GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him
hardcore old-school turn-based PvP game with full loot drop where 
you can take all of your opponent's equipment after killing him
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The GUNROX Wish List

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The GUNROX Wish List
Updates are coming at a great rate... but there are some things that people want to see implemented. That's what THIS post is for! Go ahead and leave your thoughts for ideas, you may praise or critique ideas here... but don't be crude criticizing others ideas.
Rare Item Find Rate Perk (+.5% per selection)
Dual-Wielding (pistols and SMGs only; 75% damage increase, accuracy reduced by 25%, requires two pistols or SMGs, needs Dual-Wield perk, perquisites of Pistol mastery * 2 OR SMG mastery * 2)
No Weapon Hiding (armed players MUST show armors/weapons in player information window)
Rework FFA experience formula (more experience from killing than winning) - IMPLEMENTED- NOW 50% EXP FOR A LOSS IF MORE THAN 2 PLAYERS
Bigger Storage Area (need I say more?) - IMPLEMENDED VIA PERK!
Ability to watch combats in progress (cause waiting takes too long!) - IMPLEMENTED FOR MODS ONLY AT CURRENT MOMENT
Option for # of units to send in per battle (like 1 unit per player in the battle to speed the game along)
Armory and currency system (because we all eventually want something we can't find, currency should be tied to damage/target's level, like experience) - POPULAR!
Knowing how many slots are still open in games
Auto-Balance option (for hosts that can't figure out how to accurately balance teams)
Ability to uninstall upgrades from weapons (since we can't repair weapons yet) - POPULAR!
Personal Unit Stats (Idea from GoldenDragoon)
Bailing Penalty for Team Battles (Idea from RevBiskit) - POPULAR!
Language Identification (Idea from tony2795)
Shrinking Map - "Sudden Death" (Idea from knutistgut) - POPULAR!
Flamethrowers (cause we all like to play with fire at some point in our lives, would make for FUN at close quarters! Essentially an inverted shotgun, great damage mid-range, poor close)
Experience Perk (+1% to earned experience per selection from damage done by unit, not available until level 10)
More game modes (this one's very popular, but I would have to ask for objective-style modes... like CTF maybe?)
Option to "Reset" Perks and Skill Points (should be a one-time offer for those that don't like how their points are distributed, need to pick different choices but can't win games to get more skill and perk points)
"Dodger" Perk (+1% chance of causing an incoming attack to do 0 damage per selection, can't be picked more than 10 times, doesn't work against explosives; because it seems kinda silly to just take the hits) - NEW
More to come...
Edited 1 month later by . Reason: Yet more ideas!.
16 years ago Quote
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About the Currency
to be able to sell your things instead of simply droping them out of storage area.
there should be shop that a system agent and other players can trade theirs things!
So you can buy from system or other players!
Wish I could play this game on a private lan with friends, (coworkers, family, ...)!
Wish I could say forbidden words in some very bad situations (If bad words shouldnt be used why are they created in the 1st place😉 any setting that i dont want the my system censors words (like yahoo chat) or I do want the censorship cause an under 18 is using my system!
I could create custum maps (maybe with bigger lands)
I could change the appearance or name of my 3 characters!
I could buy some help from other militias!
I could set the max number of characters every player can bring into the a game and players could have more characters by buying or getting experience!
I WISH the GAME WAS OPEN SOURCE AND I COULD PARTICIPATE IN DEVELOPING IT
I WISH THE GAME SERVER WAS OPEN SOURCE and open PROTOCOL SO EVERY1 COULD WRITE ITS OWN EDITION OF THE GAME THAT WORKS WITH THE SAME SERVER
Edited 26 minutes later by *DELETED*.
16 years ago Quote
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Leon,
There will be no game currency, period. This is because we wanted to encourage interactions between players. IMO barter between players helps them to scialize it the game.
16 years ago Quote
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I WISH the GAME WAS OPEN SOURCE AND I COULD PARTICIPATE IN DEVELOPING IT
I WISH THE GAME SERVER WAS OPEN SOURCE and open PROTOCOL SO EVERY1 COULD WRITE ITS OWN EDITION OF THE GAME THAT WORKS WITH THE SAME SERVER

😲 WHOA... now that's a very tricky area you're getting into. Open Source is a great way of making "mods" of games... but I don't think we've reached that point yet. We're still in BETA!
16 years ago Quote
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Wish List
Hi, great game ive only played a handfull of mmo's but this one really appeals to me.

