edit: thanks for the downvotes Having thought about the current direction Payday 2's been heading towards, I've been daydreaming how the next major instalment in the series could be presented and played. Chances are Payday 3 is still in the conceptualisation stage, or no further than early game engine work, so I figured why not give several ideas of my own.
Some of them might be good, some might be bad. The Gang goes Global. New Mission Selection Interface. Payday: The Heist had a more traditional mission selection in the form of a game-in-progress browser. Nothing fancy but it got the job done.
Payday 2's Crime.Net interface has a neat styling, but... doesn't really work too well without mods like Fast.Net.
With many of the recent Payday 2 missions, the Gang begins operating outside of D.C.: Golden Grin Casino heist in Las Vegas, Aftershock safe delivery in Los Angeles, and even goes international for the Boiling Point mission in Russia. Why not officially declare them an international ring of professional badasses?
Introducing Crime.Net v.3 The idea I got for this one is to take the strong points of both PD:TH's browser and PD2's stylish... thing. The main map screen allows the player to choose a continent - each, hopefully, with enough aesthetic and functional differences between them to set them apart (International Special Units, anyone? Maybe even one Unique Enemy per continent, such as Winters in N. America!).
Selecting North America The hexagon/whatever cool shape would represent the available locations in which missions might be set would split. Hovering over the slices could give some information on what to expect from missions set in that area: maybe the East Coast has one or two missions in the vein of Bank Heist and First World Bank, respectively, while the middle of the sun scorched desert has missions that rely entirely or near-entirely on stealth.
Selecting the slices would finally allow a selection of ongoing or in-lobby missions unique to that area, filtered by the usual Distance, Difficulty etc. If this is too much style for too little effect, a switch on the main map screen could be toggled to immediately display a mission browser a la Payday: The Heist.
Weapons, Upgrades and Stats. There is a huge amount of weapons in PD2, undeniably, and arguably more if you count the mods that change the weapon's model or major parts. Many of them, in real life, are derivatives of each other. To capitalise on this, I figured we could have upgrades for most weapons actually change the weapon's class and role in combat, in the form of conversion kits, adaptors and assorted mods.
An example with the AK rifle family Some conversions require one mod (from AK to AK 7.62), others may require several (from AK to RPK, or Krinkov to Valkyria). Applying the correct modifications unlocks the "preset" weapon in the correct category, for quick purchase the next time around if multiple variants of the same gun are needed for whatever purpose. Only the most representative and popular weapons of the past games should really come through into Payday 3, at least until DLC inevitably arises again.
Another example with the Chimano handgun family Weapon stats and functionality are one of the most controversial aspects of Payday's gameplay - the discussions on shotgun mechanics alone are sufficient proof. A logical compromise has to be reached, between the community, the gameplay and possibly real life characteristics of the weapons. To do this, the main weapon stats have to be carefully decided:
- Accuracy, instead of determining the spread of the weapon that is then multiplied by stance values, should rather determine the difference between hipfire accuracy and aiming accuracy (and then be multiplied by respective standing/walking/running/crouching/crouch walking stance values). A weapon with 100 accuracy is pinpoint while aiming down sights or down the optics, but hipfire is abysmal. The inverse would be true of a weapon with minimum accuracy, at least to a degree that allows it to remain effective somewhat - a short barrelled, bullet hose SMG has nearly no penalty for hipfiring, but the sighted accuracy bonus would be substantially reduced.
- Damage and Accuracy would be primarily influenced by barrel length, not compensators or muzzle brakes. Stat gains from longer barrels should follow an exponential curve, where shortening barrels will decrease both stats less and less, and the inverse happens with longer barrels. Different barrel lengths would provide advantages and disadvantages in more than just damage and accuracy; see below.
- Range would be a new stat that influences the damage lost over distance, for each weapon class. Shotguns have the worst range (still shouldn't have pellets become candy floss after 20m, just deal scratch damage) ;Handguns (except heavy revolvers) and SMGs would have comparable range with each other and slightly better than shotguns, although their falloff would be only around 30% damage; Rifles and LMGs have far greater range and only lose up to 15% damage at the edge of the maximum range; Sniper Rifles, obviously, would have functionally infinite range and no drop-off; Explosives keep their splash damage on impact properties.
- Secondary weapons, even if part of the same weapon family, should always be worse stat-wise than primaries, in some fashion. Reinfeld 880 vs Locomotive 12G should NEVER happen again.
- Remove Concealment, add Mobility back and integrate part of the Concealment's function into the stat (details in the next section). Basically, Mobility influences aiming-down-sights speed, aiming speed (looking around while aimed would be smoother and slower in a weapon with low Mobility) and, to a lesser degree, movement speed in general. As you tack on rails, gadgets, grips, optics and slings, you'll obviously have a harder time aiming quickly. Short barrels, no bulging accessories and lightweight components improve Mobility. Handguns generally have near-maximum or maximum Mobility, except for the heavyweights like the Deagle and Bronco.
- Threat should have a much bigger effect than even its current in-game implementation, in its "Disturbing The Peace" form. In a cone around the player's view, units would take suppression depending on either the volume of lead thrown their way in a rapid fashion, or the perils associated with taking huge slugs to the face. Its effect would be more and more pronounced right around the player's crosshair and would affect units farther and farther out with increasing Threat. Suppression immediately makes the enemies more inaccurate, and at high levels, very reluctant to leave cover or fire at all for several good seconds. Crowd controlling abilities of high rate of fire automatics should be utilised.
