![]() This is also why bite and claw attacks have such disparities. A fire axe doing comparable damage to a firearm would make the firearms useless. A fire axe needs no ammunition (you can attack day after day) whereas a firearm, while doing more damage, requires constant restocking of ammunition. This, among other things, is why fire axes do less damage than the firearms. Related to the previous assumption, Urban Dead tries to ensure that whatever the means you have at your disposal, there is no clear winner. No form of attack should be superior to another If one of the options available to a player is much better or worse than the the other, then there is no real choice, or certainly not a very interesting one, since players will always choose the same way. Players should always have a choice between different actions, such as choosing between firearms or melee weapons. And many people do play Urban Dead this way, even if you may not. ![]() Among the reasons for this is that Urban Dead was originally conceived as a game playable in an hour each day - users could go through their turns, and log out, and come back later on - confident that the world wouldn't have changed in their off-times. Urban Dead runs under a slow-pace principle - what happens in a day is artificially limited, so the pacing of action is artificially slowed. 5 There Ain't No Such Thing As A Free Lunch.3 No form of attack should be superior to another.
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