Re: [Audyssey] Swamp: Special Weapon Functions

2011-11-06 Thread Dakotah Rickard
The big thing about the sniping rifle is its difficulty of use. It
would have a tremendously slow rate of fire, low ammo capacity, and be
generally very good at attracting attention. I do see the point of the
batteries thing. I think it's great, really, I just want the hunting
rifle to have its own advantages and disadvantages.

One thing, however, that might solve the balance issue is if the
sniper rifle couldn't be wielded in motion. What I mean is that
selecting that weapon automatically puts the character in a sniping
mode or stance wherein they are unable to move, either normally or at
all. This would make the sniping rifle actually work like a sniping
weapon, in a relatively fixed position during use, as opposed to a
slow, somewhat cumbersome rifle.

Signed:
Dakotah Rickard

On 11/6/11, Kai kaixi...@sbcglobal.net wrote:
 I only suggest batteries for the scope, both sniper and hunting rifle
 versions, in order to place some balancing factor on the benefits. If you
 have the scope without the need for an additional resource, what then would
 be the use for the other weapons? You'd just grab a sniper rifle and have at
 it with the zombies, no need for the mp5 or any other weapon, since you'd
 always be able to track zombies.

 With the battery concept, you'd have to be judicious with your usage of the
 scope, saving it for tougher targets. This would leave other weapons still
 useful, rather than completely trumping them.

 It's partially why I'm less than thrilled about adding grenades. One, the
 audio issues are manifold: How do you adequately represent the sound of
 multiple targets being hit in a premixed sound, or do you then change the
 code and use buffers for those extra hit sounds, which could be multiple,
 happening at once. 2. How do you also represent the player himself being
 damaged, furthermore possibly being damage along with zombies. So many audio
 and memory issues to consider in that respect. 3. You'd then have to set a
 proper rarity value, so that it's not over used, yet never seen. After all,
 if you can easily spawn an armload of grenades, would you bother pulling out
 your pistol or your shotgun?

 This doesn't mean I'm against these weapons, and of course the decision is
 up to Aprone, I'm just stating the technical and balancing issues involved
 in introducing such weaons. I could add an RPG, for example, but then how
 would you balance it? Would it damage other players? Would it be realistic
 if it didn't? If it did damage players, would that open up room for abuse?

 Kai




 - Original Message -
 From: Dakotah Rickard dakotah.rick...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, November 05, 2011 9:37 PM
 Subject: Re: [Audyssey] Swamp: Special Weapon Functions


 What if the hunting rifle had a scope that beeped faster but the
 sniper rifle actually featured a spot on beep that was different. The
 sniper rifle is still better, both because it does more damage per
 shot and because it comes equipped with a scope, perhaps, that doesn't
 need batteries or, at any rate, a scope already attached.

 On 11/5/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 I'm liking that idea but I do have a few concerns.  The scatter shot and
 even the beeping scope will be tricky to code.  I'm not sure if you saw
 it,
 but at some point I wrote a long thing about the differences between
 simulated and true 2D game worlds.  In a simulated it is very easy to do
 that kind of thing, but in true it is not.  My game runs in a true 2D
 world,
 which carries with it a bunch of benefits over simulated, sadly the on
 target limitations are among the few draw backs.

 Also I liked the posted idea to have a sniper rifle and an M60 machine
 gun
 which both use 7.62 ammo.  As you know, I like the idea that each ammo is
 used by at least 2 weapons, so this seems like a good match up.  If we
 just
 slap a scope on to the hunting rifle, it would be abandoning this idea.
 Arg, I can't decide.  I like the hunting rifle scope idea too though!

 Burst mode is excellent, and I'm sure you realize I'd be requiring the
 sounds from you on that.  :D

 --- On Sat, 11/5/11, Kai kaixi...@sbcglobal.net wrote:

 From: Kai kaixi...@sbcglobal.net
 Subject: [Audyssey] Swamp: Special Weapon Functions
 To: Gamers Discussion list gamers@audyssey.org
 Date: Saturday, November 5, 2011, 11:06 PM
 Greetings.

 I've seen a lot of discussions about sniper's rifles and
 the like, so here's a proposed approach.

 Rather than add more weapons to the number row just to
 accomodate a sniper's rifle, I'd say just modify the hunting
 rifle, along with other weapons.

 The t key could be used to toggle weapon features on and
 off.

 Pistol: The t key would toggle the silencer.

 Shotgun / Benelli: t key activates scatter mode. In this
 mode, the weapon has a wider spread, so you don't have to be
 as accurate. The tradeoff is lower damage.

 Hunting Rifle: The t key toggles a scope which requires
 batteries

Re: [Audyssey] Swamp: Special Weapon Functions

2011-11-06 Thread Jeremy Kaldobsky
I like the idea of the sniper rifle being a stationary weapon.  This will 
undoubtedly be a feature of the finished weapon.

 The big thing about the sniping rifle
 is its difficulty of use. It
 would have a tremendously slow rate of fire, low ammo
 capacity, and be
 generally very good at attracting attention. I do see the
 point of the
 batteries thing. I think it's great, really, I just want
 the hunting
 rifle to have its own advantages and disadvantages.
 
