended:
    …none yet…
    (Unknown if you can play as one)

    Kantus
    Short:
    > New Gorgon Pistol Execution
    Extended:
    > Stands next to cog and sings until the cog’s head explodes

    Armored Kantus
    Short:
    > Akimbo Boltok Execution!
    Extended:
    > Stands next to cog and sings until the cog’s head explodes
    (This would mean the Armored Kantus has two extended executions…)

    Grenadier
    Short:
    > Rips off arm & Beats cog with own arm execution
    Extended:
    > Unknown gnasher execution

    Theron Guard
    Short:
    > Curb Stomp
    Extended:
    > Torque Bow Execution

    Due to retentiveness I’m not going to list all of the Humanoid Locust…
    …take the above two models and you can picture would the other would be

    Berserker
    Short:
    > Berserker super curb stomp! Rather than stomping the head, she smashes down on the torso and the limbs going flying in opposite directions.
    Extended:
    > Berserker tosses victim up into air and then when its falling back down pancakes the body by clapping right when its falling in front of her face.
    > Could lift up the Cog gripping the armour on either side of the waist and tear him in half with some gruesome spine and intestine dangling (Idea by zzhobbit)

    Boomer
    Short:
    > Could grab the Cog head and simply crush his skull by squishing it with his hands (Idea by zzhobbit)
    Extended:
    > Uses the blade to do an execution like RAMM did on Minh at the end of Act 1 in GoW1: stabs victim, stares into eyes, then tosses the body away.

    Grinder
    Short:
    > Could grab the Cog head and simply crush his skull by squishing it with his hands (Idea by zzhobbit)
    Extended:
    > the Gut Hacker execution?
    > Could raise the Cog up slightly while still on his knees and then grind him and his upper body would be blown apart piece by piece. (Idea by zzhobbit)

    Mauler
    Short:
    > Could grab the Cog by his legs and pounding him against the floor like a mace! (Idea by maurox)
    Extended:
    > Could use the Boomshield like a guillotine and chop off the Cogs head (Idea by zzhobbit)

    Savage Boomer
    Short:
    > Could grab the Cog head and simply crush his skull by squishing it with his hands (Idea by zzhobbit)
    Extended:
    …none yet…

    4) New Execution Controls & General Execution
    Let’s face it Epic: If new types of executions are put in, and even if none are, we need new controls for executions.

    PLEASE MAKE THE A BUTTON HAVE NO USE IN EXECUTIONS!
    We would really like to see meat shields use a different button, and hope nothing takes its place…


    So let’s just say for argument’s sake all the above execution ideas are used, we would hope the controls when next to a DBNO enemy would be like so…

    (B) – Instant Weapon Specific Executions

    (X) – Standard Executions:
    Curb Stomp, Face Stomp, Arm Rip Off & Beat with it execution, ect.
    (See signature executions in general execution ideas below)

    (Y) – Extended Weapon Specific Executions

    Press Down on Right Analog Stick – Meat Shield

    (Analog sticks would make a nice replacement for the A button, since they are even easier to access and won’t cause problems)

    Press Down on Left Analog Stick – Environmental Specific Executions
    (Again, only comes up with an required object type is nearby)
    So that’s just an idea of a better control scheme for execution in Gears of War 3.

    In this section, we'll also provide ideas the expand on all executions as a whole...
    GENERAL EXECUTION IDEAS:

    > Check out this thread for a possible new execution!

    > (Idea by FangRoadie) No executions should require the use of ammo. For example, with the new scorcher execution you'll be able to stick the scorcher in the enemy's back, pull the trigger, and watch flames burst out of their enemy's mouth. This sounds awesome, but it shouldn't it should require the use of ammo. This is because if you want to show off an shooting-a-gun based execution, but you don't want to use up your last bit of scorcher ammo to do it, you shouldn't have to. Executions are already are risk with no real reward, there's no point of making them more of a cost.
    This would also mean:
    - You can still do the execution when out of ammo
    - You don't have to take the time to reload before the execution
    THIS HAS BEEN CONFIRMED! Congrats FangRoadie!

    > (Idea by wolfnemesis75 & I) Let's say the above control scheme is used, the (X) button should be your choice of execution that'll be called your signature execution. They will preloaded in a lobby, like the weapons, as one of your 'loadout' options. Certain signature executions required being unlocked, like the Retro Gears 1 Curb Stomp. Here are some examples of what your signature execution could be:
    - GoW2 Face Stomp
    - GoW1 Retro Curb Stomp
    - Arm Rip Off & Then beat them with their own arm
    - 1-2-3 punch

    > (Idea by John Matrix) The 1-2-3 punch needs to be more brutal, this is something we can all agree on .

    6) Some Weapon Specific Execution Ideas
    Allow this to be a execution for a certain weapon:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    (Idea by maurox)

    Epic is making each weapon have its own unique execution, so here are some ideas. Epic probably has already figured there own executions out but hey it's fun to think of them anyways.
    (All of the below ideas are by maurox)

    explosive necklace:
    >Grenade
    the character tag a grenade in the DBNO player neck (around the neck)

    and your backbone?
    >Retro Lancer
    the character stab the bayonet in the DBNO player and the he stab with his hand and take off the DBNO player backbone (after the execution he throw the backbone)

    Like a Zombie...
    >Digger launcher
    the character take tha digger launcher and shoot it in the DBNO player head

    Red Fireworks...
    >Mortar
    the charater stab the mortar in the DBNO player back then the character raise the mortar with the enemy plugged and he shoot it

    Friend Fire.
    >Ticker
    the character kcnoks a ticker and put it in the DBNO player back and then the character blow it

    Intoxication
    >Ink Grenade
    the character open the DBNO player mouth and put inside an ink grenade (the enemy start drowning and when he's dead the ink outs from any hole of the body

    Too much pressure..
    >Smoke grenade
    the character stab the DBNO player in the stomach with a smoke grenade and when the grenade blows up his body too (for the pressure no fire)

    like a theron
    >Be a theron
    >Another theron death near a DBNO player

    the theron disguise the DBNO player with the other theron death
    (when the theron diguise the enemy the Tac-com doesnt work with the teamates of the DBNO player (the Tac-com dont recognize the player who is disguise)(the player can not be saved after he's disguise))

    Good luck with the landing!!!
    >An abyss
    the player kick the DBNO player through the abyss
    (spartan kick)

    Careful i'm welding
    >Jack
    the player call jack and jack weld the DBNO player head

    Diiiiggg
    >Digger Launcher
    the player shoot the digger in through the DBNO player back
    (the digger pass trough it and it left a hole in his back)

    2 Pieces of 1
    >Butcher Blade near you
    the player take the player cut the DBNO player in two pieces
    (the butcher clade it just have to be near, its no a weapon you can not take it for combatjust for the execution)

    Inferno
    > incendiary grenade
    the player stab an incendiary grenade in the DBNO player body after a secs the grenade starts burning him from the inside.

