these are grate ideas

On 12/14/11, Dakotah Rickard <[email protected]> wrote:
> I agree with everything except the safe zone being finite. In a
> realistic situation, it would be, and I get that. It would also mean
> that people donating becomes more mandatory, but the trouble is that
> we have people who go play for a while and stop, taking stuff from the
> safe zone to start out and never giving back, and then we have people
> who play for days on end and use pretty much all the ammo they
> collect. I'd rather leave the safe zone alone, though I do like the
> idea of ready weapons versus carried weapons. As for specializations,
> I think that each level should allow a skill point, rather like the
> skillpoints in most RPG type games. Yeah, eventually you get someone
> who has played enough to get every skill maxed out, but that's going
> to happen in most games. A wide variety of skills would be pretty
> awesome. Also, the number of levels in a skill could be decided on and
> could be pretty high, meaning that even if you have, like, level 35,
> you still aren't at maximum.
> For example:
> Quiet movement: which lowers your detection rate.
> The different categories of weapons, either light, medium, and heavy
> or pistols, rifles, shotguns, light automatics, medium automatics, and
> heavy automatics as well as melee, grenades and such, medkit boosts.
> There's possibility there for about ten different skills, plus you
> might be able to do skills for accuracy boosts and damage boosts in
> conjunction with weapons, meaning even more skills.
> THen you could have a skill whose sole benefit is a bigger health bar.
>
> My point is that specialization could be entirely based on character
> choice, making it even broader than the soldier, medic, sniper, etc.
> For example, you could put a bunch of skills into your different
> weapons, or you could put a bunch in moving quietly and work toward
> sneaking in and killing zombies close up.
>
> Signed:
> Dakotah Rickard
>
> On 12/13/11, Christopher Bartlett <[email protected]> wrote:
>> The following are some concepts I've been playing with as additions to the
>> game.
>>
>>
>>
>> Skills.  I don't know what future things are tied in to the current
>> experience system, but an alternative to an overall level would be to
>> subdivide experience by spending it on skills.  Begin with an initial
>> award
>> for a new character, and gain experience as normal, except that dependent
>> upon the weapon you are using, the experience is added to the pile for the
>> given skill, rather than as an overall level.  Skills might include medic,
>> (small award for healing yourself, larger for healing others) pistols,
>> rifles, shotguns and heavy weapons.  When grenades come into play, then
>> grenadier could also be a skill.
>>
>>
>>
>> Skill benefits might include more healing per kit for the medic skill and
>> accuracy boosts for the weapon skills, not so that a miss becomes a hit,
>> but
>> so that each hit becomes more damaging.  What might be a graze only doing
>> small damage would become a more damaging strike.
>>
>>
>>
>> To balance this, death should cost experience points equal to a third of
>> each skill category.  Weapons at the zone should have level minima as they
>> do now, but specific to their skill category.  As levels will advance more
>> slowly with the points being divided up, the minima should be lower than
>> they are now for some of the heavier weapons.
>>
>>
>>
>> Finally, when a character begins play for the first time, he/she should be
>> issued a weapon to match his skill specialization.  After death, go back
>> to
>> the pistol, but give the newbie characters a little boost.
>>
>>
>>
>> The advantages I see to this wad of modifications are that they would
>> support character differentiation with mechanical rewards/limitations.  In
>> turn, this could encourage some very different playing styles and
>> specializations, which would come into play when group missions are
>> available.  It would then become a good idea to have a sniper, a couple
>> soldier types and a medic on your expedition.  Each could fulfill
>> particular
>> roles, to the benefit of the mission.  Alternately, it creates an
>> interesting choice say for the pistol specialist who is confronting a
>> situation where a rifle might be more useful.  Does he stick with his
>> weapon
>> of greatest skill, trading range for accuracy, or does he pick up the
>> rifle
>> and go at it?
>>
>>
>>
>> To support these ideas, we'd need at least a couple more pistols and
>> submachine guns, of which there are currently only one of each.  Add in,
>> say
>> an Uzi, tougher to break than the MP5 (they are legendary for being able
>> to
>> fire under extremely bad conditions) and maybe a Gloch or something with a
>> bigger magazine, and a Desert Eagle with six shots but more stopping
>> power.
>> This would add some ammo types to the game as well, 9MM and .44 I believe.
>>
>>
>>
>> Inventory.  Players should have ready weapons and carried weapons.  Given
>> the nature of looting, it would be over complicated to limit the absolute
>> number of weapons carried, but each character should choose two ready
>> weapons which can be readily swapped.  If they want to go to one of the
>> carried but unready weapons, impose a delay in switching, and the formerly
>> ready weapon becomes unready.
>>
>>
>>
>> Example: Mad Dog Riley is armed to the teeth.  Given his specialties, he
>> choose the Benelli and the MP5 as his ready weapons.  After a firefight in
>> the church, he emerges, low on health to find himself confronted by a
>> dozen
>> or more of the undead blocking his path to safety.  Well crap, thinks he,
>> I'm almost out of .45 rounds, and the Benelli is nice for stopping power,
>> but I'm going to get overrun.  Does he stick with what he has ready, or
>> does
>> he take the extra time to unlimber the M60 for crowd control purposes.
>>
>>
>>
>> I'm also suggesting that the safe zone storage be finite and change based
>> on
>> donations/withdrawals.  So if no one has been donating .45 ammo, you're
>> out
>> of luck if you need it for your MP5.  To balance this, we should be able
>> to
>> pick up more than one of a given weapon type, or else there would never be
>> weapons available for purchase from the Zone.
>>
>>
>>
>> The best games are about forcing players to make choices, each of which is
>> high stakes.  These points become the places around which the story of the
>> game revolves.  This is the idea that is behind every suggestion I make
>> for
>> advances in the game.  As it stands right now, I have to royally screw up
>> to
>> die, even fresh from having done so and being out of ammunition.  I have
>> praised Jeremy for creating a game that rewards caution and patience.  I'm
>> looking forward to the missions to provide incentives to throw caution to
>> the wind and dare the odds.  I'd like to see every decision made have
>> impact
>> on the character's future.
>>
>>
>>
>>                 Chris Bartlett
>>
>>
>>
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