Ammunition
Game items that are use as resources for using weapons.
This pattern is a still a stub.
Contents
Examples
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[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
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
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
Acknowledgements
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