    Smashing Pumpkings
    <Shield
    The player smash the DBNO player head with the shield
    (it smashs against the ground)

    Dude you're ****ed
    <Mulcher
    the player introduce the mulcher in the DBNO player mouth and then he shoots

    Free Fuel
    >Scorcher
    >Flammer Tank near you (no necesary, just to save ammo)

    the player spill fuel around and in the DBNO then he shoots the scorcher (if you don't have a tank near you you can use the scorcher fuel but you'll lose a little bit of ammo)

    Rectum disease
    >One Shot
    the player shoot the One Shot to the DBNO player rectum the result is a hole from the ass till the head

    Golf..
    >Longshot
    the player turn the DBNO player and take the longshot by the cannon and then he hits the DBNO player head with the longshot handdle (the DBNO player head doesn't blow up like a headshot the head continues till it falls again and smash against the ground)

    and your backbone?
    >Retro Lancer
    the character stab the bayonet in the DBNO player and the he stab with his hand and take off the DBNO player backbone (after the execution he throw the backbone)


    7) Character to Character Specific Dialog
    The Execution ideas are over, now we’re getting into Dialog ideas.

    A popular idea is to make characters have specific dialog lines when interacting with a specific character.

    Not only would this just simply be really cool, but it would bring that brother bound between the characters from campaign into multiplayer.

    Simple enough right? Some examples are below.
    Marcus Revives Dom: “Make it 25 bucks now!”

    Any Cog gets shot by friendly fire from Hoffman: “Do you need some glasses old man?”

    Marcus/Baird/Dizzy revives a Female Cog: “Get up sweetheart!”

    If The Locust Queen is a playable character, when any locust picks her up the could say: “Get up my Queeen!”

    Theron Revives Drone, Drone says: “Thank you Theron Brother!”

    Sam is next to Female Cog when Female Cog gets a headshot: “That’s how you do it Girl!”

    Cole is next to Jace/Griffin when Jace/Griffin gets a headshot: “Dddaaammmnnn my brother from another mother!”

    Grenadier is down, with a RAMM teammate nearby: “Heellp… me… Ramm…”
    (That one could actually work between any two characters on either side)

    We could even have Characters reply back to Character Specific Dialog!

    Ex:
    Carmine Jams his Gun while close to Marcus: “Sarge I jammed my gun again!! Gahh…”
    Marcus Barks Back: “God damn it Private!”

    And so on…

    That would mean Mockery Dialog as well!

    As in, if someone on a team says something a person's character on the other team could say something back to mock them. Examples:

    Locust: FOR THE QUEENNN!!!
    Cog replies back: YES, FOR YOUR ****ING QUEEN

    Cog: Damn grubs are tough!
    Locust replies back: And stupid humans are pathetic...

    8) General Dialog
    What do you want your favorite Character to say??

    Idk about you guys but I really want the Locust to swear! They, after all, are the most brutal antagonist in any video game series, cussing would only make them more so.

    Below is every Character known to be in GoW3 in alphabetized order:

    I'm not going to say who wants what, so instead here is a list of everyone who contributed to the below section: (Seele der Nacht, maurox, John Matrix, & me)
    COG

    General Male Cog:
    General Female Cog:
    > After sticking Locust with Torque Bow: “Tag! You’re it!” (Best female quote ever from UT99)
    General Cog:
    > When tagging someone "tag and run!!!"

    Anya:
    Baird:
    > After getting a headshot: "You guys are filming this, right? ...Right?"
    > After picking up Hammer of Dawn: "Fry half a city with this puppy."
    Carmine:
    > After curb stomping: "That was for my brothers!"
    Cole:
    > After tagging an enemy: "Why dontch'a run that to tha endzone?"
    Dizzy:
    > After getting his hat shot-off "G'ah, dammit! Creepy-crawlies took mah hat!"
    Dom:
    Griffin:
    Hoffman:
    > After being revived: "My back ain't what it used to be!!!"
    > After picking up scorcher: "I can taste the marshmallows already."
    > Being near a teammate who got a headshot: "Pin the medal on you myself for that one son."
    > After getting shot by friendly fire: "Traitor like you doesn't deserve to wear the uniform boy."
    Jace:
    Marcus:
    Minh:
    Sam:
    Tai:
    Prescott:
    > After picking up Hammer of Dawn: "A new kind of warfare."

    LOCUST

    General Locust:

    Drone:
    > After running out of ammo: "Junk!"
    Grenadier:
    > After gibbing with shotgun: “Worthless piece of F__king S__t.”
    > After picking up scorcher: "Mmhhmmmr... crispy humans!"
    Kantus:
    Queen:
    > After killing multiple cog: "Still believe I'm human?"
    RAMM:
    > After being revived: "TTTHHEEY MUST DIEEE!"
    Skorge:
    Theron:
    > After getting Headshot: “F__king pathetic Humans!”

    Post what you want your characters to say!
    Last edited by host; 11-09-2010 at 06:49 PM.

  12. #12
    Boomshot
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    Gamertag: Quiet ZED 446

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    XxXxX
    Graphics & Details
    XxXxX

    Yes, this idea list even goes into those little details.

    Every Gears of War game is always in the lead when it comes graphics during the time of its release thanks to the Unreal Engine. So we are sure Gears of War 3 will be a treat for our eyes.

    Still, we got some ideas concerning graphics physics and such they would be pretty cool.

    > 1: Gun Details
    > 2: Blood Details & Physics
    > 3: Other Details
    1) Gun Details
    This section is about the details of weapon’s explosions, looks, effects, ect. That don’t have to do with gameplay.

