Quote:Original post by SiCrane
Don't forget about non-weapon statistic methods of balance. Ease of finding ammunition can be a big one. AI that takes advantage of weaknesses in weapons like rushing in while you're reloading. Drugged up opponents that don't feel pain. Close quarter battles in rooms full of explosive or otherwise hazardous materials.
I think it will add some enjoyment to leave some of these types of situational balance issues unbalanced. For example, the player would do well to learn to choose weapon damage over pain when doing battle with nasty critters or drugged up street thugs. In the temporary situation, the weapon with more damage is clearly superior, but it may be lacking in the next.
Most general weapons can be pretty discardable, but it's up to the player's preference, and whether he wants to hold onto a certain weapon or not. If not, the player could run into a room with a shotgun, shoot twice and drop it, then roll and grab an enemy's pistol from the floor and start firing it instead. You can also disarm enemy sheathed weapons, or strip them from their hands. So you're never forced to heavily commit.
Quote:Original post by vrihaiQuote:Original post by Kest
9. Stealth capabilities
Does this mean silenced weapons? Or some other ability the player gets?
It just represents how messy they are. How much noise, reverberation, and light they make when they fire and when they impact something. How likely you are to be noticed by nearby enemies when firing it off.