Ideas for guns in games

Post » Mon Jun 27, 2011 2:13 am

These are just some ideas I have that might or might not work in a FPS or RPG (or combination).

When reloading any type of gun with a detachable magazine, there are several features in the game that govern what happens.

#1: The player is able to find magazines and ammunition separately, then combine to have loaded mags. This amount of magazines is carried by the player in an inventory type system. When the player reloads his/her weapon (whether it is empty, partially full or full), the magazines in the inventory are cycled, replacing the mag that was just in the gun.

#2: There are 2 ways a weapon can be reloaded. The reload button can be tapped or held - tapping the reload button will result in the player dropping the magazine from the weapon and replacing it (one less mag in the inventory). If the reload button is held, the player replaces the in-gun magazine back into the inventory. Obviously tapping would take much less time than holding, but you would lose one of your magazines.

Of course you could always pick it up later ;)
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Mon Jun 27, 2011 1:32 am

It would be interesting for intense realism factors, but for a vast majority, and probably even for some of the minority, it might be found as annoying. There are games like Operation Flashpoint that I could see it being implemented great in, but a game like Call of Duty? Nope.
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Mon Jun 27, 2011 3:24 am

Definitely not Call of Duty, but I could see this happening in Battlefield. Still, more of a novelty and not necessary.


What we do need is alternate reloading animations with the possibility of jamming. It's weird seeing your character reload perfectly every time, with amazing speed, even in an arcade game like Call of Duty.
User avatar
[Bounty][Ben]
 
Posts: 3352
Joined: Mon Jul 30, 2007 2:11 pm

Post » Sun Jun 26, 2011 6:34 pm

Definitely not Call of Duty, but I could see this happening in Battlefield. Still, more of a novelty and not necessary.


What we do need is alternate reloading animations with the possibility of jamming. It's weird seeing your character reload perfectly every time, with amazing speed, even in an arcade game like Call of Duty.


There are a few games that have this but it doesn't really work that well for a competitive multiplayer game. Randomly jamming guns takes away skill and replaces it variables outside of the users control, which I don't like having in a competitive game. Though it does work well in simulation style games.

As far as the OP I like #2 more than #1, but I don't entirely get what you are trying to say with #1. In a similar vein (vain?) I have always wished games would let you drop your primary so you can take out your secondary gun quicker, at the cost of physically dropping your primary weapon.
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Sun Jun 26, 2011 9:37 pm

These are just some ideas I have that might or might not work in a FPS or RPG (or combination).

When reloading any type of gun with a detachable magazine, there are several features in the game that govern what happens.

#1: The player is able to find magazines and ammunition separately, then combine to have loaded mags. This amount of magazines is carried by the player in an inventory type system. When the player reloads his/her weapon (whether it is empty, partially full or full), the magazines in the inventory are cycled, replacing the mag that was just in the gun.

#2: There are 2 ways a weapon can be reloaded. The reload button can be tapped or held - tapping the reload button will result in the player dropping the magazine from the weapon and replacing it (one less mag in the inventory). If the reload button is held, the player replaces the in-gun magazine back into the inventory. Obviously tapping would take much less time than holding, but you would lose one of your magazines.

Of course you could always pick it up later ;)


Loading magazine is not something I would want to do in a combat situation. Would require down time for the player to reload magazine from boxes of ammunition.

I like 2 better but at the same time I don't just press the magazine release and drop my magazine. Doesn't work like that with a empty magazine they don't always perfectly fall out. I grab it and pull it out and stuff it in a little pouch. However for a game which will never be as real as we want it 2 is a far better option then one.
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Mon Jun 27, 2011 7:32 am

The original Solider Of Fortune had a more realistic reloading system - whenever you reloaded you lost your current clip. This is sort of half of the idea you are purposing and it did work well in SoF.
User avatar
Far'ed K.G.h.m
 
Posts: 3464
Joined: Sat Jul 14, 2007 11:03 pm

Post » Mon Jun 27, 2011 4:02 am

The system in Battlefield 3 is that if you have more than one round left when you reload you end up with 30 rounds + 1 in the chamber.
If you reload at 0 rounds, then you end up with 30, and it takes a little bit longer because you need to chamber a new round.

