In The Rising, there is no place to hide, there is no escape, and you will not be rescued. The only hope available for mankind will come from your determination and resilience. The time of avoidance and submission are over. The only option is to resist.
See how The Rising will add upgrades, which ones will be included, and give feedback/submit your own idea for a chance to win a $30 Steam game!
Posted by MatthewD on Oct 12th, 2010
The winner will be announced on Podcast17, this Saturday at 2PM - EDT.
What are Upgrades?
Upgrades are either abilities or equipment that enhance your character.
Why add Upgrades?
While traditionally, the attraction of The Rising MOD has always been about the moment-to-moment gameplay mechanics (fighting monsters, surviving, team play, etc), we wanted to add an upgrade system that would both add long-term goals and aid new players.
For new players struggling to survive, the more time they spend playing the mod, the more upgrades they can unlock. These upgrades can range from increased armor to increased weapon damage. Players can equip only 3 upgrades at a time.
Points are basically earned from round wins and enemy kills. For example, kill a monster and you will receive 2 points. Kill a human player and get 10. As you can see, the points are scaled to give monster players a big motivation to kill human players (which increases the MODs intensity) but also is low enough (2 points per monster kill) so that barricading yourself and camping to rack up points would most likely get you killed (since you'll run out of ammo) and it won't be worth it. In addition, if the monster team wins, each monster player is given 5 points. If the humans win the round, each living human is given 10 points (again, a big motivator to complete the objectives).
So the idea is that with a system like this, it will both give a big boost in motivation for both teams to succeed and give new struggling players something to look forward to.
Now here's where the community (i.e. you) comes in.
Below is our current list of "upgrades," check them out and give us your feedback. If you are feeling creative, reply with your own upgrade idea and you could be the lucky contributor chosen to receive a $30 steam game!
1. Must be original.
2. Must follow the format below.
Note: Thumbing up or down a suggestion will not matter, i'll review each one regardless of popularity.
I will contact the winner via MODDB/Steam around October 15-17th.
Points Required to Unlock: 10
Name: Geiger Counter
Description: A device capable of detecting radioactive particles, useful against some classes of Necrotrophs (Juggernauts).
Dev Notes: This is a toggable ability that emits a sound when monsters are near. Affects code only.
Points Required to Unlock: 20
Name: Laser Sight Attachment
Description: A small laser-emitting device under the barrel of a firearm (usually parallel) to enhance targeting.
Dev Notes: Allows hip firing.
Points Required to Unlock: 30
Name: Thick Clothing
Description: A thicker leather jacket and pants allow for a greater resilience to clawed attacks, reducing the point at which bleeding occurs to 10HP instead of the default 25HP.
Dev Notes: A passive ability, this only affects code.
Points Required to Unlock: 40
Description: Flares can be dropped as a light source to increase visibility in completely dark areas.
Dev Notes: Player is given infinite flares. Only 3 flares can be dropped at a time, if the player drops another, the first flare dropped will burn out.
Points Required to Unlock: 50
Name: Combat Sling
Description: A strap that both allows easier carry and doubles as a stabilizing harness for greater hit probability.
Dev Notes: Passive Ability, no sling model is shown, this just affects code: 40% less screen shake/recoil for primary weapons.
Points Required to Unlock: 60
Name: Ceramic Plate Inserts
Description: Ceramic Plates inserted into a ballistics vest allow for greater protection against puncture wounds and scratches. Armor capacity is increased to 200.
Points Required to Unlock: 70
Name: Flashlight Attachment
Description: A small flashlight that is mounted parallel to the barrel of a firearm for illuminating targets.
Dev Notes: Allows the use of a flashlight while equiped with a primary weapon. This upgrade cannot be used at the same time as the Bayonet or Laser Sight upgrade.
Points Required to Unlock: 80
Description: An ammunition belt slung over the user's chest. Increases max primary ammo by 2x.
Dev Notes: Affects code only.
Points Required to Unlock: 90
Name: Bayonet/Combat Knife
Description: A dagger that is attached to the barrel of a two-handed weapon, effectively transforming it into a spear. When used, an operator can easily puncture any assailants -- instantly causing them to bleed. With single handed weapons, a Combat Knife is used.
Dev Notes: Increased melee damage and instant bleeding on contact. This upgrade cannot be used at the same time as the Flashlight or Laser upgrade.
Points Required to Unlock: 100
Name: Hydra-Shock JHP
Description: Hydra-Shock Jacketed Hollow Point rounds have a unique center-post design and notched jacket. Combined, these two features allow for greater expansion and penetration. Any targets shot will begin bleeding instantly.
Dev Notes: +10 damage when shot and instant bleeding.
Points Required to Unlock: 110
Description: Due to countless body searches, you are able to detect hidden items most would overlook. Any Necro's killed by you will randomly drop an item.