Just for curiosity, I looked on google at 7.62 mm nato sniper rifles
and found the m24. It uses the standard 7.62 mm nato round, has a
pretty decent accuracy rate, and can accept a sound suppressor which
you could find, like the pistol silencer, as an accessory later.

The only thing is, as is common with most sniper rifles, most weapons
at all today, the ammo is in a detatchable box magazine as with
assault rifles and submachine guns featured in the game. However, like
most of the sniper rifles of today, it has a manual operation, meaning
that, given the right sound files and rate of fire, it could be
simulated rather well. The only thing is this. The firing sequence is
aim, fire, pull back bolt to chamber another round, and close the
bolt. To get ready for aiming and firing again. However, there would
be no need to open and close the bolt again if the magazine was empty,
so it would fire and reload four times, but the fifth time the reload
sound would be inocuous. I was thinking, what if you had to press r to
pull open the bolt to chamber the round and close the bolt, all just
the one press of the r key, each time you fired, but when you'd fired
five times, the r key made a different sound to indicate removal and
insertion of a new magazine, followed by opening and closing the bolt.
This is complicated, but keeps up the frankly quite realistic weapon
reloading sounds already displayed.

Also, if the m60 has anything bigger than fifty round capacity, I
can't see it using anything other than belt fed ammunition, which
makes reload a long proposition. That's actually pretty neat, as
reloading a beast like that is a pain, and it gives this frankly
devistating weapon a serious disadvantage, meaning people wouldn't
just run around using that and only that.

It should be noted that if the m24 sniper rifle and m60 machine gun
aren't suitable, there are .50 caliber rifles, plenty of, that
function as antipersonell and antimateriell weapons the world over,
and .50 caliber machine guns,  while frankly very heavy, have been
known to be carried around.

What I'm suggesting is only a model for what could possibly be. I'm
not the developer but a humble player, happy to play whatever game is
offered, and quite certain that it will rock my socks off.