- Add Piercing as a stat, with thresholds for various effects associated with (over)penetration. Shotguns have the absolute minimum Piercing, being able to maybe shoot through glass, if it doesn't break. Handguns and SMGs are a step-up, piercing very thin walls of soft materials like wood. Rifles and LMGs begin shredding through thin metal and become effective against armor, occasionally getting multikills against unarmored targets, and Sniper Rifles overpenetrate all enemies and can fire through thick walls. All depends on ammunition type and (slightly) on barrel length. Piercing makes precision aiming against helmeted and armored targets more important - maybe your shotguns can't reliably kill a Heavy Cop with a headshot at moderate range, but it might do the trick if it hits him in the unarmored sections of the body.
- Make a compromise between realistic and Payday shotgun function. Shotguns should, therefore, apply base damage to all enemy targets hit by the buckshot at all, but within a certain range, a damage bonus is applied if multiple pellets hit the same target: at 10m, the spread hits 3 enemies - two take one pellet to the face, and the third takes two to the face; they all take the same damage. At 5m instead, if the spread hits 3 enemies with the same pellet distribution, the one hit with more pellets takes x% more damage. This should increase depending on proximity to target and number of pellets that impact it. For balance, shotguns should have lower damage overall than in Payday 2, and different ramp-up scales for each class: shotguns which reach further may deal more base damage but have less ramp-up, in addition to the armor penetration aspects aforementioned, as well as the shotgun's long range and speed disadvantages.
- Magazine mods that drastically alter ammo count should also affect total ammo carried; it felt weird having a 2.5 total mags of ammo for a quadstacked AR. A 30/150 weapon that is modified to hold 60 rounds in the mag should also have the maximum ammo count lowered to 120; 30/150 modded for 20 in the mag should get 180 total. Bigger mags reduce Mobility and reload speed too.
- Foregrips =/= handguards
also pls change reload anims with drum mags pls volvo
Stealth Changes. Let's skip describing the current Payday 2 stealth system and go forth with suggestions:
- Separate "Control" stealth from "Ghost" stealth.
- "Control" stealth should work like in the Hitman series: blending into the crowd and avoiding unnecessary attention for as long as necessary, or possible. Detection rules are changed so that, if a civilian can see you at all, he can become suspicious and even alerted from actions such as remaining crouched in plain sight, moving while crouched, or, indeed, coming up close and shoving a gun barrel down his mouth. Weapon Mobility and Armor Encumberance plays a larger role in "Control" stealth, as these would typically happen in areas heavily populated by civilians, and during daylight hours or in brightly lit environments - that's where a bloke brandishing two machine guns and wearing cumbersome military grade armor would stick out like a sore thumb.
- "Ghost" stealth should work like in Metal Gear: staying out of sight, keeping noise to a minimum, avoiding lights and excessive movement when within view of enemies. "Ghost" stealth missions take place in restricted areas, and often in dimly lit environments or past dusk - Weapon Mobility and Armor Encumberance play a smaller role. Keeping first and foremost out of sight and without any trace is paramount.
Higher production value. These are smaller things that nonetheless will help the game feel as polished and detailed as any other triple-A game. Not exactly necessary, but a good idea to have ;)
- A short fly-by cutscene of the mission area, in place of the black "Difficulty screen" shown in Payday 2 after the party has confirmed their loadout. Bain explains the plan to the crew, while the game shows points of interest around the map, before the camera either flies back to the crew, holding masks behind their backs (if the mission starts in Casing Mode) or fades to the van pulling up and the crew exiting from its back (if the mission starts with the crew already masking up). Not universal, of course, as missions that start with some action event (eg. train derailing explosions on The Bomb: Forest) would have different camera work and pacing. Skippable as usual.
- During stealth, characters hold their weapons down unless aiming down sights. Weapons with folding stocks also start with the stocks folded in the stealth phase, switching to extended or unfolded stocks when the alarm has been tripped.
submitted by Because sometimes the scenes/areas in Fallout are so immensely well made it just makes you feel all giddy inside. I'd love to hear some experiences from other people too! For me, it has to be the Sierra Madre Casino vault at the very end of Dead Money. For those that haven't played it:
SPOILER ALERT
At the very end of the NV expansion Dead Money, you get into the vault of the Sierra Madre Casino. Naturally, it is just absolutely stacked with
gold bars. Problem is, the whole place is falling apart and you better nope the hell outta there while you still can... The following is a recreation of my personal experience:
Wow, I've never seen anything this valuable!
Oh shit, I'm overencumbered, I have to make room for these gold bars! Fine, I'll just drop some of this useless stuff real quick.
Fuck, I don't have anything useless!
Proceed to go through inventory with tears flowing down my face and mercilessly just drop everything that I possibly can.
What? I only made enough room for one gold bar!!? Wait! I still have a Buffout! I might be able to squeeze in one more of those lovely bars!
Continue this for around 30mins, end up leaving the vault with a whopping 4 gold bars in my inventory, a naked character and a shit ton of irreplaceable reward items from quests and expansions left to be destroyed along with the vault and the
30 gold bars that I simply could not take with me...
Good times, good times.
EDIT: Oops, apparently there was a post about this earlier today that I missed! Well, maybe we'll get some answers here too :D
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