I only suggest batteries for the scope, both sniper and hunting rifle versions, in order to place some balancing factor on the benefits. If you have the scope without the need for an additional resource, what then would be the use for the other weapons? You'd just grab a sniper rifle and have at it with the zombies, no need for the mp5 or any other weapon, since you'd always be able to track zombies.

With the battery concept, you'd have to be judicious with your usage of the scope, saving it for tougher targets. This would leave other weapons still useful, rather than completely trumping them.

It's partially why I'm less than thrilled about adding grenades. One, the audio issues are manifold: How do you adequately represent the sound of multiple targets being hit in a premixed sound, or do you then change the code and use buffers for those extra hit sounds, which could be multiple, happening at once. 2. How do you also represent the player himself being damaged, furthermore possibly being damage along with zombies. So many audio and memory issues to consider in that respect. 3. You'd then have to set a proper rarity value, so that it's not over used, yet never seen. After all, if you can easily spawn an armload of grenades, would you bother pulling out your pistol or your shotgun?

This doesn't mean I'm against these weapons, and of course the decision is up to Aprone, I'm just stating the technical and balancing issues involved in introducing such weaons. I could add an RPG, for example, but then how would you balance it? Would it damage other players? Would it be realistic if it didn't? If it did damage players, would that open up room for abuse?

Kai




----- Original Message ----- From: "Dakotah Rickard" <dakotah.rick...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, November 05, 2011 9:37 PM
Subject: Re: [Audyssey] Swamp: Special Weapon Functions


What if the hunting rifle had a scope that beeped faster but the
sniper rifle actually featured a spot on beep that was different. The
sniper rifle is still better, both because it does more damage per
shot and because it comes equipped with a scope, perhaps, that doesn't
need batteries or, at any rate, a scope already attached.

On 11/5/11, Jeremy Kaldobsky <jer...@kaldobsky.com> wrote:
I'm liking that idea but I do have a few concerns.  The scatter shot and
even the beeping scope will be tricky to code. I'm not sure if you saw it,
but at some point I wrote a long thing about the differences between
simulated and true 2D game worlds.  In a simulated it is very easy to do
that kind of thing, but in true it is not. My game runs in a true 2D world,
which carries with it a bunch of benefits over simulated, sadly the "on
target" limitations are among the few draw backs.

Also I liked the posted idea to have a sniper rifle and an M60 machine gun
which both use 7.62 ammo.  As you know, I like the idea that each ammo is
used by at least 2 weapons, so this seems like a good match up. If we just
slap a scope on to the hunting rifle, it would be abandoning this idea.
Arg, I can't decide.  I like the hunting rifle scope idea too though!

Burst mode is excellent, and I'm sure you realize I'd be requiring the
sounds from you on that.  :D

--- On Sat, 11/5/11, Kai <kaixi...@sbcglobal.net> wrote:

From: Kai <kaixi...@sbcglobal.net>
Subject: [Audyssey] Swamp: Special Weapon Functions
To: "Gamers Discussion list" <gamers@audyssey.org>
Date: Saturday, November 5, 2011, 11:06 PM
Greetings.

I've seen a lot of discussions about sniper's rifles and
the like, so here's a proposed approach.

Rather than add more weapons to the number row just to
accomodate a sniper's rifle, I'd say just modify the hunting
rifle, along with other weapons.

The t key could be used to toggle weapon features on and
off.

Pistol: The t key would toggle the silencer.

Shotgun / Benelli: t key activates scatter mode. In this
mode, the weapon has a wider spread, so you don't have to be
as accurate. The tradeoff is lower damage.

Hunting Rifle: The t key toggles a scope which requires
batteries. Whilst the scope is on, it would ping gently in
the background to alert you to its active status. It would
then chirp when you have target acquisition, and the faster
the chirp, the more centered your shot would be.

MP5 / Assault Rifle: These weapons' already feature fast
firing, but maybe the t key could activate burst fire. In
this mode, every shot consumes two rounds of ammo, but will
do more damage. it's a way of making a faster weapon without
incurring buffer issues.

Kai
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