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 >> >> >> >> --- >> Gamers mailing list __ [email protected] >> If you want to leave the list, send E-mail to >> [email protected]. >> You can make changes or update your subscription via the web, at >> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. >> All messages are archived and can be searched and read at >> http://www.mail-archive.com/[email protected]. >> If you have any questions or concerns regarding the management of the >> list, >> please send E-mail to [email protected]. >> > > --- > Gamers mailing list __ [email protected] > If you want to leave the list, send E-mail to > [email protected]. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[email protected]. > If you have any questions or concerns regarding the management of the list, > please send E-mail to [email protected]. >
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