Red Orchestra did this. It worked really well too.Gerrawn said:The name of the game escapes me, but there was one WW2 shooter that had that system. Instead of seeing how much ammo you still had left in your magazine you saw the weight of it, the heavier the mag, the more bullets you had in it.
Ammo will only have weight in the hardest difficulty.S.R.S. said:It's a video game. I understand it's "unrealz" but so is shooting a gun without ear protection.
Ammo will have weight in New Vegas, so we all have something to look forward to.
Altorin said:I would imagine his rifle is more powerful then that tommy gun.S.R.S. said:What about the big guns? Would you need to wear protection then?Marine Mike said:I never wore ear protection shooting my rifle in the Marines, even on the range. Don't have any major hearing loss, and its only uncomfortably loud if you're inside a building.S.R.S. said:It's a video game. I understand it's "unrealz" but so is shooting a gun without ear protection.
Ammo will have weight in New Vegas, so we all have something to look forward to.
e.g.
![]()
(not a big gun. I needed an example)
OT: I would hate it if ALL games did this, but if a few of them decided to.. ehh, it's their game, they can do what they want, I just won't play it.
That's what I thought too, but Heavy Rain seems to be doing pretty well for itself...Auric said:Because, mimicing real life generally = retarded game.
You should play Resident Evil Out Break 1 and 2.BrynThomas said:So I've been thinking about this for a while, why isn't common for any games to have realistic reloading? The vast majority have the unlimited magazines that are always full, some games have the loss of the remaining contents of the magazine each time you reload, but no game (that I know of) so far has had a realistic reloading with a number of bullets separate from the number of magazines.
I don't think this would be fun with all games, but I think a survival based shooter like STALKER or a horror like Condemned could benefit from my following proposal.
The character has an inventory, there's a number of magazine and a number of each bullets, in a safe area or whenever the player rests, the character can automatically fill as many magazines as he can with the rounds.
When the play taps the button to reload he switchs to the next magazine in an cycle, if the magazine isn't empty it goes back in circulation, this means eventually the player will be drawing half empty mags.
However if the play holds the reload button down, he removes the magazine and start filling it manually with whatever ammo that is floating around the inventory if the button is released he stops filling regardless of many rounds are in it (saying 7 out of 15), this is means in quiet moments the player can make sure all his magazines are full or in desperate moments they can shove a couple of rounds into a magazine before shooting say the last of a mob of zombies climbing up a building.
The ammo and magazine have specific weights, so that needs to be considered in inventory management and enemies magazines would a pot luck on whether they'd have any rounds. Shotguns would reload normally and perhaps machine guns could have links of ammunition as well. The type of weapons you choose would be influenced by all this, revolver versus semi-automatic etc.
This could create tense moments, say for example the player is sneaking through an abandoned building with only an empty handgun they've picked up from a dead body, they find a box of cartridges and suddenly a shrill monster noise erupts from the next room, they hurriedly start reloading their magazine as the door crashes open, they slam a half full magazine in just in time to cap the beast between in the eyes.
So what do you think?
Only in Hardcore mode thoughS.R.S. said:It's a video game. I understand it's "unrealz" but so is shooting a gun without ear protection.
Ammo will have weight in New Vegas, so we all have something to look forward to.
Play SWAT4, it has all that.OmegaXzors said:If you went two realistic, a couple shots and you'd be down. I always wondered how a FPS would play if someone shot you in the leg and you immediately were crippled.
I like the idea of knowing your ammunition to the bare bone so you plan around it, but I think the casual gamer would be turned off.
Oh yeah it would definitely need an auto reload in safehouses, loading zones, etc. My idea is not to have you have to do the tedious reloading that often, just a couple of times at most, the more you play the game the more you'd try to conserve ammunition and reload where appropriate rather than all the time.Gethsemani said:The OPs idea seems good and all, my main gripe with it is that it could quickly become really, really annoyingly, mind shatteringly boring. There would have to be some way to do it "in the background" or have the game automatically perform it at certain point (ie. you return to your safe house/the local bar and have the option "reload mags when in safety" turned on) otherwise I can imagine how it becomes a real gamebreaker to sit with R pressed down for 30 seconds on end after every gunfight just to refill your magazines.