Re: [Audyssey] Swamp: Special Weapon Functions
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
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 --- 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.
Re: [Audyssey] Swamp: Special Weapon Functions
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. --- 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.
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 --- 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. --- 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. --- 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.
Re: [Audyssey] Swamp: Special Weapon Functions
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 --- 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