Ideas for new Tools

ShadowWalker
Member Posts: 1,245 ✭✭✭✭✭
Before I even get a chance to use grenades and medkits, I am going to suggest ideas for new tools! Just like the current tools, there will be a 3 turn cool down period for each item.
1. FLARE
Since walkers are attracted to bright lights, this tool can be used to distract them for a couple of turns. You will throw it just like like a grenade, but it will deal no damage, instead the walkers in it's attack radius will move towards the light. Then like when they're munching on some human chow, they will stay there for 2 or 3 turns and not attack you. Need to get to the exit but walkers are blocking your way? Boom! Flare time!
2. LUCKY KEY
I hate Locker Room. This item will guarantee that the next chest/locker/trunk you open contains a clue that you're looking for. I think this will be a great tool because I hate Locker Room. It will be especially useful in Guild Wars, because you usually only have to find one clue anyway. It will probably make the most sense to use this item when you are looking for the last clue, but have multiple objects left to open, like in Locker Room, which I hate. Did I mention I hate Locker Room?
3. MOLOTOV COCKTAIL
The most delicious of cocktails, it will be like the grenade, but instead of dealing damage equal to 50% of total health, it's guaranteed to light your enemies on fire. Dracarys.
4. BRICK
Yes the humble brick, it doesn't do much but sit there, but if the Last of Us teaches us anything it's that even a simple brick can be useful. It will be an item that you can throw at a single target, and it will cause a guaranteed stun for 1 turn. Of course don't waste your time throwing a rock at a fatty or spiked walker, that will only make them angry. I am not sure if this is as useful as the other items so perhaps the cool down period for the brick can be 2 turns?
So those are my ideas, feel free to suggest any other tools down below.
1. FLARE
Since walkers are attracted to bright lights, this tool can be used to distract them for a couple of turns. You will throw it just like like a grenade, but it will deal no damage, instead the walkers in it's attack radius will move towards the light. Then like when they're munching on some human chow, they will stay there for 2 or 3 turns and not attack you. Need to get to the exit but walkers are blocking your way? Boom! Flare time!
2. LUCKY KEY
I hate Locker Room. This item will guarantee that the next chest/locker/trunk you open contains a clue that you're looking for. I think this will be a great tool because I hate Locker Room. It will be especially useful in Guild Wars, because you usually only have to find one clue anyway. It will probably make the most sense to use this item when you are looking for the last clue, but have multiple objects left to open, like in Locker Room, which I hate. Did I mention I hate Locker Room?
3. MOLOTOV COCKTAIL
The most delicious of cocktails, it will be like the grenade, but instead of dealing damage equal to 50% of total health, it's guaranteed to light your enemies on fire. Dracarys.
4. BRICK
Yes the humble brick, it doesn't do much but sit there, but if the Last of Us teaches us anything it's that even a simple brick can be useful. It will be an item that you can throw at a single target, and it will cause a guaranteed stun for 1 turn. Of course don't waste your time throwing a rock at a fatty or spiked walker, that will only make them angry. I am not sure if this is as useful as the other items so perhaps the cool down period for the brick can be 2 turns?
So those are my ideas, feel free to suggest any other tools down below.
Comments
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My suggestion years ago...
#Zombrex (Neo / Horizon / Genesis / Prime / Elite)
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Send me a PM or message ATLAS#5063 on Discord -
Of course I was looking to use crafting to make them
#Zombrex (Neo / Horizon / Genesis / Prime / Elite)
Are you Lost? Alone? Looking for a killer team to have your back?
Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in.
Remember, search ZOMBREX FAMILY.
Our page :
https://m.facebook.com/Zombrex2015/
Send me a PM or message ATLAS#5063 on Discord -
Hmmm, tell me more about these milkshakes and viagra powders.
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@ShadowWalker I like your idea of Skeleton Key and Molotov.
Here are some of my ideas for Tools:
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1. Bolt-cutter : Used to cut chain linked fences (takes 1 or 2 turns)
This tool will open up a whole new strategy especially in a map with many fences. Instead of going to the gate, why not cut a section (i.e. one square of the fence) to let survivors pass through? One bolt-cutter per team.
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2. Barricade : Place a barrier to block walkers (to place it takes 1 turn, but it will be destroyed in another 1 or 2 turns if walkers are adjacent)
The barrier is placed on one square. Two barriers per team.
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3. Trap : Place a trap to immobilize a walker (to place it takes 1 turn, activated trap lasts for 1 turn, after that walker can move)
Trap is placed on one square. Trap will last until it is stepped upon. One trap per team. Similar to existing walker traps in the game.
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4. Shovel : Dig a hole to remove walker from map (to dig takes 2 turns, hole remains until 2 walkers 'drop' into it)
Dig a hole deep on one square. It is deep enough that walkers fall into it and be removed from map. It lasts 2 turns because the hole is 'filled up'. After that, other walkers can move over it.
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5. Sticky bomb : Place on walker while walk-by and detonates after 1 turn (no turns required, read on)
This is quite similar to Prowl of Scout Daryl. Any hero/survivor with sticky bomb can walk past the first walker, plant the sticky bomb on it and walk away. Bomb will explode killing the normal walker. For special infected with full health, it will reduce their health. Two bombs per team.
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Will be fun if these items are incorporated in the Tool Bag. Thank you.
@Fluxxx
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Molotov is a good idea
also, fuel to burn
you can burn walker from ranges
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