The rank leveling suggestions I think are bad ideas. Weapons don't behave any differently depending on rank or rewards, unless they cherry pick the best ammo and the best firearms for the person, and that doesn't seem like something they would ever do except for sharpshooters.
I am largely in favor of stoppages. I have had an interest in firearms for almost 30 years and I know that it is one of several important realities of them. I think it adds spice, immersion and a new spin on things where one must sometimes improvise unexpectedly, or one is faced with such a person. I can understand if someone doesn't want anything random (although not anyone with such preferences being drawn to anything simulating reality however) but the reasons given in this topic are plain goofy.
'Players have no control over stoppages'
That is similar to saying that we have no control over the chance of accidents in traffic at all. If one does not follow the following guidelines, the risk of stoppage goes up, and it is clear how and why it happened
- Choose a more reliable firearm (this is a really major obvious thing. Makes the bolt action weapons a bit more tasty to use, too).
- Don't overheat the mechanism & barrel.
- Don't submerse the firearm in liquid.
- Don't open the bolt of the firearm or expose an open-bolt (all SMG & MG) firearm to flying particles..
- Don't intentionally slam the firearm into things, especially more fragile variants.
- Don't let the firearm get damaged by dropping it, exposing it to explosives, fragments from explosives, bullets or fire.
'Getting a stoppage would be SO FRUSTRATING so why should it be in there?'
Most of the time chances are nothing special happens when getting a stoppage. Just 1-2 seconds of not shooting a lot of the time. Yeah, maybe missed shooting someone. Yeah, maybe even get killed yourself. Reminds me a lot of having limited ammo and magazines. I like the reload feature a lot, in fact I think the game would be much worse off without it. Having to reload happens to the other person too. It is awesome when someone has to reload just as they would have had me.
'Random factors are bad'
Any shooting is a bit random because of the barrel and ammo not permitting a bullet to fly 100% in the same spot each time even if the weapon is welded stuck to something. Much worse with rapid fire and pistol cartridges. This is like a cone of fire that differs between the weapons. The fatigue / lack of perfect stability in the arms, breathing - also random. Grenades and artillery kills mostly through little metal fragments. It is fully possible to be near one and get lucky, not getting hit at all (in real life at least). And to get hit faaar away, lethally.
Certainly it is not possible to argue that firearm stoppages are bad because they are random without also arguing that the above is also bad. Even Counter-Strike has plenty of random elements even with the shooting even if not as much as Red Orchestra.
The appeal for people like me is that it is realistic. Using random as bad as argument makes me think of the ultimate expression of it: something like Quake where one moves a blob around at high speed in a black environment, trying to center the crosshairs fast enough on the other blobs flying around the place faster than they can on you. Completely un-random, all player skill indeed. Nothing wrong in liking that. Red Orchestra just does not use that as a design philosophy. There is no virtue in avoiding randomness for this reason alone.
There being random heart attacks and such is really not worth spending resources on in my opinion, as it is so immensely improbable anyway.