Ammunition

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Game items that are use as resources for using weapons.

This pattern is a still a stub.

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

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

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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

Acknowledgements

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