Don't know3 what happens to other left over rounds in the magazine though, whether they just get tossed, or put back into your ammo pool.
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Mon Jun 27, 2011 6:14 am

There are a few games that have this but it doesn't really work that well for a competitive multiplayer game. Randomly jamming guns takes away skill and replaces it variables outside of the users control, which I don't like having in a competitive game. Though it does work well in simulation style games.

As far as the OP I like #2 more than #1, but I don't entirely get what you are trying to say with #1. In a similar vein (vain?) I have always wished games would let you drop your primary so you can take out your secondary gun quicker, at the cost of physically dropping your primary weapon.


If you've ever played America's Army for the Xbox, you'll know what I'm talking about for #1. It's much more realistic with this type of ammunition system. Let's say you have 5 mags. You shoot one till' it's almost empty, then reload. Let's say you shoot the next 4 of your 5 mags to depletion. When you reload again that first mag that you shot till' it was almost empty will be cycled.
User avatar
Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Mon Jun 27, 2011 6:49 am

If you've ever played America's Army for the Xbox, you'll know what I'm talking about for #1. It's much more realistic with this type of ammunition system. Let's say you have 5 mags. You shoot one till' it's almost empty, then reload. Let's say you shoot the next 4 of your 5 mags to depletion. When you reload again that first mag that you shot till' it was almost empty will be cycled.


Oh ya, I've played games like that. I like this system because you don't reload every single time you get a chance. A shame no game uses it anymore.
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Sun Jun 26, 2011 7:33 pm

they need to implement a musket to a COD game and make it take 14 minutes to reload
User avatar
BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Mon Jun 27, 2011 6:11 am

Well Arma & Arma 2 does something like this. If you replace a clip that isn't empty it goes back to your inventory. This sometimes creates funny situations when I find out that all my remaining clips contain only a few rounds.
User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Mon Jun 27, 2011 7:41 am

I do feel it is extremely silly to have a magazine and reload 2 bullets into it by throwing it to the ground. Reloading should also take more time IMO, be a tactical choice to reload or swap weapons, in the CoD games, it's sometimes possible to reload faster than swapping to a pistol, no matter what the pop-up in-game boxes tell you.
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Mon Jun 27, 2011 5:35 am

These are just some ideas I have that might or might not work in a FPS or RPG (or combination).

When reloading any type of gun with a detachable magazine, there are several features in the game that govern what happens.

#1: The player is able to find magazines and ammunition separately, then combine to have loaded mags. This amount of magazines is carried by the player in an inventory type system. When the player reloads his/her weapon (whether it is empty, partially full or full), the magazines in the inventory are cycled, replacing the mag that was just in the gun.

#2: There are 2 ways a weapon can be reloaded. The reload button can be tapped or held - tapping the reload button will result in the player dropping the magazine from the weapon and replacing it (one less mag in the inventory). If the reload button is held, the player replaces the in-gun magazine back into the inventory. Obviously tapping would take much less time than holding, but you would lose one of your magazines.

Of course you could always pick it up later ;)

I always thought with bolts action or tube fed weapons you had to hold the reload button to reload all the ammunition. You could do them seperately or hold it and wait for them all to be hand loaded. and I had the same idea on mag cycling.....WOAH!
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Mon Jun 27, 2011 2:18 am

they need to implement a musket to a COD game and make it take 14 minutes to reload

Who the hell would take 14 minutes to reload a muzzle-loader?
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Sun Jun 26, 2011 9:16 pm

they need to implement a musket to a COD game and make it take 14 minutes to reload

I can load and fire a musket in less than a minute, I'm sure any soldier of that era could do it even faster.
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Sun Jun 26, 2011 11:38 pm

Gears of war has an intersting reload system. When you start reloading, you must press in the right order three buttons to succesfully reload. That's interesting. ---> afaik
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Mon Jun 27, 2011 12:40 am

I can load and fire a musket in less than a minute

:mellow:
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Sun Jun 26, 2011 5:12 pm

:mellow:

What? It's like learning how to use legacy systems. What would you do if your country was invaded, and the only weapons you had left were in museums?
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Mon Jun 27, 2011 12:12 am

What? It's like learning how to use legacy systems. What would you do if your country was invaded, and the only weapons you had left were in museums?

die? :violin:
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm


Return to Othor Games