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  #1  
Old 09-25-2008
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Default Picking up ammo from other players

So here's an idea not really pondered much. What about being able to pick up ammo from other players if you killed them?

Time to elaborate:
Player A is carrying grenades
Player B has no grenades
Player B kills player A while Player A has grenades equipped
Player B picks up Player A's grenades

Basically, you can only pick up ammo for the weapon that the other player was carrying at the time, and you can only pick up the ammo if you are already carrying that weapon.
I know there are ammo crates in the game, but you have no idea how many times I'll be stuck between the two walls of the forts and there arent any generic crates accessible. I generally have to either kill myself, or let them kill me to get more shotgun/pistol ammo...

*Commence scrutiny!*
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  #2  
Old 09-25-2008
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I would like this, having no ammo in my ar2 in skywalk can be annoying.
But I blame that on THE LACK OF AMMO CRATES IN MID 8(
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  #3  
Old 09-26-2008
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It's either this, or picking up a dead player's dropped weapon gives you ammo for the corresponding weapon.

That is, if the player dies and has ammo for his primary and nades, but not his secondary, then he drops his primary and how ever many nades he had. By walking over them you would get ammo for your primary and your nades, regardless of what class you are.
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  #4  
Old 09-26-2008
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I'm also somewhat a fan of having unlimited secondary ammunition (or something to that effect), so that you're never out of ammunition. This can be backed up by having a strong melee weapon, so you have the choice of getting up close and personal and doing lots of damage, or doing a small amount of damage from a distance.

For every kill like this, you get the ammo. Because we're trying to focus a lot on fluidity of movement and gameplay in 2.0, it might be a better idea to have ammo from killed players automatically assigned, rather than having to be picked up.

There would of course need to be some explanation for this, but picking up ammo is just another stumbling block in a players way, making the player lose momentum for something that is in essence a reward.
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Old 09-26-2008
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^ no it wouldn't need an explanation, lol floating blocks
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Old 09-26-2008
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No, it would need an explanation, because it's something that some players won't easily pick up on straight away. A visual clue or short piece of advice quickly lets new players know what's just happened and how they can gain more ammo in the future, by killing players.

It's not enough to just assume that the player will associate the kill with more ammo.
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Old 09-26-2008
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Or like in CoD1 where there was a mod made called AWE, where you could SHIFT them and wait a few seconds and get there ammo or nades, Pick the pockets. Then you could lay trip wires.
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  #8  
Old 09-26-2008
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Quote:
Originally Posted by Commando View Post
Or like in CoD1 where there was a mod made called AWE, where you could SHIFT them and wait a few seconds and get there ammo or nades, Pick the pockets. Then you could lay trip wires.
I'd love that, but to combat lag the corpses will probably still be client side.

I like the idea of getting a large ammo boost by killing someone with a melee weapon.
Infinite secondary ammo needs to be thought of carefully (in some cases the pistol can be a far more effective weapon than even the AR2)


Maybe something like Sypro (yay for childhood), where you only need to walk *near* the dropped ammo in order to collect it. Players would still have to collect their reward, but they wouldn't have to go out of their way to do so.

Maybe the person who's credited with the kill could have a large sprite-based bubble appear around the ammo - nothing too distracting - and if they walk within this zone they get the weapon. If the ammo is that of an enemy team member, but you didn't kill them, then a smaller bubble appears around the ammo, and you have to walk within that to pick it up.
However, the teammates of the deceased can still pick up the ammo by simply walking over it, which gives added benefit to moving in groups. hey would get slightly more ammo from the pickup than the person who killed them would.

There - a reward for killing, a proxy award for assisting from a distance, and a reason to stay in group - all rolled into one.
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Music? I think something is wrong with my soundcard.
Everytime I start that youtube video I hear a lot of loud noise and yelling.
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how the hell do you think that is sig-worthy? :S
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  #9  
Old 09-26-2008
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Quote:
Originally Posted by Fluffy View Post
So here's an idea not really pondered much. What about being able to pick up ammo from other players if you killed them?

Time to elaborate:
Player A is carrying grenades
Player B has no grenades
Player B kills player A while Player A has grenades equipped
Player B picks up Player A's grenades

Basically, you can only pick up ammo for the weapon that the other player was carrying at the time, and you can only pick up the ammo if you are already carrying that weapon.
I know there are ammo crates in the game, but you have no idea how many times I'll be stuck between the two walls of the forts and there arent any generic crates accessible. I generally have to either kill myself, or let them kill me to get more shotgun/pistol ammo...

*Commence scrutiny!*
this is an awesome idea
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  #10  
Old 09-27-2008
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What about heatlh packs and armor kits? I've always been a fan of that. Even with class change...if you down a "soldier" as a "rocketeer" once you walk over himyou can pick up some health and armor kits, his grenades he had left, and if you want, change class to rocketeer once you walk over him as well. But not solider ammo.
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