 One thing, however, that might solve the balance issue is
 if the
 sniper rifle couldn't be wielded in motion. What I mean is
 that
 selecting that weapon automatically puts the character in a
 sniping
 mode or stance wherein they are unable to move, either
 normally or at
 all. This would make the sniping rifle actually work like a
 sniping
 weapon, in a relatively fixed position during use, as
 opposed to a
 slow, somewhat cumbersome rifle.
 
 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp: Special Weapon Functions

2011-11-05 Thread Jeremy Kaldobsky
I'm liking that idea but I do have a few concerns.  The scatter shot and even 
the beeping scope will be tricky to code.  I'm not sure if you saw it, but at 
some point I wrote a long thing about the differences between simulated and 
true 2D game worlds.  In a simulated it is very easy to do that kind of thing, 
but in true it is not.  My game runs in a true 2D world, which carries with it 
a bunch of benefits over simulated, sadly the on target limitations are among 
the few draw backs.

Also I liked the posted idea to have a sniper rifle and an M60 machine gun 
which both use 7.62 ammo.  As you know, I like the idea that each ammo is used 
by at least 2 weapons, so this seems like a good match up.  If we just slap a 
scope on to the hunting rifle, it would be abandoning this idea.  Arg, I can't 
decide.  I like the hunting rifle scope idea too though!

Burst mode is excellent, and I'm sure you realize I'd be requiring the sounds 
from you on that.  :D

--- On Sat, 11/5/11, Kai kaixi...@sbcglobal.net wrote:

 From: Kai kaixi...@sbcglobal.net
 Subject: [Audyssey] Swamp: Special Weapon Functions
 To: Gamers Discussion list gamers@audyssey.org
 Date: Saturday, November 5, 2011, 11:06 PM
 Greetings.
 
 I've seen a lot of discussions about sniper's rifles and
 the like, so here's a proposed approach.
 
 Rather than add more weapons to the number row just to
 accomodate a sniper's rifle, I'd say just modify the hunting
 rifle, along with other weapons.
 
 The t key could be used to toggle weapon features on and
 off.
 
 Pistol: The t key would toggle the silencer.
 
 Shotgun / Benelli: t key activates scatter mode. In this
 mode, the weapon has a wider spread, so you don't have to be
 as accurate. The tradeoff is lower damage.
 
 Hunting Rifle: The t key toggles a scope which requires
 batteries. Whilst the scope is on, it would ping gently in
 the background to alert you to its active status. It would
 then chirp when you have target acquisition, and the faster
 the chirp, the more centered your shot would be.
 
 MP5 / Assault Rifle: These weapons' already feature fast
 firing, but maybe the t key could activate burst fire. In
 this mode, every shot consumes two rounds of ammo, but will
 do more damage. it's a way of making a faster weapon without
 incurring buffer issues.
 
 Kai
 ---
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 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
 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/gamers@audyssey.org.
 If you have any questions or concerns regarding the
 management of the list,
 please send E-mail to gamers-ow...@audyssey.org.
 

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Re: [Audyssey] Swamp: Special Weapon Functions

2011-11-05 Thread Dakotah Rickard
What if the hunting rifle had a scope that beeped faster but the
sniper rifle actually featured a spot on beep that was different. The
sniper rifle is still better, both because it does more damage per
shot and because it comes equipped with a scope, perhaps, that doesn't
need batteries or, at any rate, a scope already attached.

On 11/5/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 I'm liking that idea but I do have a few concerns.  The scatter shot and
 even the beeping scope will be tricky to code.  I'm not sure if you saw it,
 but at some point I wrote a long thing about the differences between
 simulated and true 2D game worlds.  In a simulated it is very easy to do
 that kind of thing, but in true it is not.  My game runs in a true 2D world,
 which carries with it a bunch of benefits over simulated, sadly the on
 target limitations are among the few draw backs.

 Also I liked the posted idea to have a sniper rifle and an M60 machine gun
 which both use 7.62 ammo.  As you know, I like the idea that each ammo is
 used by at least 2 weapons, so this seems like a good match up.  If we just
 slap a scope on to the hunting rifle, it would be abandoning this idea.
 Arg, I can't decide.  I like the hunting rifle scope idea too though!

 Burst mode is excellent, and I'm sure you realize I'd be requiring the
 sounds from you on that.  :D

 --- On Sat, 11/5/11, Kai kaixi...@sbcglobal.net wrote:

 From: Kai kaixi...@sbcglobal.net
 Subject: [Audyssey] Swamp: Special Weapon Functions
 To: Gamers Discussion list gamers@audyssey.org
 Date: Saturday, November 5, 2011, 11:06 PM
 Greetings.

 I've seen a lot of discussions about sniper's rifles and
 the like, so here's a proposed approach.

 Rather than add more weapons to the number row just to
 accomodate a sniper's rifle, I'd say just modify the hunting
 rifle, along with other weapons.

