Hello again everyone and this time i have an idea for call of duty zombies, regarding the perks. This idea will have probably been proposed before and hopefully it has but i will post my ideas here anyway.
The way it would work is you would buy the perk, then you could buy it again but for double the origin price. If you buy it again it gives you a level 2 version and once you buy and drink it you can upgrade it once more for double the level 2 price (The level 1 version is the normal perk). The icons on your HUD will also change as when they reach level 2 they will have 2 white tally marks on them and at level 3 they will have 3 tally marks.
Here is a list/table of the perks and my ideas:
Juggernog I | Cost: 2500 | Take 5-6 hits before going down
Juggernog II | Cost: 5000 | Take 6-7 hits before going down
Juggernog III | Cost:10,000 | Take 7-8 hits before going down
Speed Cola I | Cost: 3000 | +50% Increased reload speed
Speed Cola II | Cost: 6000 | +75% Increased reload speed, Faster Melee
Speed Cola III | Cost: 12,000 | +100% Increased reload speed, Faster Melee, slightly faster barrier repair
Double Tap I | Cost: 2000 | +33% Fire Rate
Double Tap II | Cost: 4000 | +33% Fire Rate, Quicker equipment usage
Double Tap III | Cost: 8000 | +50% Fire Rate, Quicker equipment usage, fire 2 bullets simultaneously
Quick Revive I | Cost: 1500 | Revive allies x2 faster
Quick Revive II | Cost: 3000 | Revive allies x2 faster, stay in last stand for 10 seconds longer
Quick Revive III | Cost: 6000 | Revive allies x3 faster, stay in last stand for 20 seconds longer with the weapon you died with out in your hand.
Stamina-Up I | Cost: 2000 | x2 sprint endurance
Stamina-Up II | Cost: 4000 | x2 sprint endurance, +7% speed increase
Stamina-Up III | Cost: 8000 | x3 sprint endurance, +21% speed increase
PhD Flopper I | Cost: 2000 | Completely negates all explosive and falling damage
PhD Flopper II | Cost: 4000 | Completely negates all explosive and falling damage, +25% flopper explosion damage
PhD Flopper III | Cost: 8000 | Completely negates all explosive and falling damage, +50% flopper explosion damage, +20% Explosive weapon damage (Grenades, ray gun, etc.)
Deadshot Daiquiri I | Cost: 1500 | Aim-Assist to the head
Deadshot Daiquiri II | Cost: 3000 | Aim-Assist to the head, +35% Hip-fire accuracy
Deadshot Daiquiri III | Cost: 6000 | Aim-Assist to the head, +35% Hip-fire accuracy, reduced weapon recoil
Mule Kick I | Cost: 4000 | Carry 3 weapons
Mule Kick II | Cost: 8000 | Carry 3 weapons, faster weapon swap speed
Mule Kick III | Cost 16,000 | Carry 4 weapons, faster weapon swap speed, +5% Maximum Reserve ammo for all guns
Tombstone I | Cost: 2000 | Pick-up your tombstone within 90 seconds after respawn
Tombstone II | Cost: 4000 | Pick-up your tombstone within 135 seconds after respawn, spawn with juggernog
Tombstone III | Cost: 8000 | Instantly respawn with all your guns and perks
Who's Who I | Cost: 2000 | Spawn with an M1911 and near your body
Who's Who II | Cost: 4000 | Spawn with the weapon you went down with and a random perk and near your body
Who's Who III | Cost: 8000 | Spawn with all your guns and perks and within line-of-sight of your body
Electric Cherry I | Cost: 2000 | Create a shockwave when reloading, size depends on the amount of ammo spent in clip
Electric Cherry II | Cost: 4000 | Create a shockwave when reloading/knifing, size depends on the amount of ammo spent in clip
Electric Cherry III | Cost: 8000 | Create a shockwave when reloading/knifing/when taking damage(5 second cool-down), size depends on the amount of ammo spent in clip
Vulture Aid I | Cost: 3000 | Pick up tiny amounts of ammo, tiny amounts of money and occasionally get green clouds
Vulture Aid II | Cost: 6000 | Pick up small amounts of ammo, small amounts of money and occasionally get green clouds
Vulture Aid III | Cost: 12,000 | Pick up large amounts of ammo, medium amounts of money and frequently get green clouds
Well that took a while! Almost a whole hour just to write that, my god! Anyway thanks for reading and have a nice day