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| [Blarg] Ammo | |
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| Tweet Topic Started: Sep 14 2011, 09:16 AM (262 Views) | |
| tida remag | Sep 14 2011, 09:16 AM Post #1 |
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Administrator
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So, I have a question - how would you like ammo to be done? All weapons have infinite ammo? Only the basic weapons (like the pistol in some FPSs) have infinite ammo? Or, all weapons have finite ammo? |
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| LordZakida | Sep 15 2011, 03:00 AM Post #2 |
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Super Member
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Hmm. Since you're asking, let me throw this idea at you: Ammunition use, and by extension, how much it costs, could depend on what weapon is being used.For example, they could be in categories like this: Cannons: moderate to really slow rate of fire, ammunition is relatively expensive based on how heavy the cannon is Light guns: weapons with high rate of fire used for low armored or airborne (maybe? dunno if you wanna do that in this game) targets. Ammo is usually pretty cheap, but the guns chew through it pretty quick. Missiles: high power, high-accuracy, high range, high cost, dependent rate of fire. Energy: low to mid power, expensive to obtain but doesn't require ammunition. Nano: similar to energy, but higher power at the cost of much larger reload times. blarg? |
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| tida remag | Sep 15 2011, 10:06 AM Post #3 |
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I was thinking of using specific types of ammo (which, again, can be created by players. only thing to stop them from spamming overpowered ammo is the cost). So, let's say there's RA-32 ammo. It is used by cannons. It's very aerodynamic, and it pierces very good. Best used for sniping aircraft or sniping ships, due to the piercing qualities. Cost is calculated automagically by the game at shopping time using the various properties of the ammo to calculate its cost. Rate of fire and whatnot depends on the specific weapon. It'll probably be calculated automagically by the game depending on the properties of the weapon. Like, let's say the railgun has a slow motor. That's gonna be a slower rate of fire. Missile/rocket ROF depends on how long it takes to load in the next missile, how long it takes to fire it, how long it takes for the missile to get far enough from the launcher to be safe to fire the second one, etc. So, this part is not concrete yet, but I have an idea of what I want. In the end, it probably is best summed up as being realistic. And by realistic, I don't mean "no lasers or super awesome machine gun plasma artillery because nobody's made them weapons yet", but, "things will work the way they actually work". blarg! |
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| tida remag | Sep 24 2011, 07:26 PM Post #4 |
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Well, the poll itself was fruitless, but LZ's answer implies to go for finite ammo. So, I'll go for that. |
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| LordZakida | Sep 24 2011, 08:15 PM Post #5 |
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My comment was intended to imply that a hybrid system would be cool. Some stuff is infinite, others aren't. |
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| tida remag | Sep 24 2011, 08:25 PM Post #6 |
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Ah ok. As that's the majority vote so far, I'm gonna go with that for now. |
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| Tauka Usanake | Mar 29 2012, 07:20 PM Post #7 |
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Advanced Member
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Is this going for the campaign of the game (story mode if such) or for multiplayer? I say the ammunition should be set by what game mode you are in. Let's say in a campaign you are at the top of everything (or in a dream) and you don't have to buy anything. Infinite everything. Other times you have to buy ammo and that depends on where you are/who your vendors are, etc. It may need a little more additions to the game like ports to restock or supply ships or buy in real time/pause menu. The former I'd vote for as it adds more playing to it. For multiplayer the host can set those parameters for the game, whenever infinite or you have to buy and at what price. You'd want the owner of the game to have as much control of it as possible I say. |
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