Hi Clement,

Actually the weapons in Quake can have any kind of properties you'd like.

The reason the sniper rifle allows you to sight players so far away is that I 
coded it to actually change the audio threshold of your avatar so you could 
hear your targeting beeps further away. You might have noticed that you would 
only have a very small window of targeting when sighting someone at a great 
distance because of perspective. This is how a sighted gamer plays as well.

anyway, as I said to Paul, AQ can be completely rewritten and customized 
because in order to work with AQ you need to use Quake C which is a quite 
powerful language considering it is only for quake.

anyway, thanks for starting an interesting discussion!

Smiles,

Cara :)
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On May 4, 2013, at 12:37 PM, Clement Chou <chou.clem...@gmail.com> wrote:

Actually, that rifle was one of the things I loved about Jedi Quake when I 
tried it. I got pretty good with it at one point, but haven't played AQ in so 
long... should probably give it a go again. I just wish we had more multiplayer 
fps titles. I've said before that I think Swamp's base combat and weapons would 
translate wonderfully to a pvp game. But it's been a dream of mine to be able 
to enjoy something as complex and strategic as Counterstrike for a long time, 
which is why I wish weapons in games like AQ would have different properties 
other than just rate of fire and amount of shots that it can hold, etc. The 
remaining thing for me too... all the audio fps titles I've played require too 
many shots to kill an enemy. In a mainstream shooter, it's possible if you're 
skilled enough to pick people off with one shot or two that are well-placed. I 
wish there'd be some way to implement more precise aiming. Targetting headshots 
is something that happens in regular shooters all the time, yet there hasn't 
been an implementation of that in any sort of form that I'm aware of. Swamp in 
particular, with the whole zombie thing would probably benefit greatly from a 
head shot  mechanic, given the fact that in most contemporary fiction zombies 
die the fastest when shot in the head.
----- Original Message ----- From: "Cara Quinn" <caraqu...@caraquinn.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, May 04, 2013 12:38 PM
Subject: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the 
AncientsConsiderations


Hey there, thank you!

I should ask though, had you ever used the sniper rifle I developed for Jedi 
Quake?

I specifically created it so that it did three things to address all of your 
points. :)

• it used more ammo than normal

• It enabled long-range sniping

• It required a delay of several seconds to fire a second shot

I too, wanted very much to eliminate the whole stand in one place and hold down 
the control key behavior! lol! And yes, I and other players successfully and 
routinely tagged players from long distances and occasionally even got off a 
second shot too. Many of us could also dispatch them without them knowing what 
the heck just happened. ;)

I also added an EM Pulse to Jedi Quake specifically for taking out all 
electronic weapons so players would need to only rely on mechanical, 
slower-firing weapons or weapons with limited ammo.

Anyway, no worries on your opinions of the gameplay, I just want to get 
feedback as your point of view wasn't one I've heard in regard to AQ so far, 
that's all.

Yes, sure, by all means write me off-list if you like. I do think this 
discussion would be great here though too.

Thanks a bunch and talk soon!…

Smiles,

Cara AKA Frag Doll :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara



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