Forum:Perk-a-punch

So, starting off, I'm sure this idea has been proposed before. Despite this, I'd like to put it out there as an idea. This topic is exactly what it says on the tin, ideas for perk-a-colas having pack-a-punched versions.

How it would function:

Idea 1: A machine on the map that for 5000 points converts all perk-a-cola machines to their pack-a-punched versions. No ideas for names yet, so I'll leave those to your imagination.

Idea 2: Similar to first version save that it's a power-up dropped by zombies (ala nuke, carpenter, max ammo, etc.) which does this with the added caveat that the machines all charge 5000 points for their delicious treats.

Idea 3: A machine that perk-a-punches your existing/bought perks in the order that you bought them for 5000 points a perk. (left to right on screen). This would make it so that the order in which you purchase the perk is just as important as the perk itself.

Of course such a thing is powerful and could be abused, but I think that the point cost would prevent it. The cost necessary for any of the ideas would be massive (minimum of 7000 points for a single perk with the cheapest option). In addition, it would require a player to be playing solo to reach the amounts necessary, or be on a high enough wave, at which point I feel they've earned a bit of a reprieve.

Now that's the boring bit. Onto the fun, the ideas themselves.


 * Juggernog: Upon perk-a-punching, Juggernog doubles its effect, requiring 10 hits before going down. When a player is downed, a large wave is shot out around them (similar to a blast from the thunder gun). This blast won't kill any zombies, simply shoot them far enough away that the player's allies have a chance at reviving them.


 * Speed Cola: Weapons no longer require reloading, having their entire magazine poured into a single clip. Additionally, adds 100 extra rounds to the gun's total magazine. Pack-a-punched guns get an additional 200 rounds. Weapons such as the RPG, War Machine, or Mustang&Sally only get an additional 10 rounds (normal) or 20 rounds (pack-a-punched).


 * Self/Quick-Revive: For Self-Revive, no change is made. For Quick-Revive however, it makes the process near instantaneous and allows for a brief burst of invincibility on the part of the revived (How many times have you been revived, only to be knocked right back down by a horde of zombies before you can move three feet?).


 * Double-Tap Root Beer: Weapon does double damage with each shot in addition to firing twice as fast. The weapon's last 10 shots (adjusted for low ammo weapons such as RPG/War Machine down to last 2 shots) deal quadruple damage.


 * Stamin-up: The player now has infinite sprint and isn't slowed down by zombie attacks. Any crawlers that are run into are instantly killed (another annoyance I've had is clipping into crawlers and dying because of it). Leaves a trail of small flames behind when sprinting, slightly damaging pursuing zombies. (damage is akin to an unpack-a-punched M1911 shot to the upper chest).


 * PhD Flopper: Immune to damage while diving to prone (as well as first 2-3 seconds being in prone) and any damage from explosive weapons is doubled against zombies. (This does not include the explosion from diving to prone).


 * Deadshot Daquiri: No weapon recoil, no reticule bloom. All weapons deal 10% more damage when fired from the hip. Sniper rifles all gain a laser sight.


 * Mule-Kick: Third weapon is automatically Mustang&Sally upon perk-a-punching (unless another weapon has already been purchased, in which case it is left alone) and no longer disappears when going down.


 * Tombstone Soda: When the player goes down, they are placed in Afterlife Mode until they would bleed out, at which point the regular tombstone effect occurs. They can revive themselves, but in doing so lose any and all perks they might have had beforehand. Just like in Mob of The Dead, this can only happen once per round, and additional downs in the same round are treated as if the perk were not perk-a-punched.


 * Who's Who: The doppelganger now spawns with a raygun instead of an M1911.


 * Electric Cherry: The lightning effect occurs every time the player fires their weapon with the effect being at its minimum radius in addition to its normal effect. As well, an invisible meter is added when using this perk. If the player manages to kill 30 zombies with it without going down, when they reload their weapon, it automatically does the maximum radius regardless of ammo count. Going down resets the meter, regardless of whether tombstone is used.

So, what do you people think? Questions, comments, suggestions. All are welcome.