    -Chainsaw
    -Scorcher
    -Torque
    -Longshot Sniper Rifle
    -Retro Lancer’s Bayonet
    -Hammer of Dawn
    -Gnasher Shotgun
    …more coming if ideas come up…
    Chainsaw:

    > It would be really cool if after you chainsaw someone, you chainsaw becomes bloody! It doesn’t quite make sense how your chainsaw is perfectly clean right after cutting a foe in half. It would also drip blood for a bit. Would be BA IMO. You can tell if someone got cut if you see a person walking around with a bloody Lancer.

    Scorcher:

    > It would be totally awesome if when someone gets hit by the scorcher their character would actually catch on fire! No damage would build up on unless if still being shot, it would just be a cool visual affect. This would be much better than the corny “flame” affect on the bottom of your screen.

    > Bodies should stay on fire too and burn & give off smoke! This too would be better than that corny burnt body affect! Walking over a body on fire will not do damage.
    (Idea by maurox950320/E.Carmine)

    > The environment should stay aflame too! If the flames from your scorcher hits a surface, the surface stays on fire for a bit! Again, no damage will be dealt from environment flames.
    (Idea by E.Carmine)

    > Simple picture by maurox showing the above two ideas:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Torque:

    > An awesome visual idea: when the torque headshots someone the torque should leave a contrail of blood in its direction ~5 feet! After a sec, the contrail of blood splashes to the ground.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    > It would look cooler and be easier to see if the torque's charge would look like a star instead of a circle:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    (Ideas & pics by maurox)

    Longshot Sniper Rifle:

    > More realistic sniper rifle headshots! (Idea by AdamFenix, Supported Here)
    Rather than their head being completely blown away which in all honesty is unrealistic, it would be more gruesome if only a part did, depending on where it hit like in this picture from the Gears comics.
    Check out the blow picture:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Red = Hit Zones
    Blue = The area of the skull that would be ripped off due to the force of shot
    So here is a comparison of the GoW2 & GoW3 headshot:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    side view

    > To make headshots even more exciting, what if headshots sent bodies flying in the direction they were hit!?! (Idea & pic by maurox):
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Retro Lancer’s Bayonet:

    > It would be funny & awesome if we could do a bayonet charge against Boomer types, and cut off their Wang like in the comic!
    step 1
    step 2
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    (GIF by maurox)

    > The Bayonet, like the Chainsaw, should stay bloody & dripping after killing/hitting someone.

    Hammer of Dawn:

    > It would be cool if the ground cracked where the hammer hits down!
    (Idea by maurox)


    Gnasher Shotgun:

    > It would be cool if when you do the B execution, instead of their head blowing-up their head goes flying like a baseball!
    (Idea by maurox)

    2) Blood Details & Physics
    Gears of War 2 improved blood i.e. it’s cool how when you crawl around you leave a trail of blood.
    Now let’s improve blood even more!
    > Hopefully they replace blood splattering on your screen, I got a good substitution: When your character gets hit by a shotgun blood flies out of your character & lands on the ground.

    > If you are DBNO on a high area like in Stasis’s Boomshot or Day One’s Longshot walk ways, where water would fall through, then your Blood should drip to the area below! (Idea by maurox)

    > Improved Blood in Water Physics!

    > Wouldn't it be pretty cool if when you get shot in your armor (ex. arm gauntlets, shin guards, helmet etc.) then sparks fly out but when you get shot in an exposed portion of your body which is any part of body that is bare or wearing cloth then blood would come out? (Idea by Vercun) Supported Here

    3) Other Details
    More detail ideas…
    > Check out Born 2 Saw's Thread for an excellent idea concerning the music in GoW3

    > (Idea by Poison) When a multiplayer match is loading, they could have it so the loading time is covered up having you watch your characters spawn the first round. If you’re COG, you see you entire team jump out of a raven, with each character being whoever the players chose. If you’re locust, you and your team crawl out of an emergence hole. You then watch your character stand there in awesomeness while waiting for the match to load, as the scoreboard menu pops up.

    > (Idea by maurox) A better scoreboard system so going overboard with points like this doesn't happen.

    > (Idea by maurox & I) When multi-kills are achieved, it should show it off using multipliers, rather than a big mess like this:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    example: GamerTag-Weapon/Way of Kill or Death-Ticker-"Multiplicator"-Points
    so...
    Crazypaulneeve-Ink-Ticker- X9-+630

    > (Idea by many Gearheads) Show what got the headshot! When someone gets headshot, it should show what weapon they got it with. As in it would show the gun, then the headshot symbol. That way we can see who ever just got a headshot gun it with a Boltok, Longshot, Torque, Shotgun, or what.

    > (Idea by maurox) More camera angles so we can see eagles eye's view on the map & the two spawn points

    > (Idea by maurox) Better water physics:
    -when a character takes cover in water there should be splash
    -when something blow up in the water the object should be under the water, not in the top of it, and their should be a huge splash
    -after an explosion goes off in water you should hear rain from the water dropping back in
    -when you gib an enemy in the water the body parts should generate splashes
    -better blood in water effects, like stated above

    > Make car explosions more realistic: the doors fall off, the trunk goes flying, some wheels roll away, the hood pops up, ect. (Idea by maurox)

    > (Idea by Guman) Make it so Rank, Custom, & Social have their exp font in different colors; such as Golden for Ranked, and Silver for Social, & White for Private/System-Link/Local.

    XxXxX
    Beast Mode Ideas
    XxXxX


    At first I wasn’t going to make a beast mode section, because I figured since it’s a new mode how could we come up with ideas to improve it, since we never played it?

    Since then some really good ideas have come up that could multiply Beast Mode’s replayability by 5!