 The t key could be used to toggle weapon features on and
 off.

 Pistol: The t key would toggle the silencer.

 Shotgun / Benelli: t key activates scatter mode. In this
 mode, the weapon has a wider spread, so you don't have to be
 as accurate. The tradeoff is lower damage.

 Hunting Rifle: The t key toggles a scope which requires
 batteries. Whilst the scope is on, it would ping gently in
 the background to alert you to its active status. It would
 then chirp when you have target acquisition, and the faster
 the chirp, the more centered your shot would be.

 MP5 / Assault Rifle: These weapons' already feature fast
 firing, but maybe the t key could activate burst fire. In
 this mode, every shot consumes two rounds of ammo, but will
 do more damage. it's a way of making a faster weapon without
 incurring buffer issues.

 Kai
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 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/gamers@audyssey.org.
 If you have any questions or concerns regarding the
 management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


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 gamers-unsubscr...@audyssey.org.
 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
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 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Swamp: Special Weapon Functions

2011-11-05 Thread Kai
I only suggest batteries for the scope, both sniper and hunting rifle 
versions, in order to place some balancing factor on the benefits. If you 
have the scope without the need for an additional resource, what then would 
be the use for the other weapons? You'd just grab a sniper rifle and have at 
it with the zombies, no need for the mp5 or any other weapon, since you'd 
always be able to track zombies.


With the battery concept, you'd have to be judicious with your usage of the 
scope, saving it for tougher targets. This would leave other weapons still 
useful, rather than completely trumping them.


It's partially why I'm less than thrilled about adding grenades. One, the 
audio issues are manifold: How do you adequately represent the sound of 
multiple targets being hit in a premixed sound, or do you then change the 
code and use buffers for those extra hit sounds, which could be multiple, 
happening at once. 2. How do you also represent the player himself being 
damaged, furthermore possibly being damage along with zombies. So many audio 
and memory issues to consider in that respect. 3. You'd then have to set a 
proper rarity value, so that it's not over used, yet never seen. After all, 
if you can easily spawn an armload of grenades, would you bother pulling out 
your pistol or your shotgun?


This doesn't mean I'm against these weapons, and of course the decision is 
up to Aprone, I'm just stating the technical and balancing issues involved 
in introducing such weaons. I could add an RPG, for example, but then how 
would you balance it? Would it damage other players? Would it be realistic 
if it didn't? If it did damage players, would that open up room for abuse?


Kai




- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 05, 2011 9:37 PM
Subject: Re: [Audyssey] Swamp: Special Weapon Functions



What if the hunting rifle had a scope that beeped faster but the
sniper rifle actually featured a spot on beep that was different. The
sniper rifle is still better, both because it does more damage per
shot and because it comes equipped with a scope, perhaps, that doesn't
need batteries or, at any rate, a scope already attached.

On 11/5/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

I'm liking that idea but I do have a few concerns.  The scatter shot and
even the beeping scope will be tricky to code.  I'm not sure if you saw 
it,

but at some point I wrote a long thing about the differences between
simulated and true 2D game worlds.  In a simulated it is very easy to do
that kind of thing, but in true it is not.  My game runs in a true 2D 
world,

which carries with it a bunch of benefits over simulated, sadly the on
target limitations are among the few draw backs.

Also I liked the posted idea to have a sniper rifle and an M60 machine 
gun

which both use 7.62 ammo.  As you know, I like the idea that each ammo is
used by at least 2 weapons, so this seems like a good match up.  If we 
just

slap a scope on to the hunting rifle, it would be abandoning this idea.
Arg, I can't decide.  I like the hunting rifle scope idea too though!

Burst mode is excellent, and I'm sure you realize I'd be requiring the
sounds from you on that.  :D

--- On Sat, 11/5/11, Kai kaixi...@sbcglobal.net wrote:


From: Kai kaixi...@sbcglobal.net
Subject: [Audyssey] Swamp: Special Weapon Functions
To: Gamers Discussion list gamers@audyssey.org
Date: Saturday, November 5, 2011, 11:06 PM
Greetings.

I've seen a lot of discussions about sniper's rifles and
the like, so here's a proposed approach.

Rather than add more weapons to the number row just to
accomodate a sniper's rifle, I'd say just modify the hunting
rifle, along with other weapons.

The t key could be used to toggle weapon features on and
off.

Pistol: The t key would toggle the silencer.

Shotgun / Benelli: t key activates scatter mode. In this
mode, the weapon has a wider spread, so you don't have to be
as accurate. The tradeoff is lower damage.

Hunting Rifle: The t key toggles a scope which requires
batteries. Whilst the scope is on, it would ping gently in
the background to alert you to its active status. It would
then chirp when you have target acquisition, and the faster
the chirp, the more centered your shot would be.

MP5 / Assault Rifle: These weapons' already feature fast
firing, but maybe the t key could activate burst fire. In
this mode, every shot consumes two rounds of ammo, but will
do more damage. it's a way of making a faster weapon without
incurring buffer issues.

Kai
---
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gamers-unsubscr...@audyssey.org.
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