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As for mutations that I would like to see in the future, it's probably something like "Job Change System"
.
Based on vscript functions, such job change feature is possible to be made, but probably it would take time. But if this kind of mutation can be made in the future, the play will become more fun, even on Versus, as players who choose as SI can pick custom traits for SI they choose & make the game more unpredictable & challenging.
Interesting ideas there :D
commons no longer becomes immune to bash when landing,
hunters no longer scratches survivors while stumbling,
jockeys no longer bypasses melee / bash hitrays,
etc. etc.
i made a mutation recently (and no im not going to self promotion) but i found that a good mutation forces the player to play the game in a different way than they typically would.
in the mutation i made the player was alone against specials with only a magnum and no spawn times. in this capacity the player would constantly be assaulted and could no longer risk rushing or playing too loose. i found that the best strategy often had the player being forced to retreat or change locations to fight out of the pickle they found themselves in every step of the way.
i think there are alot of ways you could certainly go in different directions but my point is that when the player is forced to adapt their play style you know youre really onto somthing. id say its certainly no easy task given like you said the limitations as you can only do so much with what you have.
Like the one where only one survivor wins and the rest dies at the rescue.
Why is it so bad? Because its just regular l4d2 and its gimmick is boring and can be ignored.
Compare that to healing gnome, the niche is used at all times and actually shakes the l4d2 formula.
True Healing gnome is so simple but such a great mutation :D
As for what mutations I'd like to see in the future, hmm... I'm not sure, I just know I don't want to see hard mode #1449228173.
1) it plays significantly differently to the base game. You need to use new strategies, develop new tactics, maybe use new weapons or items that you normally wouldnt, or traverse the map in a unique way
2) its compatible with bots, and is simple enough in concept that new players can understand it quickly. Some people like to play single player, and having a mode that the bots struggle with isnt very fun. Similarly, I dont like having to explain in depth how a mutation works to my friend before we can play it.
3) it doesnt make things harder for the sake of it, and if it does make it harder then it gives you extra tools to combat the difficulty.