I think it would be a good idea if you had 1 turn after u win a battle. That way u can pick up some more goodies.

I have heard mentioned that there will be the ability to mark certain users as friends. This would be great if you could store some notes on them. So when i have a user (enemy or ally) quit a game on me i can note it.

Also the help function in the options menu yould be great, especially if it told you what weapons are available so u know what skills to build.

I like the sound of a shop/currency to buy stuff you can trade or find.

All in all its great the way it is.
16 years ago Quote
16 years ago Quote
Reply to *DELETED*
Berserker... let me explain how the Armory idea would work. It will sell everything BUT weapons. Weapons should only be found out in the environment. But the Armory would allow for players to by supporting items. IE. upgrades, medi-kits, armors, repair kits, and other stuff.
Pricing in order from most expensive to least:
Upgrades >> Armors >> Repair Kit >> Medi-Kits
😕How the currency for this shop would work IDK...
16 years ago Quote
16 years ago Quote
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Multilayer Maps
My personal wish would be for multilayer maps or more complex maps. These could only be unlocked at say level 20+. With more complexity available at 40, 80, 100
16 years ago Quote
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I doubt we will implement multilayer maps as game engine wasn't designed for them in the first place. IMO multilayer maps adds a lot of unnecessary complexity we are trying to avoid for all costs.
16 years ago Quote
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My personal wish would be for multilayer maps or more complex maps. These could only be unlocked at say level 20+. With more complexity available at 40, 80, 100

Better idea: Maps that scale based on number of players involved. In other words... small maps for 1 on 1s, while massive maps for a full 10 player game. Same number of containers... just spacing would be different.
16 years ago Quote
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How about giving each unit their own personal stats. Like damage given/taken, kills/deaths, highest damage in a turn, highest crit damage?
16 years ago Quote
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How about giving each unit their own personal stats. Like damage given/taken, kills/deaths, highest damage in a turn, highest crit damage?

That would be interesting to implement... there would suddenly be a reason to track those "HIT" medals for kills!
16 years ago Quote
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super weapons
I thinks it should be cool if it you can find super weapons like a minigun or airstrike but you can only shot one time whit it but it can do massive damage.
16 years ago Quote
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Reply to *DELETED*

I thinks it should be cool if it you can find super weapons like a minigun or airstrike but you can only shot one time whit it but it can do massive damage.

Ever heard of a Hand Grenade scoring a critical hit (100+ damage)? 😉
16 years ago Quote
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I know that ☺
But it should be cool whit a airstrike remote😁
Edited 2 minutes later by *DELETED*.
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Player quit penalty: (just a thought - not sure here though)
A lot of times, a player won't like the way things are going in game, or won't like their team mate. So the player will quit - leaving their team mate out numbered and eventually slaughtered as now it is 6 on 3. The player that quit - willfully - "fled" the battle (like the Flee option above) but since the player left his team mate behind, he take an experience 'hit' and loses XX number of points, and all equipment.

I completely agree about how annoying it is, but if this is introduced then all the player has to do is disconnect their Internet connection instead of quitting the game. That way they'll get the standard loss penalty not the quitter's penalty. I think the friend/avoid list is a better option as players will quickly get to know which players bail or otherwise aren't fun to play with. This could be enhanced by the moderators watching for players on lots of avoid lists, as it suggests they're annoying a lot of people. Players on lots of friend lists may make good GMs/moderators if they are needed.
16 years ago Quote
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A bunch more for the wish list. I've been compiling these as I've played so there's a fair few.
Let people in games see and talk on the chat log from the lobby
This may lessen the tedium while waiting for other people to make their turns
Auto-balancing as people join team games
Another possibility is to show combined level for each team.
Show results of games in log as they end
Something like:
"A, B and C beat D, E and F, losing 2 soldiers, B levels up"
This should help the community part of the game by showing people what's happening with other players.
Ability to place icons on the map for team members
Like a pair of feet for "I think we should move here", an outline of a person for "I think the enemy is here" and so on. There are people playing from a lot of different countries and something like this could help teams communicate even if they don't speak the same language. It would also assist in team tactics in general.
Variable resolution
I assume this is planned as it's currently possible to change the resolution in the config files, it just doesn't display everything correctly. Any estimate as to when it will be fully supported?
Make out of ammo sign flash or be more obvious
More than once I've missed adding the right ammo in the Items page, or in game I've run out without realising. I know this is completely my fault but it would be helpful if the ammo sign flashed if there was no ammo for it, and/or turned red when there was little ammo left.
Show ammo per shot on tool tips
At the moment you either have to check it in-game or look through the data files to find this information.
Show line of sight/fire under cursor before moving
I know you're wanting to keep the game simple so this may be classed as making it too complex, but it would be very helpful to be able to see what your soldier's line of site/fire is going to be before moving them.
Similar to this, there are times when you use the scope/binoculars to spot an enemy and then find the unit firing is too far away (I just had this in my last game :-) ). Showing line of fire when selecting the area for the scope/binoculars would help this. It might need to be all units as the unit doing the viewing isn't always the unit doing the shooting.
Hope you find these useful, good luck with the game.
Fulby
16 years ago Quote
16 years ago Quote
Reply to *DELETED*


