'Realistic' reloading
Bacillus
Join Date: 2006-11-02 Member: 58241Members
Give reloading three phases: One where you've got the old mag in your gun, another where you've got no magazine in your gun and the last one with full mag. You can switch to your other weapons while reloading, but it resets you to the start of the phase you were in.
For example at the moment you can reload hmg at 80 bullets, cancel, shoot the skulk and try again. If the change was implemented, you'd have to cancel before taking the mag out to be able to shoot right after switching. Then again, you could take the 1st mag out, switch to pistol and pistol a skulk, then proceed to with the reloading by putting the new mag in.
Generally speaking the change would be to remove the weapon swapping to cancel the reload, but it might give skulks a bit of a edge vs heavier guns too. Then again heavy weaps might be a bit easier to reload as long as you can live through the attacks.
Discuss.
For example at the moment you can reload hmg at 80 bullets, cancel, shoot the skulk and try again. If the change was implemented, you'd have to cancel before taking the mag out to be able to shoot right after switching. Then again, you could take the 1st mag out, switch to pistol and pistol a skulk, then proceed to with the reloading by putting the new mag in.
Generally speaking the change would be to remove the weapon swapping to cancel the reload, but it might give skulks a bit of a edge vs heavier guns too. Then again heavy weaps might be a bit easier to reload as long as you can live through the attacks.
Discuss.
Comments
I don't like the current way of reloading though and I think marines should only be able to cancel it to switch weapons, but not in order to use the remaining ammo.
This would give skulks an edge vs heavier guns, Marines needed to think a little more before starting the reload and you could still have those little mind games, where marines switch to 2nd/3rd weapon and then switch back to unload their 1st weapon after the aliens approach.
Simple but maybe one of the most used things for a marine? Why not make the "MOST USED COMMAND BY ANY MARINE" interesting and dynamic?
However i see this bug being script able of something to shorten reload time eg:
Marine starts reload waits untill he has literaly JUST reached the no magazine in wepon break point then swaps wepons to pistol and back and continues reloading which removes the middle phase of "no mag" to 0 cutting the reload time by 1/3...
Just a thought about how there could be a problem.
I don't think the implementation would overcomplicate things too much, exept maybe for the time that it takes to code. You're finishing the reload on one try 90% of the time anyway. For the 10%, its just one little slight depth thingy that can be figured out by common sense, instead of the present system, which kinda abuses the engine.
For the bug part, I don't know, but I guess the devs can figure out if its worth a try.
The interesting and dynamic was to sprout a thing inside your brain to think further. For example if there are seperate stages of loading there could be different types of ammunition or something "interesting and dynamic" like that.
And ontop of what locallyunscene said it would really fix the ###### "omg i have a GL and i cant kill a skulk" problem.
I agree with you. Not a bad idea really, it's just missing two aspects to make it actually realistic.
1. bullet in the chamber
2. throwing away the magazine (instead of getting the un-used rounds out of it through magic)
PS: #2 encourages you to not waste ammunition and adds new depth in the player needing to be aware of conserving their rounds (which should help the commander actually)
Not the most important idea, but simple and positive for immersion
<b>vote <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->yes<!--colorc--></span><!--/colorc--></b>
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The interesting and dynamic was to sprout a thing inside your brain to think further.<!--QuoteEnd--></div><!--QuoteEEnd-->
Why even bother with clips? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<img src="http://www.ar15armory.com/forums/uploads/1129952498/gallery_155_12_29659.jpg" border="0" class="linked-image" />
<img src="http://images.outdoorinteractive.net/mgen/506109_d.jpg" border="0" class="linked-image" />
lol
and i like this idea, because while it would give skulks a boost when they get the jump on the marine, and it would give marines a boost when the skulks don't.
if the skulk jumps the marine while hes reloading, then hes kinda screwed, but if in general this helps marines because you can get partway through the reload, then pause it and continue it later, cutting down on the total reload time.
also i think it would add a lot into the atmosphere and immersiveness of the game.
Yes this would make chosing the right time to jump on a marine for a skulk alot easier...
The marine has to chose, risk losing his life... Or deffinately lose some ammo...(any still maybe his life)
1. bullet in the chamber
2. throwing away the magazine (instead of getting the un-used rounds out of it through magic)
PS: #2 encourages you to not waste ammunition and adds new depth in the player needing to be aware of conserving their rounds (which should help the commander actually)<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1676526:date=Apr 22 2008, 04:20 AM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Apr 22 2008, 04:20 AM) <a href="index.php?act=findpost&pid=1676526"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've always wondered, when marines have nanite technology, why are they still using clips? If nanites can drop a ammo pack of clips out of seemingly thing air, why the heck do marines even bother with the 'middle man' of the clip step, can't the nanobots just build the projectile ammunition inside the rifle? Are we sure clips are filled with ammunition and not nanite sludge?
Why even bother with clips? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Clearly, there is a joint answer to your questions. Bullets can't be manufactured inside the gun because that would gum up the gun workings, so they're normal bullets -- but the <i>magazines</i> are made of nanites, and when you pull out a half empty magazine the nanites automatically extract the unused ammo to transfer it to your next magazine. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Oh, and "one-bullet-in-the-chamber" is all well and good when a single well placed headshot can eliminate any enemy, but it's kind of pointless in the NS damage model where firing one bullet is such a waste of time you'd be better off just using your knife.
Or at least tell us that they are so we can pretend that they are.
Is this the right thread?
(of course, no more balancing your knife on your finger tip I suppose..)
Why would you want that?
Actually, forget that, never mind.
Warhammer 40K chainsword???
That is just silly because it carries lots of other problems with it. (structural integrity comes to mind for one)
I guess you haven't seen this silly tv commercial: <a href="http://www.youtube.com/watch?v=7kMt-4IGcK8" target="_blank">http://www.youtube.com/watch?v=7kMt-4IGcK8</a>
Now lets just assume futuristic setting of NS2 has inventors/engineers/scientists/machinists that have overcome "structural integrity" problems with new composites or energy fields or what have you, which I don't think is that big of a stretch in the land of phase gates, portals, beacons, nanites (nanobots), space ships (thus the tech to safely have humans survive and thrive in the vast reaches and cosmic extremes) and so on.
You know what I find silly? Limited imaginations and not acknowledging the need for good writers (tv, movie, and other forms of entertainment, like games for instance). Now if its a game design issue, that's something more reasonably restricted given monetary, time, and current software tool restrictions - which are more of a challenge then say, design document goals. But NS2 should be past the point of no return on design document goals, it should be into refinement of details, so its a moot point.
<!--quoteo(post=1677318:date=May 1 2008, 01:57 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ May 1 2008, 01:57 PM) <a href="index.php?act=findpost&pid=1677318"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess you haven't seen this silly tv commercial: <a href="http://www.youtube.com/watch?v=7kMt-4IGcK8" target="_blank">http://www.youtube.com/watch?v=7kMt-4IGcK8</a><!--QuoteEnd--></div><!--QuoteEEnd-->
What this demonstrates is a variant of a <u>chainsaw</u>.
Give marines miniature chainsaws and cut this pseudoscience/junk science.
There are already several patents for, and experiments already done on, vibrational systems to assist cutting; I'd paste links but I can't find a comprehensive source, or something that explains it in detail. Just look for 'vibration cutting' in google.
Yes, a vibrating combat knife is very much in the realm of science fiction.
The point is just to up the destructive power of the knife, or rather, to explain how a knife could possibly do (more) damage to something with skin hard enough to stop bullets.