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. 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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>>>
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>>
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