PAYDAY 2

PAYDAY 2

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Saint Pablo (已封鎖) 2014 年 11 月 29 日 下午 3:52
What kind of heists do you want in Payday?
Topic says it all.
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目前顯示第 16-30 則留言,共 95
Komrade Pupper 2014 年 11 月 29 日 下午 7:18 
More big grand things like Payday 1 or Big Bank/Hotline Miami/Hoxton Breakout
deadbrain 2014 年 11 月 29 日 下午 7:36 
I honestly would love a heist similar to shadow raid, at an outdoor ivor smuggling camp. Maybe even military. Really, anything that can be stealthed is more fun, for me, despite the heartache I go through when stealthing. Loud is certainly fun at times, but its more aggrevating at points as opposed to stressful....
I'd also adore a Heist that is more along the lines of Shadow raid in the stealth department, but is more open to the challanges loud would present, like say the armored transports and Hoxton Breakout Day 2, maybe even a bit of day 1 elements that can be loud or stealthed. I prefer to be able to choose between the two, really.
Loud gets so dull after a while, whether you succeed or fail constantly. I also really dislike the Hoxton heist because I don't ever feel like the money from it is earned. We got 3mil on shore for helping a guy who was in prison, because we did favors for another to get him to help save Hox? Where did that money come from exactly? Why were we given it? If the Hoxton breakout had had things that could have bee stolen along with the heist as is, I would probably be more ok with it. Mind you, that is my only complaint, and it is by far my favorite of the loud only heists, with that aside. That being design wise. The Hotline Miami has that problem fixed, but it isn't as good loud as the Hoxton Breakout, I feel.
Saint Pablo (已封鎖) 2014 年 11 月 29 日 下午 7:47 
Why not a space heist?
Day 1:Crew fights through a military base to get on a ship.
Day 2:Crew fights through astronauts with guns while guiding the ship (Via hacking computer of course) to a Space Station.
Day 3 (Or part of Day 2):Get on station to grab the gold and use escape pods to get to earth.
Literal crazy ♥♥♥♥.
Brovah (已封鎖) 2014 年 11 月 29 日 下午 7:50 
引用自 Greed
Why not a space heist?
Day 1:Crew fights through a military base to get on a ship.
Day 2:Crew fights through astronauts with guns while guiding the ship (Via hacking computer of course) to a Space Station.
Day 3 (Or part of Day 2):Get on station to grab the gold and use escape pods to get to earth.
Literal crazy ♥♥♥♥.
While that doesn't fit the storyline of Payday 2 at all I'm willing to say ♥♥♥♥ the rules and join you on that one. Only if there are lazers though.
Saint Pablo (已封鎖) 2014 年 11 月 29 日 下午 7:51 
引用自 Brovah
引用自 Greed
Why not a space heist?
Day 1:Crew fights through a military base to get on a ship.
Day 2:Crew fights through astronauts with guns while guiding the ship (Via hacking computer of course) to a Space Station.
Day 3 (Or part of Day 2):Get on station to grab the gold and use escape pods to get to earth.
Literal crazy ♥♥♥♥.
While that doesn't fit the storyline of Payday 2 at all I'm willing to say ♥♥♥♥ the rules and join you on that one. Only if there are lazers though.
Well,the devs could make ♥♥♥♥ ridiculous and say the person who ratted out Hoxton is an astronaut as in on the station.
spooky skeleton 2014 年 11 月 29 日 下午 8:06 
heists that give humongous rewards
like hoxton breakout
Anatolia 2014 年 11 月 29 日 下午 8:06 
A heist on a ship would be somewhat interesting.
最後修改者:Anatolia; 2014 年 11 月 29 日 下午 8:06
Moons 2014 年 11 月 29 日 下午 8:06 
Good ones that don't aim for utter mediocrity.
Metaellihead 2014 年 11 月 29 日 下午 9:15 
I have had this idea for ages. Maybe with LGL we can get something like it? It's got something new with the fire department showing up as first responders instead of the police, it might be fun.