    > 1: Improving Beast in Beast Mode
    > 2: More Beast!
    1) Improving Beast in Beast Mode
    (Idea by Gorillas9 & I)

    So let’s say if you’re far into a game you have all of the beast unlocked, but you want to stick with the ticker for whatever reason. You shouldn't feel weak for choosing an early-unlock beast, that makes poor replay value. Instead, you should be able to be able to improve the beast you like to use. I.e., with the ticker, you could get an upgrade that improves speed, or an upgrade that increases your explosion radius!
    I'll go further into detail. Let's say you like the plain grenadier, and would rather spend credits improving the grenadier rather than using credits to unlock higher beast you don't want to use. Here is, as I would imagine it, your choices for improving the grenadier:

    GRENADIER:

    - Grenadier Elite - 500c - Improves your grenadier to a grenadier elite, adding those shoulder pads & increasing health
    - Grenadier Master - 3500c - Improves your grenadier elite to a grenadier master, adding that spikey shotgun belt from your character customization section, and increasing health even more. (Grenadier Elite must be bought first)
    - Bombarder - 2000c - adds that one bombarder-like shoulder pad from your character customization section to your grenadier, with this your frag grenades come back with time (ie if you don't have 4 grenades, you wait 1 minute and another will pop up in your invetory)
    - Frags x4 - 750c - You start out with 4 grenades rather than 2.
    - Boltok Pistol - 1000c - You start out with a boltok in your inventory (cause you see some grenadiers using boltoks)
    - Savage Grenadier - 2500c - Makes your grenadier into a savage grenadier, (or a savage grenadier elite, or savage grenadier master depending if you have those upgrades) with this your grenadier will carry a double barrel shotgun in his secoundary weapon slot!
    - Flammer Grenadier - 4000c - Like the savage grenadier upgrade, with this one your grenadier becomes a flammer (with fuels tanks on his back) and has a scorcher as a secoundary. (NOTE: you can either have savage grenadier or flammer grenadier upgrade, but not both. If you bought one, you can refund your credits, lose the upgrade, than than buy the other)

    More examples will be coming soon!: Berserker, Ticker, Theron, Drone, ect.

    > One problem you may say is that using credits to buy upgrades is kinda a boring & overused game feature, there could be alternatives: Like you getting points for the locust type by getting kills with that locust type.

    2) More Beast!
    I Believe Beast Mode is said to have 16 Beast?

    Why not more? Let’s think of some!
    Or, think of new abilities for confirmed beast!
    > RAMM & SKORGE:(Idea by Machine Gun as well as many other people)
    If you can unlock Locusts like tickers, wretches-all the way up to Berserkers, why not let you be the ultimate Locusts? I think if you do an amazing feat. Such as if kill the whole COG team in one round, you should be able to play as Skorge, or RAAM. Wouldn't that be awesome?
    Of course, you could only be a Villain for one life. But think about the carnage you could cause while being one of those two.
    Since RAAM was so difficult, he would require a great task such as killing the whole COG team of one round in one life by yourself. While Skorge would require something like a killstreak. Killing several COG at once or in a very short amount time. If I knew the full details of Beast mode I could make a better system but I don't know how many COG there are, how tough they are, and how many rounds there are. When more details are released I will come up with a more detailed system.
    But if you accomplished a very difficult task during the round and was prompted that you had unlocked RAAM or Skorge, when the next round began you could choose RAAM or Skorge for only one life. You would be very hard to kill, your health wouldn't regenerate. But you could kill many people with RAAM's Kryll or his Trodka turret, or jump around cutting COG in half with Skorge's chainsaw spear.
    Supported Here

    > More freedom for the wretch! How about when we play as a wretch, we can crawl on the walls and the ceiling like the AI can?! (Idea by maurox)

    XxXxX
    Map & Map Details Ideas
    XxXxX


    This are ideas that have anything to do with multiplayer maps: Maps Ideas, Map Remake Ideas, & Just Make Detail Ideas.


    > 1: Map Detail Wants
    > 2: Specific Fan Map Ideas
    > 3: Map Remakes
    1) Map Detail Wants
    These aren’t specific map ideas, but rather general ideas.
    > (Idea by zzhobbit) A map that is illuminated only by fire would be Epic.

    > (Idea by maurox) A map with an environmental hazard: a flash flood that drowns any poor victims that are in its way. (Now a specific Map! See below)
    2) Specific Map Ideas
    Some specific map ideas by the fans.
    MAUROX'S FLOOD MAP:
    -This map is located in a artificial island (covered of walls and gates) in a huge river
    - This map have 2 floors part of the lower level floods (flooded parts next to the falls and dry zones in the doors parts)
    - There is a tower in the middle of the map that have access to the 2nd floor
    - There are vehicles in the dry zones for cover as well as logs for cover in the flooded zones
    - A lot of swamp and jungle vegetation
    - There are towers with bridges that join the tower with the spawn points
    - During the match the map will begin to flood till the point that the 1st floor is flooded (that way you will have to go to the 2nd
    - The second floor (bridges and towers) have open areas you can see the top of the trees and other bridges

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    this is the spawn point a fall in each spawn (the wall of the base is broken)

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    when you appear in there you'll see something like this:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    this is a view of the central tower you can see the inside there are not windows and the corridors have cover (desks, columns>(horizontal and vertical)<)

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    A sky view of the map

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    An example of the doors (the doors have big padlocks) and the name of the COG (old and worn)

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    an example of the zones

    There are no grenades in this map, which prevents camping

    John Matrix's Horde 2.0 map
    CLICK HERE.

    CANYON:
    This is a map I made for Simburgur’s map contest a long time ago. The below pictures explain themselves…
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Key…
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    HALL OF TITANS:
    And another map I made for the contest. Sorry for the spelling errors, again it was a long time ago.
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    Key…
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    John Matrix's Submarine Map Idea
    (Possibly Exclusive to Horde 2.0)

    "You'd have a naval base with the sub in port and you can defend the surrounding areas, or go inside the sub and fall back there. The interior would make for a brilliant location. A bonus would be the ability to launch missiles from the sub every so often (maybe the timer gradually counts down through the rounds) and then you can choose when you want to use it on the Locust surrounding the area."

    > The interior would be very but not too crowded and so would cause some intense fighting

    > The sub is surfaced next to a military port, I would believe

    Hollow Storm:
    (Idea by maurox)

    -It takes place during the Hollow storm operation
    -the Humans spawn have some capsules and the locust spawn is a base
    -the cover in the map are locust equipment, rockworms, etc.
    -the map change with earthquakes and start flooding

    More Info Coming

    Other John Matrix Map Ideas

    Tank Factory:

    This could be a campaign thing or a multi/horde map. There could be a need to boost the COG's armoured divisions, so an old (semi-functioning) automated tank-building facility has to be captured and defended from the Locust. I think having all the machinery working in and around you as you fight would make for a great, dynamic setting, with tanks being assembled and bolted together etc(possibly situated inside a mountain). Different rooms could create different tanks of varying sizes and types too.

