I watched a Rooster Teeth Let’s Play of Killing Floor last night and it did make me think that the average survival mode, while fun, can be a little bland and generally revolves around getting harder and harder. Whether you picked random objectives that gained more weapons, a store, better respawn etc or even had it work on tweaked MP level so that you had a 4 player co-op objective mode it would still be teaching players a lot of transferable habits.
Logically the baddies would be some military outfit but I think this is too cliche and close to the established human vs human team set up. I think I’d personally vote for mutants regardless of the factual basis mutants and dirty bombs. This would allow some general cannon fodder, clawing enemies but also give you some room to stretch into some projectile throwing creatures.
[QUOTE=stealth6;410452]What’s the endgame? If the engi keeps repairing and the medic keeps healing and the engineer keeps repairing when does the game end?
I don’t really like the idea of engineer constructing things - it limits you to those areas in the map. The way MvM did it was very nice, multiple choke points and the best way to stop them was to create a crossfire. Is this really a gamemode that works well though? The only really successful game is L4D and there the hole game is focussed around it. Even MvM mainly gets played for the items imo.[/QUOTE]
End game can be time, xp gain, coins. I’d generally go for all three in a leaderboard and unlock type affair. With it being co-op you generally don’t need to be all that concerned about ruining an MP game because someone wants to grind this and that. And in order for them to earn anything in such a mode they’d have to be doing things that would benefit playing objective.
Wouldn’t just be constructing things though. You could mix up the objectives, offer rewards for completing it. Say for example that a FOps would need to airstrike 3 locations on the map to block off drains that are letting mutants into the area. Engineers could construct or repair multiple items to access/seal bases or get vehicles to ride in or escape. CovOps could assume a disguise of a mutant and have to sneak through a level to shut down an access gate while the rest of the team hold off the mutants.
Existing maps could be reused with only some minor block off and then scripting.