Weed Heist
Basics:
  • Weed is now legal in DC, the Elephant wants you to create some controversy around legal MJ by raiding a dispensary. His medical and alcohol industry benefactors would prefer to keep competition out of the market. Since crime has gone down relating to drug trade since legalization, we need to create some crime to justify re-criminalization of the evil green poison.
  • Because of the legal intricacies of marijuana businesses, there is lots of bagable cash on hand and product. Loot should be bags of money, ATMs for customer cash withdrawals, and bags of weed which are incredibly heavy, but also pay as well as coke if secured.
  • Stealthable, or loud, but loud should be crazy hard because of all the destruction of product and bagging you will have to do. There should be LOTS of bags.
  • We need to be careful of alerting the fire department on this job, as well as police.
  • This should be a one day job, with a possible escape if it goes loud on day 1.

    Objectives:
  • The crew has to secure in the van and/or destroy all green product on the map.
  • Drill open the vault, steal all cash stored there.
  • Eliminate all security guards.
  • Eliminate a variable number of civilian dispensary workers (money reward for every civ), and up the number of civs required by difficulty.
  • The bodies of the workers must be bagged and displayed in a public place on the map.
  • Escape.

    Map Mechanics:
  • There should be a storefront area where product is sold, as well as a back warehouse area where the product is grown and prepared.
  • Burning is your option for destroying the product. One fuel can is provided to you, but extras are a purchasable asset.
  • Fuel cans can be used to ignite fires inside a dumpster on-site. RNG for dumpster spawn, but there should be at least one inside the warehouse, and one outside.
  • Lighting a dumpster outside will set off fire alarms after a cooldown period, as someone off map will eventually see smoke and call the fire-department.
  • Lighting a dumpster inside the warehouse will set off an internal fire-alarm/smoke detectors, and after an even shorter cooldown period call the fire department.
  • Lighting any dumpster will arouse suspicion from the workers or the guards, who will call the fire department if they see a dumpster burning, regardless of the fire alarm being off.
  • The fire department being called should NOT break stealth, even if the fire alarm goes off. Once the fire department is called they will arrive on-site and call the police after seeing a dumpster on fire. There is a time period once the fire department is on-site where they can be killed before calling police, to give players an opportunity to maintain stealth. Firemen should have pagers when killed.
  • Any worker or guard who sees firemen getting killed or their bodies will call police, stealth failed.
  • Any worker, guard, or fireman who sees the displayed bodies will break stealth by calling police.
  • Workers and guards who are aware of the fire will after a few minutes call police if the firemen are on-site and don't put out the fire cause you've killed the firemen. This gives you some time to recover stealth to kill guards and workers after the firemen have shown up, but puts a time constraint on it.
  • You can disable the fire alarms, but the box to disable is in the camera room along with a guard.
  • Make some really awesome hippie new-age dispensary worker character models. Go nuts, really.
  • The heist starts shortly after closing time. It's dark, there are night-security guards, and the workers are closing up shop.
  • Workers are only on the map for a limited amount of time, the map should start with several workers, and as the heist drags on in stealth they eventually go home, 1 every minute or so.
  • If you go loud, the workers should scatter immediately, but are still able to be eliminated, bagged, and displayed during loud. If too many civilian workers escape for the objective, the mission fails.
  • If you eliminate enough workers during loud, escape will not come up till all objectives are complete.
  • Security guards will stick around for you to kill them while you wait for the cops or firemen to show up. They should be thug level guards without pagers. Think Hotline Miami/Nightclub.
  • The area where you display the bodies should be variable, and the bodies should fly out of the body bags once you toss them in the appropriate area. Every civ has a monetary value which adds to your payday when displayed, the more the better.
Saint Pablo (已封鎖) 2014 年 11 月 29 日 下午 9:17 
引用自 Metaellihead
I have had this idea for ages. Maybe with LGL we can get something like it? It's got something new with the fire department showing up as first responders instead of the police, it might be fun.

Weed Heist
Basics:
  • Weed is now legal in DC, the Elephant wants you to create some controversy around legal MJ by raiding a dispensary. His medical and alcohol industry benefactors would prefer to keep competition out of the market. Since crime has gone down relating to drug trade since legalization, we need to create some crime to justify re-criminalization of the evil green poison.
  • Because of the legal intricacies of marijuana businesses, there is lots of bagable cash on hand and product. Loot should be bags of money, ATMs for customer cash withdrawals, and bags of weed which are incredibly heavy, but also pay as well as coke if secured.
  • Stealthable, or loud, but loud should be crazy hard because of all the destruction of product and bagging you will have to do. There should be LOTS of bags.
  • We need to be careful of alerting the fire department on this job, as well as police.
  • This should be a one day job, with a possible escape if it goes loud on day 1.