    Flooded Village:

    A night-time Landdown-style town or village, abandoned since around the time of E-Day. An adjacent river has burst its banks and you have to wade through waist and chest-height water as well as your enemies. Again, either a campaign or multiplayer/horde map.

    Arctic:

    If any of you have seen the classic movie 'The Thing', it features a remote scientific base in the Antarctic. I believe a facility like this would make a good map..You would have low-roofed buildings, sleeping quarters, research areas, chainlink perimeter fence and so forth. Features could include being able to cut the power (its a night map anyway) so you'd be in even darker conditions and also like in the film you could blow up the base generator creating a fire-filled environment that would destroy parts of the base and cut you off from other bits. Underground tunnels could also be present.

    The surrounding area of the base is totally desolate and barren, with snowstorms, wind etc. If you wanted to up the parallels to the film even further, this could be a Lambent Horde map, which given their horrific designs, would be great in a dark and creepy map.

    Magma:
    (Idea by maurox)

    -This map is an island with an active volcano
    -The map has some piers in the sea (there are some weapon spawns on them)
    -There are two buildings on each side (Two old Silos are beside them)
    -The Silos have some pipes that fill a little pool in the middle of the map with toxic wastes
    -There's a bridge just on top of the toxic waste pool
    -Before the volcano makes eruption there will be an ashes rain
    -After the ashes rain there will be a magma rocks rain
    -and after that the lava will be released in almost all the map
    -The lava can kill you inmediatly
    -The toxic wastes flow ends in the sea
    -The lava flow ends in the sea petrifying the water making it solid ground to walk

    3) Map Remakes
    <COMING SOON…?> (I made an entire thread on this but Flak deleted it from misunderstanding and can't bring it back) ...



    THANKS FOR READING!
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    Last edited by host; 11-09-2010 at 06:41 PM.

  13. #13

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    Quote Originally Posted by Hooligunn View Post
    Host, there is already an incredibly detailed and well put together thread like this by Simburgur found HERE
    Glad to see that you can't read to well. You could have waited until he got to Reserved post 12.

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    Quote Originally Posted by Crimson Rising View Post
    Glad to see that you can't read to well. You could have waited until he got to Reserved post 12.
    When I posted, there was nothing on his OP saying anything about waiting so I had no clue if he was reserving more posts. Now he's posted an absolute mountain of information, so my previous comment doesn't matter now anyway (I thought he was just setting this up, I didn't think he had 12 posts worth of content already!)
    Last edited by Hooligunn; 04-17-2010 at 05:00 AM.

  15. #15

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    Quote Originally Posted by Hooligunn View Post
    When I posted, there was nothing on his OP saying anything about waiting so I had no clue if he was reserving more posts. Now he's posted an absolute mountain of information, so my previous comment doesn't matter now anyway (I thought he was just setting this up, I didn't think he had 12 posts worth of content already!
    Let's just see where this thread goes. I like his drawings. lol

    edit- I like the grappling hook idea. You should be able to use it to kill people too however. Shoot it at an enemy and watch it go through their torso then it opens up and you yank on it pulling out all the guts and ****. lol

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    Hmmm.... Did I post this too early in the morning for anybody to reply?

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    Amazing thread man, great ideas, the amount of time put in this is massive, keep it up!
    Winners never quit. Quitters never win.
    This is your life and it's ending one minute at a time.

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    Thread idea already used.
    http://forums.epicgames.com/showthread.php?t=724163
    Although you have a lot more detail. Gonna start reading now.

    Edit: Really like the smoke tag indicator idea.
    Last edited by Mercado; 04-17-2010 at 04:02 PM.

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    Just Amazing. Hope Epic takes some ideas, not all but most, because it would be too much work for them even for a year.

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    Holy **** man.
    Thank you to all who voted in my The support of the community is what led to the creation of the Alpha Playlist!

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    Thanks for the support guys

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    all i want is fully customizable private matchs kinda like what halo 3 has done, where you can set weapon damage, player heath, toggle melee stun and toggle smokes to rag on or off and other things of that nature. a level creator would be cool like gow pc. i think the boom shield, mulcher, mortar should only be in horde. i would REALLY like the ability to tag frags on walls to be taken off, so kids with no gun skill cant just spam the map with frags while hiding. you could still tag smokes so you can use them to warn you if someone is sneaking up on you.

    some of your ideas i feel are trying to hard. sometimes simple is better. i didnt like the grapple hook idea but the jumping off of cover onto someone might be cool.

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    I like the idea of having an idicator for when frag tagging walls, it would make it easier but the game might not need something like that and maybe keep it the same so you have to have a "feel" fr tagging in good spots.

    but a good idea non the less.

    some of the ideas work, A LOt don't IMO, hope people at least see this and check it out though.

    this must have taken weeks to make lol.
    Quote Originally Posted by TRELON View Post
    You're overpowered mugen. EPIC need to nerf you.

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    Quote Originally Posted by host View Post
    Mulcher:

    This includes some ideas that involve the other heavy equipment too (boom shield & mortar). Besides these ideas the mulcher is pretty prefect as is, with some small changes added for gameplay speed increase.

    > Roadie Run with Heavy Equipment: I believe one thing that makes the mulcher & mortar somewhat unpopular is how you almost have to stick in one spot with them. If you were able to roadie run with them then it will be used a lot more. Now RR with them wont be the full speed RR of course, just like how walking with them isnt at full speed, but it would be faster than walking. You can RR with the boom shield which is heavy equipment, why not the other two? Again, goes with faster gameplay.

    > Climb up/down half-wall dips with Heavy Equipment: You should be able to step down & climb up those large steps, like you can with normal weapons, with the mulcher & mortar & shield. Your character would just put the equipment at the top, climb up, then grab it again. For going down you would just hop down while still hanging on to the equipment. I know you cant take cover behind these steps with the shield so there would just be an option to climb up.
    Also, mantling over half-wall cover: Same thing pretty much, you guys puts the equipment on top the chest-high wall, mantles over, then grabs it again and keeps on his way. (both of these happen fast)

    > Be able to aim in any direction with mulcher & mortar when behind cover: Currently when youre behind some half-wall cover but looking away from the cover you will be forced to turn around & aim when you hold LT. Why should we have to exit cover to shoot people coming up from behind us with the mulcher? Especially with the mortar, we should be able to do a full 360 while behind cover.

