Difference between revisions of "Ammunition"

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''Game items that are use as resources for using weapons.''
 
''Game items that are use as resources for using weapons.''
  
This pattern is a still a stub.
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Like in the real world, ranged weapons in many games require [[Ammunition]]. This makes them a resources that needs to be conserved but may also provide possibilities to choose the ammunition types most suitable for specific situations.
  
 
=== Examples ===
 
=== Examples ===
Many combat-oriented computer games require players to keep track of ammunition, e.g. the [[Quake series|Quake]], [[Half-Life series|Half-Life]], and [[Crysis series]]. All games in the [[Fallout series]] requires different types of [[Ammunition]] for different types of [[Weapons]]. In addition all games but [[Fallout 3]] provide several different types of [[Ammunition]] of most types of weapons, e.g. hollow point and armor piercing, giving players opportunities to specialize their equipment for various combat situations. As for computer games, roleplaying games where guns can play a significant role, e.g. [[GURPS]] and [[Mutant]], have rules for many type of specialized [[Ammunition]] (for [[GURPS]], whole sections of the sourcebook ''High-Tech'' is dedicated to [[Ammunition]]<ref name="ht"/>).
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The board game [[Frag]] has limited [[Ammunition]] for many of the more powerful weapons that players can receive through drawing from the aptly-named deck of "weapon cards".
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Many combat-oriented computer games require players to keep track of ammunition, e.g. the [[Quake series|Quake]], [[Half-Life series|Half-Life]], and [[Crysis series]]. All games in the [[Fallout series]] requires different types of [[Ammunition]] for different types of [[Weapons]]. In addition all games but [[Fallout 3]] provide several different types of [[Ammunition]] of most types of weapons, e.g. hollow point and armor piercing, giving players opportunities to specialize their equipment for various combat situations.  
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As for computer games, roleplaying games where guns can play a significant role, e.g. [[GURPS]] and [[Mutant]], have rules for many type of specialized [[Ammunition]] (for [[GURPS]], whole sections of the sourcebook ''High-Tech'' is dedicated to [[Ammunition]] and warheads<ref name="ht"/>).
  
 
[[Zombie Lane]] uses [[Ammunition]] as a way of strictly regulating how many times a purchased weapon can be used before a new copy needs to be bought.
 
[[Zombie Lane]] uses [[Ammunition]] as a way of strictly regulating how many times a purchased weapon can be used before a new copy needs to be bought.

Revision as of 19:39, 9 April 2011

Game items that are use as resources for using weapons.

Like in the real world, ranged weapons in many games require Ammunition. This makes them a resources that needs to be conserved but may also provide possibilities to choose the ammunition types most suitable for specific situations.

Examples

The board game Frag has limited Ammunition for many of the more powerful weapons that players can receive through drawing from the aptly-named deck of "weapon cards".

Many combat-oriented computer games require players to keep track of ammunition, e.g. the Quake, Half-Life, and Crysis series. All games in the Fallout series requires different types of Ammunition for different types of Weapons. In addition all games but Fallout 3 provide several different types of Ammunition of most types of weapons, e.g. hollow point and armor piercing, giving players opportunities to specialize their equipment for various combat situations.

As for computer games, roleplaying games where guns can play a significant role, e.g. GURPS and Mutant, have rules for many type of specialized Ammunition (for GURPS, whole sections of the sourcebook High-Tech is dedicated to Ammunition and warheads[1]).

Zombie Lane uses Ammunition as a way of strictly regulating how many times a purchased weapon can be used before a new copy needs to be bought.

Using the pattern

Weapons


Game Items

Resources

Limited Resources

Freedom of Choice

Weapons

An alternative to using Ammunition in a game is to instead use Cooldown since these have similar effects on gameplay.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Tactical Planning

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

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Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

  1. Official page for the High-Tech sourcebook for GURPS.

Acknowledgements

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