Board Thread:General Pixel Gun 3D Discussion/@comment-26858936-20151228214852/@comment-27379456-20160215022735

LitesBlade wrote: Greetings, users of the Pixel Gun 3D Wki! I am LightsBlade and I'd like to suggest some new features for the game to you. I know Rilisoft probably won't read this, but I think it appropriate to share my ideas with the community first, if nothing else, to get some feed back, and hopefully, get the word out.

-Suggestions to fix problems with the game-

1. Optional voice chat:  I think players should be allowed to use voice chat. For one thing, it'll allow people in a lobby to communicate without having to stop and type in a message. Using a smartphone or tablet 'keyboard' is impractical while enemies are out to kill you; this method would allow someone to fight and speak both at once. This may also cut down on dating and therefore reduce the risk of child molestation, as many daters will insist on using voice chat. This'll become a problem for those who lie about their age, such as dangerous adults and naive toddlers, as one's age can show through the voice. Additionally, children engaging in harmful activities may be heard by responsible adults, leading the adults to take notice and hopefully ensure that their kids don't make the same mistake again. This can be replaced by speech-to-text.

2.  Universal Communication:  Allow a user in a match to communicate with his/her friends who are not in that match. This may allow players to call in friends when things aren't going well, and show other people cool stuff in-game.

3.  Allow players to make their masks, capes, and/or shoes invisible because these items oftentimes help a player's ability to win, but look ugly on his/her skin. This would improve the aesthetic look of many players and therefore the game itself.

4.  Give the Prototype a slower firing rate to make it less OP, or add a type of helmet that can withstand a headshot from it.

5.  Add more customizable features to custom servers, namely the co-op survival servers. The most important thing is that there needs to be a way to raise the time limit, preferably to infinity, as the end/beginning of matches hugely interrupts gameplay. Given the current game mechanics, an infinite game may make it impossible to earn coins, but it's worth it. Less importantly, damage, enemy speed, and usable equipment should be customizable.

6.  Add five more enemies to all campaign levels (except for Megalopolis and ???) and allow the boss to spawn when only ten enemies remain. This will make the boss fights much less boring and more challenging; the first few are currently mind-numbing and the rest aren't all that much better. Players will not have to finish off the last ten monsters, but may need to to survive. This is helpful because enemies sometimes get lost or stuck in the large, complex campaign maps.

-Suggestions to make the game more fun/interesting-

1.  Add more dynamic map elements, such as destroyable bridges, breakable walls, opening and closing blast doors, and deadly objects. The map Deadly Complex is a great example of this; it contains deadly moving parts and objects with special effects, the trampolines.

2.  Have some enemies appear in some multiplayer maps in small numbers. Adding map-specific enemies will make the game much, much more interesting and help the locations play differently. My suggestions on what monsters should spawn where:

Asterisks mark the additions I most believe should be made.


 * Arabian Dust: Mummy Mage

Atlantis: Green Slime, and maybe a larger version of which


 * Aztec Temple: Skeleton Runner and Skeleton

Block Mart: Injured Zombie

Bridge: Injured Spitter or Red Spider

Christmas Town: Snowman, and maybe a new mob representing an elf

Colisseum (mulitplayer): Walking Bear, and Flying Pig


 * Dangerous Roads: Peashooter and Demon Mage

Heaven Garden: Flying Pig


 * Slender Forst: Ent, because Slender Man is too cliche

Inside the Code: Code Knight

King of the Hill: Green Slime


 * Mafia Mansion: Castle Ghost

Nuclear City: Robot Drone

Paradise Resort: Chica, Bonnie, and Freddy


 * Parkour City: Rocket Soldier

Pirates!: Skeleton and Castle Ghost

Infected Prison: Pistol Soldier


 * Scary Pizzeria: Chica and Ranged Crockodile Monster


 * Science Lab: Robot Drone and Orange Slime


 * School: Infected Student

Sky Islands: Flying Pig

Space Station: Green Space Alien, Alien, and Blue Space Alien

Train Depot: Ogre Knight


 * Warehouse Assault: Injured Spitter

Two Castles: Ogre Knight


 * Mining Camp: Devil Stalker

There are a few ways to do the mob AI I've come up with.

A.  All enemies are neutral until shot, at which point they will attack whoever shot them.

B.  Enemies are always hostile towards all players.

C.  Enemies attack players on the winning team only, and attack everyone when the two teams' scores are within 5 points of each other.

D. Enemies only attack the players with more points than average.

I think there should be four enemies on each map with enemies at all times (except for Parkour City), but the number should be customizable in custom games. Killing these enemies should provide no benefit for the player, as awarding players with points would make the enemies too much of a distraction and possibly ruin the game. Players can be encourage to avoid enemies, or lure them to players on the other team. This will make the game MUCH more interesting and maps much more unique. Also, it would give players something to do while there are no opponents in the lobby.

The enemies are not supposed to have a large effect on the outcome of a game.

3.  Have monsters spawn in relatively large numbers on the edges of Deadly Games matches 3/4 of the way through the match to force players back towards the center.

4.  Create a multiplayer Boss Assault game mode that's much like Team Battle, except with a boss and slightly different scoring mechanics. Instead of earning points for killing enemies, each team would have a set number of lives, possibly per person. A team cannot respawn if it runs out of lives, and if all players die permanantly, then the team loses.

The boss must be much more difficult to fight off then most of the campaign bosses, having higher health, speed and damage. The Bug, without its ability to teleport, is a good candidate for this part, but it would also be fun to have bosses that shoot projectiles or summon enemies. The boss drops nothing, which makes both teams want to keep away from it, and force each other to fight it. This game mode could create quite a bit of havok, given the presence of three seperate groups with contradictory goals.

Thanks for reading. Comment down below, please. I wouldn't say the monsters and the Boss Assault is bad, cuz is awesome. The chat thingamabobber, idk about that, cuz either the dangerous adults dont use headphones in your imagination or you hear on the news about idiotic adults screaming what they're doing on PG3D. Boom. Nailed it.