    > The mulcher Gut Hacker: During my time playing gow1 I always thought a mini-gun would be sick, and I got one in gow2: the mulcher. And to my surprise they made it ever better than I imagined by making it a part of the cover system by having it rest for better aiming. But there is something else I always wanted on a gears of war mini-gun which is still missing, something that would fit in the gears universe perfectly: Blades, at the end of the of the barrel, making the mulcher part mini-gun, part weed hacker, or gut hacker as I like to think of it when the gun spins.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Bad ass. Blades at the end of the barrel. When the mulcher spins the barrels, like it does when its shooting, these blades spin like a weed hacker from hell, ripping thru flesh like grass.
    Sorry I wanted the blades to look more narly than that but you get the idea
    It would work much like chainsaw bayonet where you hold down B to activate it. You character holds the gun so the barrel is in the air and runs around with it spinning. *The difference from this & the chainsaw is with this wielding you move a bit slower than normal walking speed, but you cant get stunned. You can run, but if corned youre resorted to downing them before they can reach you. Remember, its a pick up & its slow. It can also engage in chainsaw duels against lancers or other mulchers.
    -When you reach someone from the front while having your gut hacker ready, you rip their chest open, not exactly cutting them in half like the chainsaw.
    -When you get someone from behind, you drill a hole thru their back using the hacker. You character keeps going until the barrel goes all the way threw, then your character pulls it back thru & their body will stand there for a second, petrified, as you can see right through the large newly made hole in their stomach, then it collapses. *the front can be like this too, idk.
    -If you hack someone who is DBNO your character shoves the mulchers barrels against the DBNO persons back at a straight 90 angle like a blender, pushing them to the ground. They then get caught on the blades and they start spinning like crazy on the ground while being ripped up. After a second of their body twirling around on the ground your character lifts up the mulcher and continues being under your control.
    Also, for campaign and horde you can hack boomer types & bloodmounts and similar larger locust creatures that you cant chainsaw with the lancer.

    Longshot Sniper Rifle:

    Now for the sniper, overpowered in gow1, a bit underpowered in gow2, these are ideas that will hopefully balance it out in gow3. Overall, I enjoy the gow2 sniper with no active downs more than the gow1, but the sniper could use some boost.

    > Large headshot boxes that are the same for every character. This will go well with a speed increase, since with faster CMS it will he harder to hit moving targets, this will balance it. Large hit boxes as in their entire head & their neck will count as a headshot, possibly more. I never want to shoot Dizzy or Kantus in the head and see blood come out but no headshot ever again (same goes with any other character).

    > From hurt to dead![/B] This is an idea I would really like to get used: Make it so the sniper cant DBNO people, instead they go straight to death if downed with a sniper shot. Going straight to death would be great because shooting people in the chest would actually do something again, if youre already hurt youll need to fear the sniper & you can help teammates in a battle across a map without getting you kill stolen. Next time you DBNO a person with a sniper, think of this idea, then youll like it.

    > Perfect reloaded bullets with the sniper cause the bullet to be suppressed (silenced) with no contrail (the smoke that follows the bullets path). This way the snipers position can stay hidden if he gets nothing but prefect reloads. This would also add some stealth to the game. When silenced the sniper when shot makes a quiet sound that only people close by can hear. With normal shots, the contrail should be more visible to balance out this idea.
    Original idea by commandrew, Supported here

    > Please make popshots & blind firing more accurate with the sniper. This is something a lot of us asked for, for this is whats need to make the sniper a feared weapon again.
    - some say only perfect reloaded bullets should do this. But I disagree, every snipers bullet should be just as accurate as any other longshot bullet, no matter how it was loaded.

    > Please reduce or remove the amount the scope shakes around when you get shot, please make it so it doesnt shake around at all when shot by a torque and maybe some other weapons. Do you know how frustrating it is when youre in a duel against a torque while you have a sniper, youre about to shoot him in the head & hes about to torque you, and when he torques you your scope jiggles and so you miss youre shot, and so you die and he doesnt? I swear I wanted to rip someones head off after that. While the torques aiming doesnt jiggle at all ever! Even by nearby mortar explosions!
    *How about for all weapons besides torque which should never jiggle the scope, if you get shot while behind cover your scope doesnt shake, but if youre out of cover & you get shot it will still shake.

    > Make it so sniper bullets can go thru multiple people, so we can hit multiple people with 1 shot or get double & triple headshots . The exception for this is meat shields, bullets should not be able to go thru meat shields, I dont care if that does make sense gameplay comes first!

    Gorgon Burst Pistol:

    > The Gorgons rate of fire has been discussed a lot because many players argue its a bit under powered. Many people think its RoR should be increased, but I have a totally different proposal: to make the gorgon pistol fully automatic! It will be much more popular this way. Imagine wielding an Uzi-like pistol with a meat or boom shield . Of course, it would also need a larger clip & a tad bit of nurfing.

    Hammerburst:

    Epic has confirmed(?) that the Hammerburst will feature a scope!

    Like the shotgun, Im sure Epic is working on perfecting the mechanics of the Hammerburst. But I do have one cool idea:

    > *Heres an interesting idea of mixing the Hammerburst half burst half semi-automatic:
    With normal reloaded bullets, the hammerburst shoots burst again. However when you get a perfect active reload it becomes semi-automatic (shoots as fast as you can press the trigger) & becomes deadlier! Just something to mix the two prevous hammerbursts together. It could be the other way around, single shot normally, burst when perfect active.

    See Snub Pistol about headshots with any bullet-type weapon.

    Snub Pistol:

    > Make it so the snub pistol has infinite ammo, because it should be the support when all other weapons run out. This means if you swamp it for another pistol you risk losing ammo for all weapons. Gears isnt suppose to be realistic warfare game, gameplay comes first.

    > Make it so it can do headshots again! A reason why Epic may have taken this away is the fact that, realistically, such a small pistol could never blow someones head off (not that any bullet type weapon could in real life but thats not the point). Instead, when you get a headshot with the snub only a chunk of their head goes flying off with a big splat of blood.
    Also, I heard of this interesting idea of making it so all bullet type weapons could get headshots! It would defiantly be interesting, more balancing would be needed but it would be fun.

    Hammer of Dawn:

    Overall, make the HoD more consistent. How come sometimes my HoD will begin to fire right away & sometimes in a spot just like it I have to listen to it beep 10 times first? Also, pls keep the battery limit you introduced in the 2nd.