    Objectives:
  • The crew has to secure in the van and/or destroy all green product on the map.
  • Drill open the vault, steal all cash stored there.
  • Eliminate all security guards.
  • Eliminate a variable number of civilian dispensary workers (money reward for every civ), and up the number of civs required by difficulty.
  • The bodies of the workers must be bagged and displayed in a public place on the map.
  • Escape.

    Map Mechanics:
  • There should be a storefront area where product is sold, as well as a back warehouse area where the product is grown and prepared.
  • Burning is your option for destroying the product. One fuel can is provided to you, but extras are a purchasable asset.
  • Fuel cans can be used to ignite fires inside a dumpster on-site. RNG for dumpster spawn, but there should be at least one inside the warehouse, and one outside.
  • Lighting a dumpster outside will set off fire alarms after a cooldown period, as someone off map will eventually see smoke and call the fire-department.
  • Lighting a dumpster inside the warehouse will set off an internal fire-alarm/smoke detectors, and after an even shorter cooldown period call the fire department.
  • Lighting any dumpster will arouse suspicion from the workers or the guards, who will call the fire department if they see a dumpster burning, regardless of the fire alarm being off.
  • The fire department being called should NOT break stealth, even if the fire alarm goes off. Once the fire department is called they will arrive on-site and call the police after seeing a dumpster on fire. There is a time period once the fire department is on-site where they can be killed before calling police, to give players an opportunity to maintain stealth. Firemen should have pagers when killed.
  • Any worker or guard who sees firemen getting killed or their bodies will call police, stealth failed.
  • Any worker, guard, or fireman who sees the displayed bodies will break stealth by calling police.
  • Workers and guards who are aware of the fire will after a few minutes call police if the firemen are on-site and don't put out the fire cause you've killed the firemen. This gives you some time to recover stealth to kill guards and workers after the firemen have shown up, but puts a time constraint on it.
  • You can disable the fire alarms, but the box to disable is in the camera room along with a guard.
  • Make some really awesome hippie new-age dispensary worker character models. Go nuts, really.
  • The heist starts shortly after closing time. It's dark, there are night-security guards, and the workers are closing up shop.
  • Workers are only on the map for a limited amount of time, the map should start with several workers, and as the heist drags on in stealth they eventually go home, 1 every minute or so.
  • If you go loud, the workers should scatter immediately, but are still able to be eliminated, bagged, and displayed during loud. If too many civilian workers escape for the objective, the mission fails.
  • If you eliminate enough workers during loud, escape will not come up till all objectives are complete.
  • Security guards will stick around for you to kill them while you wait for the cops or firemen to show up. They should be thug level guards without pagers. Think Hotline Miami/Nightclub.
  • The area where you display the bodies should be variable, and the bodies should fly out of the body bags once you toss them in the appropriate area. Every civ has a monetary value which adds to your payday when displayed, the more the better.

I'm wondering why Overkill hasn't hired you yet.
Magpie 2014 年 11 月 29 日 下午 9:22 
引用自 Greed
I'm wondering why Overkill hasn't hired you yet.

'Cause he's posting his ideas for free here.
Metaellihead 2014 年 11 月 29 日 下午 9:24 
I've got lots of other ideas. I'm willing to accept a consulting contract. lol
Metaellihead 2014 年 11 月 29 日 下午 9:30 
Oh, and this would make having the civilian murder skill worthwhile in fugitive, it'll help maximize profits for civilian kills!
The Giant Rat 2014 年 11 月 29 日 下午 10:09 
A heist in a plane.
Habits 2014 年 11 月 29 日 下午 10:20 
A throwback of all the heists from PAYDAY 1. With updated mechanics.
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目前顯示第 16-30 則留言,共 95
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張貼日期: 2014 年 11 月 29 日 下午 3:52
回覆: 95