Re: [Audyssey] Swamp: brainstorming ideas for expansion and player limiting.

2011-12-14 Thread Dakotah Rickard
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 themusicalbre...@gmail.com 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 

Re: [Audyssey] Swamp: brainstorming ideas for expansion and player limiting.

2011-12-14 Thread lenron brown
these are grate ideas

On 12/14/11, Dakotah Rickard dakotah.rick...@gmail.com 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 themusicalbre...@gmail.com 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 

Re: [Audyssey] Swamp: brainstorming ideas for expansion and player limiting.

2011-12-14 Thread Christopher Bartlett
Your idea of one skill point per level (or more, depending on how many
levels for each skill and how many skills there are is simpler than what I
had suggested, so I'd support using your plan instead of mine.

One reason I suggested the safe zone idea is that there is currently no
incentive for working together, no sense that the survivors should be
working together for a common goal.  Since the number of zombies is
relatively stable, kill one and one pops up somewhere else, there's no way
to deplete the enemies with a concerted attack.  We aren't working towards
anything other than our own advancement.  I'd like to see the game head in a
direction where players are forced to work for something other than their
own good, where sacrifice might even make sense for the survivor community
as a whole.

A safe zone restricted to what loot is donated would be a step towards this
idea.  Another step would be to change the spawning model to a certain
number of zombies spawned per unit time, regardless of the number already in
play.  There may be times when life gets difficult as the zombie density
increases beyond safe limits, at which point some concerted attacks will
need to be brought to bear to lower the population.  The safe zone guard
should be removed, so that keeping the approaches to the fortress open
becomes a player responsibility.  (of course the zone has to be sacrosanct,
zombies should never appear in the zone, though if they wander in, that's
another issue to be dealt with by the players.

I know that we have missions to look forward to, and I am, but I don't see
them addressing this question of group good vs. individual achievement.
Unless there is a mechanical tie-in, i.e. something goes terribly wrong for
everybody if a given mission isn't accomplished in a certain amount of time,
then it's just another bug hunt, a fascinating one I will enjoy, but it's
not high stakes except individually.

If others would enjoy having this aspect of play come into being, I'd be
interested in ideas for how to mechanically make it happen.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Wednesday, December 14, 2011 10:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: brainstorming ideas for expansion and player
limiting.

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 themusicalbre...@gmail.com 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

[Audyssey] Swamp: brainstorming ideas for expansion and player limiting.

2011-12-13 Thread Christopher Bartlett
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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