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	<title>Comments for Hey Man, well this is Babylon</title>
	<atom:link href="http://nathanaelcole.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://nathanaelcole.com</link>
	<description>My Life as a Teenage Do-Wop Girl</description>
	<lastBuildDate>Fri, 28 Oct 2011 21:26:39 +0000</lastBuildDate>
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		<title>Comment on [H66] The Pack Approaches by NPC</title>
		<link>http://nathanaelcole.com/2011/10/28/h66-the-pack-approaches/comment-page-1/#comment-941</link>
		<dc:creator>NPC</dc:creator>
		<pubDate>Fri, 28 Oct 2011 21:26:39 +0000</pubDate>
		<guid isPermaLink="false">http://nathanaelcole.com/?p=1440#comment-941</guid>
		<description>Yes, very similar indeed. I was thinking that when you guys were playing out that scene, as I had already received the basic draft proof by that time. Great stuff!</description>
		<content:encoded><![CDATA[<p>Yes, very similar indeed. I was thinking that when you guys were playing out that scene, as I had already received the basic draft proof by that time. Great stuff!</p>
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		<title>Comment on [H66] The Pack Approaches by Justin</title>
		<link>http://nathanaelcole.com/2011/10/28/h66-the-pack-approaches/comment-page-1/#comment-940</link>
		<dc:creator>Justin</dc:creator>
		<pubDate>Fri, 28 Oct 2011 17:17:26 +0000</pubDate>
		<guid isPermaLink="false">http://nathanaelcole.com/?p=1440#comment-940</guid>
		<description>This looks amazing! Reminds me a bit of our first founding, that is up till the last few frames.</description>
		<content:encoded><![CDATA[<p>This looks amazing! Reminds me a bit of our first founding, that is up till the last few frames.</p>
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		<title>Comment on Ceiling Necromorph by NPC</title>
		<link>http://nathanaelcole.com/2009/07/10/ceiling-necromorph/comment-page-1/#comment-922</link>
		<dc:creator>NPC</dc:creator>
		<pubDate>Wed, 19 Oct 2011 18:25:36 +0000</pubDate>
		<guid isPermaLink="false">http://nathanaelcole.com/?p=434#comment-922</guid>
		<description>Damn right!</description>
		<content:encoded><![CDATA[<p>Damn right!</p>
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		<title>Comment on Ceiling Necromorph by Brendino</title>
		<link>http://nathanaelcole.com/2009/07/10/ceiling-necromorph/comment-page-1/#comment-921</link>
		<dc:creator>Brendino</dc:creator>
		<pubDate>Wed, 19 Oct 2011 18:24:10 +0000</pubDate>
		<guid isPermaLink="false">http://nathanaelcole.com/?p=434#comment-921</guid>
		<description>Lol that&#039;s from Downfall hehe</description>
		<content:encoded><![CDATA[<p>Lol that&#8217;s from Downfall hehe</p>
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		<title>Comment on &#8220;Sufficiently Advanced&#8221; &#8211; an Apocalypse World Hack by Zelbinian</title>
		<link>http://nathanaelcole.com/2011/10/12/sufficiently-advanced-an-apocalypse-world-hack/comment-page-1/#comment-915</link>
		<dc:creator>Zelbinian</dc:creator>
		<pubDate>Thu, 13 Oct 2011 18:33:24 +0000</pubDate>
		<guid isPermaLink="false">http://nathanaelcole.com/?p=1425#comment-915</guid>
		<description>Dig it. Let me know if you need some playtesters.</description>
		<content:encoded><![CDATA[<p>Dig it. Let me know if you need some playtesters.</p>
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	<item>
		<title>Comment on The Desolate Destinations Project, Yesterday&#8217;s Armada by Hey Man, well this is Babylon &#187; &#8220;Sufficiently Advanced&#8221; &#8211; an Apocalypse World Hack</title>
		<link>http://nathanaelcole.com/2008/06/05/the-desolate-destinations-project-yesterdays-armada/comment-page-1/#comment-914</link>
		<dc:creator>Hey Man, well this is Babylon &#187; &#8220;Sufficiently Advanced&#8221; &#8211; an Apocalypse World Hack</dc:creator>
		<pubDate>Wed, 12 Oct 2011 20:40:20 +0000</pubDate>
		<guid isPermaLink="false">http://nathanaelcole.com/?p=25#comment-914</guid>
		<description>[...] old, old idea of mine came back to me all of a sudden today, and now that I revisit it, I think it&#8217;s perfect for an [...]</description>
		<content:encoded><![CDATA[<p>[...] old, old idea of mine came back to me all of a sudden today, and now that I revisit it, I think it&#8217;s perfect for an [...]</p>
