Well...... okay then. I guess that's what I get for reading too much into comments about game design.Vaecrius wrote:To qualify Sid's comment, my main reason for hesitating is just the extra work needed(though another palette swap of the zombieman is looking more and more appealing...) if I were to do this they would definitely be replacing some chaingunners and/or revenants and arachnotrons, not zombies or shotgunguys, since they're the main enemies you typically find in sniper positions.

The suggestion about reflections on sniper scopes sounded nifty.
I'm still pondering balanced approaches. One potential approach could use some inventory manipulation to make the sniper become more accurate the longer he has LOS with his target. A missile state that (1) gives the sniper an "accuracy" token, (2) evaluates a high-probability A_Jump to continue aiming, and (3) if that fails, fires at the target with accuracy derived from the earlier token inventory. The jump should probably itself become less likely the higher his accuracy becomes. This means a sniper might take a couple of quick, inaccurate shots, or might try to hone in on you and never squeeze the trigger because you slipped out of sight.