Hi Damien.

You are right Damien, indeed, that would imho improve the game.

also, to add strategical elements, you could considder a number of variable 
weapons, with different hit or miss probabilities, different levels of 
damage, and (possibly), more turns to load or equip.

so for example you could have a grenade launcher, taking two turns to load, 
but doing a lot more damage, or a throwing knife, instant loading and as 
damaging as the gun, but more likely to miss.

Depending upon how far you wanted to take this concept, you could considder 
some other ideas, such as you having an increased chance of being hit, or an 
increased amount of damage depending upon what weapon you last used and what 
your enemy hits you with.

so for example, if your using a gun or a bomb or other ranged weapon your at 
a greater distance from the enemy, so less likely to be damaged than when 
your up close using the bullwhip, or another short range weapon such as a 
knife or chain saw.

another possible factor you could play with might be the idea of it taking 
longer to change from one weapon to another depending upon what your using. 
so for example, it takes two hands to load a gun, thus you take an extra 
turn to pull out your whip, where as if you wished to throw a knife while 
using a bullwhip, you could do it instantaniously.

All of these are possible ideas for making the combat in acefire more 
tactical. of course, there could stil be a random chance element (there is 
in most turn based combat systems, particularly those with dice), but with 
some of these sorts of things thrown into the mix, the player would have to 
think strategically as well, which imho is never a bad thing.

Beware the Grue!

Dark.




----- Original Message ----- 
From: "Damien Sadler" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Tuesday, January 08, 2008 7:32 PM
Subject: Re: [Audyssey] Acefire now ready for preorder!


> Hi Dark,
> Without knowing it you just gave me a good idea. No, before, everything,
> including how many times weapons missed, was completely random. But you've
> made me actually think about one weapon more likely to hit than another.
>
> Thanks.
>
> Regards,
> Damien
>
>
>



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