Re: [Audyssey] Swamp: Weapon Modifications

2011-11-07 Thread Christopher Bartlett
Hmm, I see the direction you're going in and I think I get it.  I would find
those particular ideas very gamey and they would detract from the
realism that makes the game spooky and interesting.  On the other hand, I
see the need to make the lesser weapons, pistol, hunting rifle and standard
shotgun worth using in certain situations.  I personally love using the
silenced pistol, as I enjoy ninja-ing around and sneaking up on the zombies.

A simpler and less artificial way of doing this would be to decrease the
number of weapon drops, while adding in the ability to drop off weapons in
the safe zone or other places for other characters.  I'd also add an
encumbrance factor, i.e. if you're overloaded with weapons and ammunition,
you slow down in movement and rattle when you move, decreasing stealth.

The proposed sniper rifle and machine gun should both require immobility and
a lengthy setup process to limber and unlimber the weapons.  Perhaps you
have to use the reload key to set up and arm the weapon from movement, and a
different key to fold up and carry the weapon.  Both these weapons would
have a high encumbrance value.

If you add in the possibility of the automatic weapons jamming, all of a
sudden the old reliable shotgun and hunting rifle gain some worth as they
would be much less prone to malfunction.  Clearing a jam should require a
fair amount of time and cannot be done on the run.

I think these suggestions would balance the weapons a bit better, leaving a
niche for everything.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Monday, November 07, 2011 1:33 AM
To: Gamers Discussion list
Subject: [Audyssey] Swamp: Weapon Modifications

Greetings.

Point 1: a graduated weapons system. In order to use the MP5, you must make
X amount of kills (25?) with the pistol.
In order to use the Assault rifle, you must make x amount of kills with the
hunting rifle (20?).
In order to use the sniper's rifle, you must make x amount of one-shot kills
with the hunting rifle (20?).
And so on and so forth.

the rationale is that the higher weapons require more skill, particularly
the automatic weapons with their kickback.

Point 2: I notice that the hunting rifle fires rather quickly for what it
is. Perhaps it could be delayed a bit more?

Kai
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Re: [Audyssey] Swamp: Weapon Modifications

2011-11-07 Thread Darren Duff
Nah. I think if you have it then you should be able to use it... 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Monday, November 07, 2011 1:33 AM
To: Gamers Discussion list
Subject: [Audyssey] Swamp: Weapon Modifications

Greetings.

Point 1: a graduated weapons system. In order to use the MP5, you must make
X amount of kills (25?) with the pistol.
In order to use the Assault rifle, you must make x amount of kills with the
hunting rifle (20?).
In order to use the sniper's rifle, you must make x amount of one-shot kills
with the hunting rifle (20?).
And so on and so forth.

the rationale is that the higher weapons require more skill, particularly
the automatic weapons with their kickback.

Point 2: I notice that the hunting rifle fires rather quickly for what it
is. Perhaps it could be delayed a bit more?

Kai
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Re: [Audyssey] Swamp: Weapon Modifications

2011-11-07 Thread Jeremy Kaldobsky
The encumbrance factor is a very nice idea.  I am giving that a lot of thought. 
 Because the Safe zone will eventually allow you to drop off or pick up 
weapons, it would give people the choice to set out with only some of their 
weapons so as not to slow themselves down.

 Hmm, I see the direction you're going
 in and I think I get it.  I would find
 those particular ideas very gamey and they would detract
 from the
 realism that makes the game spooky and interesting. 
 On the other hand, I
 see the need to make the lesser weapons, pistol, hunting
 rifle and standard
 shotgun worth using in certain situations.  I
 personally love using the
 silenced pistol, as I enjoy ninja-ing around and sneaking
 up on the zombies.
 
 A simpler and less artificial way of doing this would be to
 decrease the
 number of weapon drops, while adding in the ability to drop
 off weapons in
 the safe zone or other places for other characters. 
 I'd also add an
 encumbrance factor, i.e. if you're overloaded with weapons
 and ammunition,
 you slow down in movement and rattle when you move,
 decreasing stealth.
 
