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Chapter 22. Fighting Conditions

Chapter 22. Fighting Conditions

Key Topics

  • Weapon Properties

  • Applicability of Weapons

  • Training Zone

Games are often designed to provide a diverse experience for the player. When it comes down to first-person shooters, diversity implies myriad combat situations. Implicitly, each of these situations may suit different weapons. The next few pages investigate how the different elements of the design come together to influence the task of weapon selection.

This chapter has much in common with its counterpart in Chapter 13, "Combat Settings," introducing the low-level details about combat with a particular slant toward shooting capabilities. The next few pages only emphasize and expand the concepts appropriate for weapon selection.

This chapter covers the following topics:

  • The different attributes of weapons (for instance, projectile speed and rate of fire), showing how they affect the weapon's behavior

  • The different aspects of the design and simulation that affect the applicability of weapons

  • An ideal test bed that we can use later

The information in this chapter will help us analyze the role of the platform (that is, the environment and engine) for the AI and understand how it must be taken into account in the later stages of the development.

Weapon Properties

The variety of weaponry goes way beyond of the two classes that we identified in the previous part, namely melee and range weapons. Both of these categories are refined according to many parameters, affecting the precision of the weapon, types of ammunition , speed of fire, reload times, and so on. Some of these properties are explicitly designed (for instance, bullet speed), whereas others are indirect consequences (for instance, damage per second).

All these different properties implicitly affect the behavior of the weapon itself. For example, a heavy-contact weapon is likely to be very damaging but also slow to maneuver. A light-projectile weapon will often not carry much ammunition, and have a slower firing rate (for instance, a handgun or crossbow). The capability to inflict damage in different ways is an indirect consequence of these weapon properties. Table 22.1 shows some commonly known properties of weapons in computer games , along with their unit of measurement. The properties in italic are consequences of other properties and can be computed indirectly.

Table 22.1. Some Commonly Known Properties of Weapons in Computer Games, Along with Their Unit of Measurement

Property

Unit

Projectile speed

Meters per second

Rate of fire

Seconds per shots

Damage

Health units per shot

Spread angle

Degrees

Damage rate

Health units per second

Because of these different attributes, each weapon will usually perform the same task in a very different fashion. For example, a rocket launcher can take out a tank in a destructive fashion, whereas a small grenade can deal only with the crew onboard. Both accomplish the same goal of disabling the vehicle, but in different manners because of their properties.

In computer games, the contrast between weapons is amplified by the creativity of the designers; in a game world, technological and physical constraints are secondary to entertainment value. Freezeguns or portable railguns may not be far away, but still remain science fiction . Game developers have the freedom to include them in the design. Therefore, the spectrum of possible weapon properties is much wider, which obviously means more variety in the weapon behavior (and even more ways to accomplish the task).