Player quit penalty: (just a thought - not sure here though)
A lot of times, a player won't like the way things are going in game, or won't like their team mate. So the player will quit - leaving their team mate out numbered and eventually slaughtered as now it is 6 on 3. The player that quit - willfully - "fled" the battle (like the Flee option above) but since the player left his team mate behind, he take an experience 'hit' and loses XX number of points, and all equipment.

That's a great idea, most newbies don't understand that bailing in GUNROX makes no sense because it's the same as being slaughtered, and both sides get less experience. There needs to be something that makes them PAY for it! However, that needs to be tested for a player that already lost all three of his units and wants to get back to the battlefield before the game is over.
16 years ago Quote
16 years ago Quote
Reply to *DELETED*

Player quit penalty: (just a thought - not sure here though)
A lot of times, a player won't like the way things are going in game, or won't like their team mate. So the player will quit - leaving their team mate out numbered and eventually slaughtered as now it is 6 on 3. The player that quit - willfully - "fled" the battle (like the Flee option above) but since the player left his team mate behind, he take an experience 'hit' and loses XX number of points, and all equipment.

Thats really great. 'cause often its unfair for the team if e few players quitting. Sometimes nearly after Start. Also its unfanny in the last turns if you win and the losing opponent quits in hope you don't earnt exp and Items. I said this in the chat few days ago, too
I think if a player quit it could be like disconnecting-status. His soldiers still alive on map 3 - 5 turns ago. But killing of this soldiers brings no more experience for the winner, or the half in contrast to the maximum of non quitting hits. All hits make before quitting allowed for getting full experience.
The quitters lose expierience and the items. He see it on a page like the winning/losing statistic. But theirs a link in addition to reconnect to the battle for the time they still alive in the status like disconnecting. So they could going to the battle again and do their job without losing experience.
16 years ago Quote
16 years ago Quote
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Penalty for quit (Not Agree)!
Hi,
today when were in the game i politely asked for quit cause the game was so badly slow fotunately the other side had the same problem; so he agreed. I even quited 1st cause i didnt want the other side to lose his weapons.
(We were in junkyard! for the record but i dont remmeber his ID)
Sometimes yu have a tel ringing or door bell or go to lu and boss calling and .....
and u have a good reason for what u do SO
LET PEOPLE DECIDE THE MORALITY OF WHAT THEY DO
I rethought about the currency; YES SOCILIZING IS BETTER and I go for friend lists (cause they make people know each other better and is atmosphere to for healthy place to learn things like:
1- one should learn to lose (many quited on me but I never ever did it on
Any1)
2- I am 28 but there are many very young children we could be a good example for them and they can learn how to socialize through playing with us
3- people can have a social network through friend lists and learn and grow (and there are many sites for that)
16 years ago Quote
16 years ago Quote
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About the Armory
I usually go to games unprepared and even gave some of my things in my store to others in trades!
and the others come in the game prepared usually
SO in the game I usually have to fight; find a good fall back position; find ammo, guns and... all at the same time So I usually lose but now I have a great skill at the game really (i did many great things at the game i enjoyed: for example once I surrundered and killed a man with a shotgun with +1 level higher than me in a the blue bus and while I just had a beginner pistol).
I enjoy the game being difficult (isnt this a game of strategy?) I am here to improve my decision making (like chess; it dazzles the brain)
AS i said i rethought my opinion about currency cause it may change the game completely.
I am a game programmer also (never been in a game story board team but worked with them and learned from them)
just my 2 cents!
Edited 12 minutes later by *DELETED*.
16 years ago Quote
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Download Play Now GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him