    > I think we should be able to drag the HoDs aimer a little bit more as its charging (as in not have to aim it in the same spot for it to fire).

    > I think it would be cool if when the HoD is charging the ground where everyone will get gibed would light up, so we know where its safe and where it isnt.

    > Please make it so we can blindfire over cover with the hammer of dawn. In would move around a bit so it wont go exactly where we want it to go. We can with every other weapon

    Chainsaw:

    As for the chainsaw bayonet on the lancer; let the chainsaw be more of a last resort thing rather than a weapon. Remove the vacuum!!

    > Make it stun very easy, with 1-3 bullets of anything stunning a chainsaw-er. Also, no more seizer (being stunned over & over for weird reasons like what often happens in GoW2 when trying to rev it right after getting stunned), however you shouldnt be able to use you chainsaw until ~.7 secs after getting stunned so people can chainsaw right after getting stunned.

    > To make up for the above idea & to adjust for faster gameplay, in gow3 make it so you run faster than normal non-RR running when wielding a chainsaw! It would only make sense that people in real life would sprint to each other when trying to chainsaw them before getting shot. Have the speed be ~(normal run + roadie run /2).

    > For Chainsaw duels, go back to my DBNO Fighting idea in which it talks about a substitution for the press B as fast as you can system.

    Torque Bow:

    Ahhh the torque, gows unique weapon.

    > I dont know what it was, but I swear in the 2nd gow the torque had horrible hit detection. Due to minor lag, when I would hit them on my screen it would be a miss, but if a where to miss sometimes I hit them. If I had a nickel for every time I torque someone but hit detection said otherwise I would have about 6 bucks. Please fix that. *How about if you stick someone on your screen, it gives the message to host that they got stuck, rather than letting the host Xbox deal with what happen which does not work due to lag.

    > Some people want the torques splash damage range to be decreased. I have a compromise: keep the torques bow splash damage, but make it so if you are taking cover you cant get affected by it. This way amazing wall bounce shots can still happen but you wont ever get frustrated again after being killed by a torque that was shot next to you while you were behind cover, which is the main reason players dislike the bigness of the torques splash damage.

    > Make it so you cant down people with the torque when you stick them, it doesnt make sense to me why that happens, just let them blow up. Also, hitting someone with a torque that just bounces off should do some damage.

    > Make getting active reloads with the torque less powerful: Make the charge up of an active reload torque isnt as fast compared to a normal charge, or just increase the charge rate of normal reloaded torque for faster gameplay. Also keep the total time you can have a torque charged the same. (Currently an actively reloaded torque cant stay charged as long; making getting an active reload a disadvantage sometimes)

    Boomshot:

    In campaign & horde the boomshot was under powered, but in multi player its over powered. This needs to be changed!

    > In multiplayer either reduce its ammo to 2 shots per pick up or reduce the splash damage OR BOTH!

    > However in campaign & horde however, make it more of a killtacular nuclear missile!

    > Please also make the grenade it shoots move slower, even if the gameplay is faster. Its undodgeable currently.

    Boltok Pistol:

    I dont have anything to say about the boltok, its great in gow2, thanks for giving it a boost from gow1 to gow2 Epic! Again, could use further boost for faster gameplay in gow3.

    > Now with all the pistols listed, here is how they should remain balanced:
    Boltok: Best overall pistol, good enough to use as a weapon on its own, best at long range
    Gorgon: Best pistol at close range, best pistol for being wielded with a shield.
    Snub: Good at both long and close range, with infinite ammo its good to have when other things run low.

    Boom Shield:

    > Make it so boom shields can get engaged in chainsaw duels! I find it really annoying when chainsaws go straight threw my metal shield and get me. These duels would work just chainsaw vrs. Chainsaw & DBNO fighting duels. If the chainsaw wins, the guy with the shield gets cut in half. If the guy with the shield wins, he pushes the other guy over onto the ground and springs out the bottom springable part of the shield, and chops him in half while he on the ground by slamming the shield down.
    Also, this should be possible against mulcher gut hackers too, so now there can be a variety of duels: saw vs. saw, hacker vs. saw, hacker vs. hacker, saw vs. shield, hacker vs. shield. (Just no shield vs. shield)
    *This is just a maybe idea, but since the boom shield is a pickup it should have a slight advantage in duels over chainsaws somehow, such as the guy with the chainsaw has to press 1 more button.

    > Make it so the boom shield interacts with surrounding cover! What I mean by this is I wish we could do Swat Turns between a shield & built in cover if there is any next to it. Example:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    ALSO, if a shield is at a >~80 degree angle of some other cover that its touching, we could be able to go from the shield to the cover without leaving any cover; just by walking, while still in cover, from shield to cover, like any other built in cover that makes an angle.Karen Traviss Example:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version


    > IMO when you pick up a boom shield thats planted into the ground your character should have to pull it out of the ground, or you can kick it down then pick it up.

    > When you do the boom shields extended execution you should chop them in half, like with the duels.

    > Make it so we can standup while aiming with the shield by pressing right bumper, which would expose our legs. The reason we would want to do this is so we can effectively use the shield while taking cover behind half-wall cover too.

    Mortar:

    Go back to mulcher to see ideas that include move movement options will all heavy equipment, such as the mortar.

    > I think if you get an perfect active reload with the mortar there should be 2 more explosions at the end of its explosive rain, to increase its range. Im not sure what a current perfect active reload does with the mortar, but I think this would be good.

    > Please make it so we can drop it whenever we like again.

    Scorcher:

    I think the scorcher is good as is in mm, could use minor boost for faster gameplay but thats about it.

    > I heard this idea where the scorcher can catch ink clouds on fire by lighting them making them into a flaming could of death, dramatically increase the clouds damage.

    > I would really love it when someone gets hit by the scorcher their character would actually catch on fire! (No damage unless if still being shot) Rather than the corny flame affect on the bottom of your screen.

    > However in horde & campaign the Scorcher is underpowered. A fun solution to this would be if the enemies in horde & campaign actually caught on fire, like the idea above, except they still take damage while on fire! This is the perfect boost the scorcher needs in horde/campaign, just scorch a group of grubs for a sec then get your ass out of there as they burn to death! The fire last about ~4 seconds, so for bigger enemies you may need to stay there and help the fire burn.



