This is a list of additional ideas that did not make into the final draft.
Off-Map Economy
- Team Cash Pool
- Accessible at Round Start
- Ability to deposit Cash
- Ability to withdraw Crash @ 10% Fee
- 5% Interest per Round on deposited Cash
- Bet Cash against other Team on own Victory
- Take up limited credit after 5 Rounds
- Get offered random discounts on Guns, Utility. Needs to buy a voucher to activate.
- Buy Team Perks: Perma Discount on Gun Types, Armor, Utility.
Team Stash
- Ability to deposit and carry over excess Equipment
- Accessible by all players
- Ability to sell excess weapons stored for 1/2 price
Player Skill System
- Distribute Pre-Game Points on Character Development
- Choose between Strength, Dexterity, Intelligence
- Various bonus/malus on Health, Walking Speed, Reload Speed, Defuse/Plant Speed, Aim Stability, Knife Damage, Utility throwing range etc.
Items
Recon Drone
- As primary weapon
- Infinite Flight Time
- Can be shot down easily
RPG
- As Primary Weapon
- One Shot, non-reload
- Expensive, high damage
Thermal Optics
- To buy separately as an overhead vision.
- To add pre-game on a gun as scope.
- Ability to see through smoke.
Bomb Encryption Module
- Terrorists are able to buy at start.
- Increases CT decryption time required with Kit by 1.5x, without by 2x.
- Expensive
Tear Gas
- New Item: Gas-Mask (protection against tear gas)
- Tear Gas Grenade (Impairs vision if entered, large area of effect, long duration. Not blocking off line of sight, transparent-see through.)
Ladder
- Purchaseable as T (Expensive Special Item)
- Allows reaching of distant map parts
- Player is restricted in his combative actions while using or carrying the ladder
Refined
Armor
- Buy Individual Helmet: Light, Medium Protection
- Buy Individual Vest: Light, Medium Protection
- Buy Vest Armor Plate
- Buy Trouser
- Juggernaut Armor Suite (Heavy Helmet & Vest, Reduced Movement Speed)
Guns
- Customize Individual Guns Pre-Game
- Stock
- Magazine Sizes
- Scope
- Suppressors
- Laser Pointer
- Optic
- Caliber
- Small Influence on Weapon Accuracy/Damage/Range/Accoustic
- Introduce a ‘Wear & Tear’ Rating for Guns in general
- Floating Discount on purchasing used Guns
- The more a gun is worn down, the more likely it is that it misfires/jams/malfunctions
- Malfunction needs to be rare even at high wear to make taking the risk of a discount worth it (e.g. misfires every 90 Bullets)
- Guns without wear never misfire
- Guns do not wear down by in-game usage
Utility
- Instead of the diverse 5 piece utility loadout one might buy and carry 2x HE or 2x Smoke or 2x Fire or 3x Flash
- Realistic firing pin: Ability for delayed utility explosion, even in hand.
Mechanics
Game Mode: Terror Raid
- Sell bomb at round-start for a one time money amount of 500,- per terrorist.
- Severly reduced round time.
- T’s need to eliminate all CT’s to win.
Firing
- Shock Damage: Part of damage inflicted regenerates.
- Higher caliber, higher shock percentage.
- Regeneration over a period of 3-7seconds.
- Mount Gun for improved Accuracy (as seen in CoD)
- Aim Gun for improved Accuracy (as seen in CoD)
- Additional ability to throw Bomb like Utility w/ primary and secondary fire
Gimmicks
- Make randomly (rare, e.g. once every 30-40 rounds) dead models release audible fart sounds 10-30 seconds after death.
- Display bullet trace