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		<title>Comment on Presenting: The Motobushi by Jake Richmond</title>
		<link>http://nathanaelcole.com/2011/10/03/presenting-the-motobushi/comment-page-1/#comment-905</link>
		<dc:creator>Jake Richmond</dc:creator>
		<pubDate>Tue, 04 Oct 2011 02:00:02 +0000</pubDate>
		<guid isPermaLink="false">http://nathanaelcole.com/?p=1409#comment-905</guid>
		<description>Yeah, that&#039;s pretty amazing.</description>
		<content:encoded><![CDATA[<p>Yeah, that&#8217;s pretty amazing.</p>
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		<title>Comment on Dear Video Game Designers: Remove Those Stupid Ammo Counts, Now by freykin</title>
		<link>http://nathanaelcole.com/2011/09/28/dear-video-game-designers-remove-those-stupid-ammo-counts-now/comment-page-1/#comment-901</link>
		<dc:creator>freykin</dc:creator>
		<pubDate>Wed, 28 Sep 2011 21:17:30 +0000</pubDate>
		<guid isPermaLink="false">http://nathanaelcole.com/?p=1380#comment-901</guid>
		<description>Great article, and I wholeheartedly agree. In some games it works because of it fitting in, like Dead Space, or Serious Sam, which is an homage to the old Doom days, but in a lot of other ones, it feels silly. Here&#039;s an idea: have infinite normal ammo, and then limited amounts of specialized ammo, such as incendiary rounds, armor piercing, etc. That way ammo can still be a fun loot mechanic, but isn&#039;t something that is a pain in the ass attrition mechanic. 

In ToME, which is my current favorite rogue-like, they use this exact system for ranged weapons, so you always have normal ammo at hand, but your adamantium tipped dragon slaying bolts of rapid firing (yes, you can come across that, and things much much more destructive) are limited and need to be saved for a rainy day.

In fact, ToME has a ingenious method for solving another attrition mechanic thats in a lot of games, in that there aren&#039;t any scrolls or potions as consumables. Instead there are magical runes you can equip, up to 3 at a time(more if you spend experience towards it) that have all the various functions that those consumables would, on varying cooldown timers. So instead of having 99 potions of healing, you have a healing rune that heals x amount with a cooldown of y and might be modified by stat z. It then lets you do the same thing to consumables that you do with the ammo above, where you might find a healing rune that heals more the more strength you have, or a teleportation rune that cools down faster the more constitution you have, etc.</description>
		<content:encoded><![CDATA[<p>Great article, and I wholeheartedly agree. In some games it works because of it fitting in, like Dead Space, or Serious Sam, which is an homage to the old Doom days, but in a lot of other ones, it feels silly. Here&#8217;s an idea: have infinite normal ammo, and then limited amounts of specialized ammo, such as incendiary rounds, armor piercing, etc. That way ammo can still be a fun loot mechanic, but isn&#8217;t something that is a pain in the ass attrition mechanic. </p>
<p>In ToME, which is my current favorite rogue-like, they use this exact system for ranged weapons, so you always have normal ammo at hand, but your adamantium tipped dragon slaying bolts of rapid firing (yes, you can come across that, and things much much more destructive) are limited and need to be saved for a rainy day.</p>
<p>In fact, ToME has a ingenious method for solving another attrition mechanic thats in a lot of games, in that there aren&#8217;t any scrolls or potions as consumables. Instead there are magical runes you can equip, up to 3 at a time(more if you spend experience towards it) that have all the various functions that those consumables would, on varying cooldown timers. So instead of having 99 potions of healing, you have a healing rune that heals x amount with a cooldown of y and might be modified by stat z. It then lets you do the same thing to consumables that you do with the ammo above, where you might find a healing rune that heals more the more strength you have, or a teleportation rune that cools down faster the more constitution you have, etc.</p>
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