Or like today, (at least as far as I'm concerned) you don't find
any weapons/ammo, and just go slaughter with an axe, and donate
any ammo you find (not like you'll find a weapon for it anyhow).
My character whent through 20 incarnations today, and has over
400 rep now.
----- Original Message -----
From: Ryan Strunk <[email protected]
To: Gamers Discussion list <[email protected]
Date sent: Mon, 28 Nov 2011 14:56:54 -0600
Subject: Re: [Audyssey] swamp: awards
The one issue I see with getting extra prestige for killing
zombies
with an axe and a pistol is that it forces a situation where
you're
sort of encouraged to play crazily. You'll get more of a
reputation
for doing reckless, dangerous, and possibly fatal stunts, and I
don't
know that that's always a good thing.
If I personally had to go out on a mission with a fellow survivor
to
go raid the surrounding city for supplies, I would want someone
old
and dependable by my side, not a loose cannon with a death wish.
I
would want a clear-headed, straight-thinking soldier, not a
barbarian
berserker. Besides which, I don't know that a reckless
axe-wielding
maniac would be trusted with important goods, as it's likely
he'll be
killed in action.
What I would advocate for is a system whereby players are awarded
for
heroic, valiant, skilled, or daring actions. First, make accuracy
count. A player could have a counter that reset itself every x
zombies. It might also reset each time the player left the safe
zone.
The greater the players' accuracy and skill while out in the
field,
the greater the reputation he gains. In order to do this, though,
the
axe will need to stop contributing to shots fired.
Possible formula: reputation += hits * accuracy percentage
This way, if you go out and take down a tyrant with a pistol, and
it
takes you 10 shots, you can get a max of 10 reputation points for
it.
If it takes you 10 shots, but you also miss 10 times, you get 5
reputation points. This puts greater emphasis on conserving ammo,
too--something the survivors will greatly approve of. That said,
extra
points for head shots would be nice. There needs to be some
prestige
for being a sniper.
Second, as missions and the like are implemented, give points for
completing those, and give additional points for completing them
well.
Did you complete the mission accurately and cleanly, or did you
level
the place and use up twice the ammo you could have?
Another possibility might be letting players sign up for guard
duty.
Staying out of the field to keep the safe zone free from zombies
could
show that you're a dependable sort who has the safety of the
survivors
in mind.
I like the idea of reputation being a fluid thing, and I'm glad
it's
on the table for consideration.
Best,
Ryan
On 11/28/11, Christopher Bartlett <[email protected]>
wrote:
I've been mulling awards and have some thoughts to share. There
are
currently two different award currencies, experience and
reputation.
Experience gives access to higher-level stuff, while reputation
is the
currency with which you buy it.
There are also two variables in zombie killing, the zombie type
you kill and
the weapon with which you do it. This should allow for some
variation in
awards.
I suggest that reputation should be awarded on the basis of
which weapon you
use to kill the zombie. Axe should get the highest award,
followed by
pistol and shotgun. I'm not sure exactly how to order the rest.
I
personally have an easier time with the hunting rifle than I do
with the
Banally, but it has five shots vs. eight, so one could argue
that it's
harder because of more frequent reloads. The assault rifle,
m-60 and Vulcan
all seem similar, though if I remember correctly the machine
guns have a
longer range. And I'm not sure where the sniper rifle fits in,
still
mastering that weapon.
The second variable is zombie type, and this should be accounted
for with
different experience awards. It is certainly more difficult to
kill a
tyrant or matriarch than it is to kill the garden variety
zombie.
I think I'd save the 1 rep point award for kills with the big
guns. Axe
might be worth as much as 10, pistol maybe 7 and shotgun 5 with
others
proceeding from there. This makes those times with only a
pistol and axe
and no ammo a bit easier to deal with.
As for exp, have the common zombie worth 5. I'd argue the dogs
should be
worth less; I've one-shotted them with a pistol. Other types go
up in award
to maybe 20 for the tyrant?
Lastly, there needs to be a limiting factor on experience. As
it is,
everyone's going to be level 5 sooner or later; you just have to
keep
playing, never mind how many times you die. Reputation is
self-limiting
since you spend it for stuff, but experience has no such
limiting factor.
So I propose that death should cost experience. I'd reset it to
0, but we
all know I'm the rat bastard who wants to steal all your fun.
perhaps a
compromise of half would work.
Anyway, that's what I have so far, now that the worst of the
bugs have been
squashed. (Great work and thank you Jeremy.)
Chris Bartlett
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