» Sat May 28, 2011 11:41 am
i loved how, in ARMA and SWAT 4 and even Jagged Alliance 2, spent mags were swapped out for fresh ones but the not-full ones were still kept in reserve, so you'd inevitably have to go back to them later. it's always bugged me that more games didn't have that, that they effectively just use an ammo pool and not actual magazines.
it wouldn't be especially hard to implement. a lot of FPSs have a maximum on how much ammo you can carry (i believe in CoD4 the cap is 420 rounds for an assault rifle, which is 14 magazines), so why not keep track of that in terms of individual magazines? they could sort them in descending order, so the mags with the most rounds left would be up to bat first, and the emptier mags would be at the end, and there could be an optional "hardcoe" option where it's sort of randomly chosen, so you've got a chance of swapping in one with three rounds left. it would make topping off a tactical decision (and as big a fan of firearm realism in games as i am, i am totally guilty of topping off in every game i've ever played.
i love the idea of having to scavenge for additional mags, so you start off with a fairly low ammo cap and you can progressively build it up in a way that feels meaningful. i love the idea of not being able to use a weapon until you have the proper magazine for it, so you could get some insanely overpowered rifle five minutes into the game but barely be able to use it until you've found some. i love pretty much any idea related to either making guns feel more realistic in videogames, especially in videogames that paint themselves as at least somewhat realistic, or making a post-apocalyptic game feel more post-apocalyptic.
i strongly dislike the idea of turning this into some sort of overly-complicated micromanagement thing, though. if it were as simple as a thing in the inventory section of your pipboy saying "Refill Mags" that you couldn't hit during combat, that would be alright. however, combat in Fallout 3 (and New Vegas by association) revolves almost entirely around emptying a magazine into an enemy to kill it, so pretty much if something like this were implemented, combat would end up being a series of hit and run attacks, which would quickly get tedious.
the only way to solve that would be either to make enemies weaker (meaning the player would have to be made weaker, for the sake of blaance) or to make every gun significantly more powerful, which most people would see as "making the game more of an FPS", which most people seem opposed to, even though really it would be less that and more emphasizing the differences between passive and aggressive playthroughs, so charisma boys would have more of a reason to avoid combat (but could always blow someone's head off dramatically if they wanted/needed to).
i don't know why i bothered putting actual thought into a reply in a thread that's devolved into what this thread has devolved into. i guess i could always copy and paste it somewhere else.