Signed:
Dakotah Rickard

PS: the m24 is viewed pretty well at wikipedia, as are most weapons

On 11/5/11, Dakotah Rickard <dakotah.rick...@gmail.com> wrote:
> Oh my word. I just had a wonderful idea.
>
> Ok, say that the sniper rifle, which fires 7.62 nato is used. I was
> thinking, and another gun hit me that uses the same ammo and would be
> amazing. The m60 or similar. Yes, there's the m240 saw that uses the
> 5.56 and is standard now, but the m60 is still in service. Think about
> it. There's the one shot aim aided sniper rifle and the m60, which if
> we follow our traditional conventions, will have a doubled ammo
> capacity of about 100 rounds. It's a powerful gun that makes a lot of
> noise, just like the sniper rifle, and it'd be great for mowing down
> zombie hoards.
>
> Ok, so that fills 8 and 9 on the keyboard, but what about beloved 0.
> Well, if we really are trying this hard to make the game cooperative,
> what about a gun that heals others with medkits as ammo, like a
> hypodermic air surrenge or something. Say if another player is within
> just a few coordinates, it autotargets the player and delivers a shot.
> It's take a little time to reload, and it'd make use of the medkits
> that people sometimes have extra, plus it'd make working in groups
> make sense. Perhaps if there're two or more players within range, it
> could bring up a quick menu to select which one you target. Otherwise,
> it might just not fire unless you were right on target, meaning it'd
> have to have an aim aid, which could be coded alongside the sniper
> rifle's.
>
> I'm not trying to run the show, but frankly I think it's a great idea.
> The snhiper rifle, of which there are several 7.62 issues, the m60,
> and a medkit using air surrenge. Awesome.
>
> Signed:
> Dakotah Rickard
>
> On 11/5/11, Dakotah Rickard <dakotah.rick...@gmail.com> wrote:
>> I'll relay what I was talking about last night on the game chat.
>>
>> I'd like to see a sniper rifle added, or I suppose the hunting rifle
>> could be modified, or perhaps there could be a scope that you find,
>> like the silencer for the pistol, which is an aiming aid as discussed.
>> If the sniper rifle is used, it would fire probably 7.62 nato or 50
>> caliber or something like that, which nothing else currently uses,
>> have a one shot capacity, and a fairly long reload time, but be quite
>> powerful and loud. That's why I think it's better to use a sniper
>> rifle than a scope accessory, although the other has its advantages as
>> well.
>>
>> Signed:
>> Dakotah Rickard
>>
>> On 11/4/11, Jeremy Kaldobsky <jer...@kaldobsky.com> wrote:
>>> The volume thing sounds like a windows 7 issue if you're using windows
>>> 7.
>>> It is really bad about automatically deciding if something should be
>>> louder
>>> or quieter and adjusting the settings for it.  You may have noticed this
>>> if
>>> you were playing music and opened up a skype call.  Windows 7 would
>>> probably
>>> automatically lower the music volume because it assumes you're more
>>> interested in hearing Skype.  There isn't anything I can do about that
>>> though, so you would have to go into the volume settings and tell it not
>>> to
>>> quiet down the game.  So far no one else has reported this particular
>>> problem, so I hope that helps.
>>>
>>> I've added in your coordinate idea.
>>>
>>> --- On Fri, 11/4/11, Valiant8086 <valiant8...@lavabit.com> wrote:
>>>
>>>> From: Valiant8086 <valiant8...@lavabit.com>
>>>> Subject: Re: [Audyssey] Swamp, version 1.0b is here
>>>> To: "Gamers Discussion list" <gamers@audyssey.org>
>>>> Date: Friday, November 4, 2011, 5:48 PM
>>>> Hi.
>>>> The first sentence is a suggestion for a way to replay
>>>> passed informational messages, things you've picked up,
>>>> different area's you've walked through, blahblahblah.
>>>> Someone asked for a key to replay the last message, but I
>>>> think a buffer to replay through all of them could be nice,
>>>> just like with shift period and comma reading chat messages,
>>>> or also just putting those informational messages in so that
>>>> they appear mixed in with chats would work in a pinch though
>>>> it'd be annoying if you're trying to hear what someone
>>>> said.
>>>>
>>>> One thing I'm noticing is, swamp seems to be really quiet
>>>> on my computer. I turn my volume all the way up, turn NVDA's
>>>> volume way down to 30, and play that way. Is there something
>>>> simple you can do to get the game to be louder? It's the
>>>> only game that does this for me, even other fps games like
>>>> shades of doom are nice and loud. Like, I can't hear people
>>>> walking unless I turn it all the way up.
>>>>
>>>> Speaking of which, a lot of times I'll hear a zombie growl,
>>>> spin toward it and think I've centered on it, and then I'll
>>>> just stand there and wait for it to make more noise so I can
>>>> tell if I've aimed at it properly. Time and again I could
>>>> sit there a long time, and the monster would just sit there
>>>> and do nothing. I can walk toward it and suddenly get
>>>> attacked with absolutely no warning. Other times I can do a
>>>> search fire, just fire, move right a bit, fire, swing right
>>>> a bit, fire, swing left a lot, fire, etc. Bad for my
>>>> accuracy.
>>>>
>>>> Do you think you could make the grass footstep sounds a bit
>>>> louder, so they are more around the same volume as concrete
>>>> and dirt footsteps?
>>>>
>>>> Do you think you could give out coordinates with a certain
>>>> command? This could help one call other players to a certain
>>>> area. Many times I've chatted that I'm in deep doodoo,
>>>> people ask me where, and I can't tell them because the v key
>>>> doesn't say anything and either I've been whirrling around
>>>> firing at zombies then running along until I encounter more
>>>> that I don't even know which direction I've been traveling
>>>> so couldn't tell you if I was just west of auto mart, etc or
>>>> I just started playing and am surrounded and haven't the
>>>> slightest clue where I spawned at. Maybe shift v could give
>>>> you x y coordinates, unless somehow swamp doesn't use
>>>> coordinates in the code at all. Then I could say I'm at 4500
>>>> 3440 and someone at 3800 3500 could walk south and a little
>>>> east to try and get to me.
>>>>
>>>> Sometimes the game crashes during mid play, it just closes
>>>> cleanly. I think you already know about that though, seems
>>>> some people were chatting about it in game.
>>>>
>>>> I idled in the safe zone a while ago, and came back to have
>>>> no game open, I guess it crashed again.
>>>>
>>>> Didn't you talk on this list a few days ago a lot about
>>>> some system for aiming at the monsters? Some radar thing
>>>> that lets ou know if you've got a nice aim going on? I think
>>>> a very fast beep with about 100ms of delay between each beep
>>>> that increases in pitch slightly, then goes up really high
>>>> if you're dead center. I think this is a fare suggestion
>>>> myself, since after all sighted players of other games might
>>>> have a scope or laser site that enables them, if they've
>>>> enough time to bother, to get a really good shot. I can just
>>>> imagine how much fun the hunting rifle would be with liberal
>>>> use of that scope. That'd put true meaning to being a sniper
>>>> on there.
>>>>
>>>> Last one, I continually encounter monsters and stand trying
>>>> to kill them for a good while only to finally give up and
>>>> walk up to them to find out I've been firing at a wall of a
>>>> building I didn't know was there and the monster is inside.
>>>> I think if you can code it the best solution for this is to
>>>> make it sound very quiet like they're a really long ways
>>>> away, then I'll try to walk toward them, encounter the wall,
>>>> maybe try to walk around the structure to get to the
>>>> creature, but find out in doing that they're inside, not
>>>> just way over on the other side of the structure. It
>>>> wouldn't be so bad if I knew I was aiming right at them, I
>>>> just don't know if maybe I'm hitting the wall right next to,
>>>> and on the far side, of the monster than me, and need to
>>>> swing one way or the other and give it another try.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> ---
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>>>>
>>>
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>>> You can make changes or update your subscription via the web, at
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>>
>

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