 The proposed sniper rifle and machine gun should both
 require immobility and
 a lengthy setup process to limber and unlimber the
 weapons.  Perhaps you
 have to use the reload key to set up and arm the weapon
 from movement, and a
 different key to fold up and carry the weapon.  Both
 these weapons would
 have a high encumbrance value.
 
 If you add in the possibility of the automatic weapons
 jamming, all of a
 sudden the old reliable shotgun and hunting rifle gain some
 worth as they
 would be much less prone to malfunction.  Clearing a
 jam should require a
 fair amount of time and cannot be done on the run.
 
 I think these suggestions would balance the weapons a bit
 better, leaving a
 niche for everything.
 
     Chris Bartlett


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Re: [Audyssey] Swamp: Weapon Modifications

2011-11-07 Thread Dakotah Rickard
I do rather like incumbrance, so long as there's not a capitalist
style factor on rep points. What I mean by that is that in some games,
once you sell something, it costs more to get it back. If incumbrance
is a big deal, then it would be kind of crappy to need to buy ammo you
could have already had at a higher price than when you sell it.

However, if you did add experience to the game, it'd make for another
thing you could increase per level and with training.

I also like the idea of a set up key for the bigger stuff, but I don't
see it working so well given the other weapons. Instead, I suggest the
hunting rifle be left alone, as some can fire them that quickly and
that the more powerful sniper rifle be given a rather long delay, with
the machinegun given a long reload time, to make up for the
advantages.

Signd:
Dakotah Rickard

On 11/7/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 The encumbrance factor is a very nice idea.  I am giving that a lot of
 thought.  Because the Safe zone will eventually allow you to drop off or
 pick up weapons, it would give people the choice to set out with only some
 of their weapons so as not to slow themselves down.

 Hmm, I see the direction you're going
 in and I think I get it.  I would find
 those particular ideas very gamey and they would detract
 from the
 realism that makes the game spooky and interesting.
 On the other hand, I
 see the need to make the lesser weapons, pistol, hunting
 rifle and standard
 shotgun worth using in certain situations.  I
 personally love using the
 silenced pistol, as I enjoy ninja-ing around and sneaking
 up on the zombies.

 A simpler and less artificial way of doing this would be to
 decrease the
 number of weapon drops, while adding in the ability to drop
 off weapons in
 the safe zone or other places for other characters.
 I'd also add an
 encumbrance factor, i.e. if you're overloaded with weapons
 and ammunition,
 you slow down in movement and rattle when you move,
 decreasing stealth.

 The proposed sniper rifle and machine gun should both
 require immobility and
 a lengthy setup process to limber and unlimber the
 weapons.  Perhaps you
 have to use the reload key to set up and arm the weapon
 from movement, and a
 different key to fold up and carry the weapon.  Both
 these weapons would
 have a high encumbrance value.

 If you add in the possibility of the automatic weapons
 jamming, all of a
 sudden the old reliable shotgun and hunting rifle gain some
 worth as they
 would be much less prone to malfunction.  Clearing a
 jam should require a
 fair amount of time and cannot be done on the run.

 I think these suggestions would balance the weapons a bit
 better, leaving a
 niche for everything.

     Chris Bartlett


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[Audyssey] Swamp: Weapon Modifications

2011-11-06 Thread Kai
Greetings.

Point 1: a graduated weapons system. In order to use the MP5, you must make X 
amount of kills (25?) with the pistol.
In order to use the Assault rifle, you must make x amount of kills with the 
hunting rifle (20?).
In order to use the sniper's rifle, you must make x amount of one-shot kills 
with the hunting rifle (20?).
And so on and so forth.

the rationale is that the higher weapons require more skill, particularly the 
automatic weapons with their kickback.

Point 2: I notice that the hunting rifle fires rather quickly for what it is. 
Perhaps it could be delayed a bit more?

Kai
---
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