    Now before I go on with this idea, let me explain the idea of Clogger Grenades:



    As for the New Pistol, I do not have a concept idea on what this pistol could be. I was just thinking of a pistol that could replace the snub. It would of course be deadlier in some way and have limited ammo.

    Now, with this idea included and the probable loadout Epic has already created, lets see all the Pros and Cons of all the options you could Choose From. Im going to list the combinations as Primary Loadout Option, Secondary Loadout Option, and finally the Equipment Loadout Option (new)

    Primary Loadout Option

    Lancer
    Pros:
    -Medium Range
    -Large Clip
    -Deadliest Melee Capabilities
    Cons:
    -Weakest?

    Plancer
    Pros:
    -Deadliest in Firepower
    -Deadlier Melee Capabilities
    Cons:
    -Horrid Range
    -Kick Back

    Hammerburst
    Pros:
    -Best Range
    -Accuracy
    Cons:
    -Weakest Melee Capability


    Secondary Loadout Option

    Gnasher Shotgun
    Pros:
    -Better Range
    -Classic
    Cons:
    -Not as deadly as Double Barrel when close enough

    Double Barrel Shotgun
    Pros:
    -Deadliest in Firepower
    -Wider Spread
    Cons:
    -Shorter Range
    -Short Clip?


    Equipment Loadout Option
    (New)

    Grappling Gun
    Pros:
    -You can climb up ledges
    -You could possibly get to a weapon or hill in a high place faster with a grappling gun
    -Doesnt replace any items
    Cons:
    -Not any really, doesnt have the uses of the clogger grenade & pistol

    Should be used when:
    -In games when you want to reach a high place fast
    -In games where campers will be hiding in a high place, you can sneak around with this, like in guardian surprise the leader by doing this

    Clogger Grenade

    Pros:
    -Can clog peoples weapons when you need an escape from power weapons
    -Much better for getting around & destroying planted grenades
    -Can screw a group of people over at once
    Cons:
    -Replaces the smoke grenade
    -The smokes blinding effect, if the idea is used, can be just as harmful as getting your weapon clogged
    -No smoke to cover your movement when picking up weapons
    -Unlike the smoke making the beep when the marked a grenade, you dont know when you clogged a grenade, also the cloggers effect on planted grenades isnt permanent unlike the smokes.

    Should be used when:
    -In games when you need to get around peoples planted grenades
    -In games where you want to clog peoples power weapons or any other weapon
    -If you want to plant a default grenade that will be a bit better than a planted smoke grenade

    New Pistol
    Pros:
    -Great for when you pick up meat shields & boomer shields
    -Better than snub pistol
    Cons:
    -Replaces the snub pistol, meaning no unlimited ammo
    -You could also just find a boltok or gorgon pistol on the map to get a better pistol

    Should be used when:
    -In games when the other two choices dont have much use
    -In games with shields



    (continues on next post)

    None of these. Don't Change the game into something different than the GoW Series. Climbing and jumping.....NO.

    Please do not make Double-Barreled Shotty a secondary. make it for pickup.

    Some of the little ideas are good, but the rest just would ruin the game.

  25. #25
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    Omg... these ideas are so sick... but its not like Epic is going to agree with everything I love some of these.. but well see.

  26. #26
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    Hey could some of you who like the thread starting giving it 5 stars? thanks.

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    I didn't read everything.(and honestly i doubt a lot of peeps will)

    I agree with some of your ideas,disagree on others.However you have a way too much free time .

  28. #28
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    I'd die if I read all that

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    :O u have way too much time on your hands

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    Fantastic job Host, love this thread and almost all of these ideas. Time and effort really pays off. Keep it up!
    Quote Originally Posted by Lee Perry View Post
    WHATZZU!P!!E!RE!R

  31. #31
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    I have skimmed. It's a pain for me to read right now as my glasses just broke.

    Some of it is really nice - and I mean really nice - some bits I will need to read in to before making my mind up, but there is definitely some good stuff there.

    Edit: For those people linking to my thread...this isn't what that's for. That's just to list people's ideas with a summary and a link to the main thread for that idea.
    Last edited by Simburgur; 04-17-2010 at 06:54 PM.
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  32. #32
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    I have an Idea, Lets have 25 killstreaks for which the host pwns everyone with airstrikes and eventually a Lightmass Bomb to end the game, that would be AWESOME...oh wait...

    on a serious note, great thread dude, like the indicator for frags...maybe don't see the enemy ones and the indicators only appear the the Tac-com.
    \\★//
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  33. #33
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    Nice man i didn't read it but i am now those pictures you made and look interesting.

  34. #34
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    Holy crap that is a lot of writing... I skimmed through the ideas and i can say, i like what I see
    "The Lucky Died on E-Day"
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    Click teh Smilies

  35. #35
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    nice ideas. i like the ones about shooting over a ledge or over full cover. others im sceptical about.
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  36. #36
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    Gamertag: Bugz N7 PSN ID: Bugz_XO

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    *Takes of glasses*

    Just finished reading, and there are some good ideas and bad one, like the heavy weapons, you shouldn't be able to run or "JOG" with them because there 'Heavy' and over powered. i like the Grapple gun but not really use full IMO because i can simply shoot down the grapple.

  37. #37
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    I think a nice idead would be for the HOD to emit a second circle and anybody between the 2 circles will be killed.

    Here is a pic I drew in 2 mins to try and help show what i mean

    http://img90.imageshack.us/i/hod.png/

  38. #38
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    Quote Originally Posted by Bugz View Post
    *Takes of glasses*
    *Swipes glasses*
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  39. #39
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    Quote Originally Posted by Simburgur View Post
    I have skimmed. It's a pain for me to read right now as my glasses just broke.

    Some of it is really nice - and I mean really nice - some bits I will need to read in to before making my mind up, but there is definitely some good stuff there.

    Edit: For those people linking to my thread...this isn't what that's for. That's just to list people's ideas with a summary and a link to the main thread for that idea.
    Thank you Simburgur
    Last edited by host; 04-17-2010 at 08:41 PM. Reason: Simburgur not burger lol

  40. #40
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    Quote Originally Posted by host View Post
    Thank you Simburger
    I take it all back. The ideas are awful.



    Edit: Lol, ninja edit.
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