Dynamic ammo supply
Started by Twitwi, Jul 15 2010 07:17 AM
9 replies to this topic
#1
Posted 15 July 2010 - 07:17 AM
If you noticed my 15 Ideas thread (found here.) You would see that nr. 1 Suggestion is Dynamic ammo supply, and what I mean by this is as following:
In Left 4 dead weapons spawn as you run out of ammo, health spawn when you need it (when you are close to a tank or an event, and have low HP) and so does all the items in l4d.
In overwatch all the items a prefixed placed. In other words they are independent.
How I think it should be is when you are 2 players, only one riot shield will spawn when you are 7-8 players 3 riot shields will spawn. Same thing should count for grenades, when you are 8 players, as of now you race your team mates to get the grenades you want.
As an alternative you could make so half the team spawns with the weapons and half a team does without,
but I think the best solution is to make dynamic entity spawners, so that the team gets what they need and not just one guy runs around and takes all the ammo.
(Ok, I just read through what I have written, and some of the sentences should be redone prevent confusion)
In Left 4 dead weapons spawn as you run out of ammo, health spawn when you need it (when you are close to a tank or an event, and have low HP) and so does all the items in l4d.
In overwatch all the items a prefixed placed. In other words they are independent.
How I think it should be is when you are 2 players, only one riot shield will spawn when you are 7-8 players 3 riot shields will spawn. Same thing should count for grenades, when you are 8 players, as of now you race your team mates to get the grenades you want.
As an alternative you could make so half the team spawns with the weapons and half a team does without,
but I think the best solution is to make dynamic entity spawners, so that the team gets what they need and not just one guy runs around and takes all the ammo.
(Ok, I just read through what I have written, and some of the sentences should be redone prevent confusion)
#2
Posted 15 July 2010 - 10:28 AM
it would be realy cool to have a system like in l4d, all though that would take a very longe time to code i think
#3
Posted 15 July 2010 - 12:55 PM
Awsome idea: Yes
Easy: No
Like I said the idea is amazing but like Offe said this would take a long while to code into the game. It will possibly have to be added in a patch after game release if it take to long methinks
Easy: No
Like I said the idea is amazing but like Offe said this would take a long while to code into the game. It will possibly have to be added in a patch after game release if it take to long methinks
#4
Posted 15 July 2010 - 01:04 PM
They actually all ready have the system kinda implemented, look at combine spawns, if all 8 people is living 6 combines spawn at one spawn, if only one player lives, 1 combine spawns at the time.
My point is that they have all ready kinda done it.
My point is that they have all ready kinda done it.
#5
Posted 15 July 2010 - 01:38 PM
As far as my understanding goes, in L4D the game is not keeping track of how much ammunition a players uses and then spawning items accordingly. There are a number of predetermined possible spawn locations and they are chosen at random each time the level loads. There are also a number of spots in the level that have meds and ammo or weapons whose locations do not change. This can work great in a well tested linear level because the level designer can estimate where to put possible locations by distance and difficulty and then through more testing revise these locations if needed, however, this system may not work well in all levels or gametypes.
#6
Posted 15 July 2010 - 05:55 PM
Rather than have it spawn in 52 different places, I'd rather just put a lower cap on the amount you can carry. I don't need to carry 3 grenades. I don't need to carry 3 explosive rounds (rifle secondary). If anything, it's detrimental to the team as they have 1 guy with all the explosives and everyone else without.
#7
Posted 15 July 2010 - 06:01 PM
Halsh, on 15 July 2010 - 05:55 PM, said:
Rather than have it spawn in 52 different places, I'd rather just put a lower cap on the amount you can carry. I don't need to carry 3 grenades. I don't need to carry 3 explosive rounds (rifle secondary). If anything, it's detrimental to the team as they have 1 guy with all the explosives and everyone else without.
That grenade thing is true, but if the shotgun ammo got capped to 2 mags (thats 3x6 (18 do your math) bullets) you would need 10*number of players on the server places of ammo
#8
Posted 15 July 2010 - 08:48 PM
If there's a weapon limit( only able to carry 2 weapons at a time) then there's no need for dynamic ammo. If the level is laid out well enough, people who have shotguns should be the only ones picking up shotgun ammo scattered across the map.
#9
Posted 15 July 2010 - 10:26 PM
It's worth looking into, though maybe not right away (because of the work involved, not because it's a bad idea). I do like the idea behind it, because it has the potential to defuse some tense situations and get players psyched up for another fight. That said, it could be easier to sidestep both limiting players' weapons and implementing dynamic supplies by giving one of the rebels the ability to hand out ammo to teammates. This might tie into what's being discussed as far as classes/attributes/levels go, but it seems like having one player take up the roll of "pack mule" would be a simple way of dodging the issue without sacrificing fun.
#10
Posted 16 July 2010 - 09:54 AM
Shisnopi, on 15 July 2010 - 08:48 PM, said:
If there's a weapon limit( only able to carry 2 weapons at a time) then there's no need for dynamic ammo. If the level is laid out well enough, people who have shotguns should be the only ones picking up shotgun ammo scattered across the map.
I might be able to fit this in to an upcoming dev stage. If I do, I'll make a nice big blog about it to get your thoughts.
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