Apologies for the length of post. Tried trimming already..
I don't agree that it is better to just suicide self to get the main weapon back than to clear a stoppage. Again we can compare it to having limited ammunition, reloading and why not heating barrels om machine guns. It is the same philosophy. I am certain that most players love the limited ammo and barrel heating and so they would this (if done right). Here are reasons why we should not fear that people will suicide themselves to get a new main weapon:
On the risk/cause of stoppages
The way I envision it is the same as reality. Each firearm has a base value risk of stoppages, upon which those external factors will worsen. You can never eliminate the risk of it completely, but getting the most reliable bolt action rifle (would that be the Mosin-Nagant? Tapered casings I think) means one would not have to worry about stoppages in general. Choosing an early, unreliable self-loading rifle (SVT-40 or G41) would have a much higher baseline risk of jams (tempting firepower though )
Types of stoppages
Reality has loads of reasons and several types of stoppages. Here are the ones I remember, with my defunct memory on how to clear them:
Physical damage / deformities to the mechanism will of course be able to cause any of the above.
Implementation late in development - Design Proposal
Reality has many reasons. But Tripwire Interactive does not have infinite resources to model everything. The first, simplest model that is crude but much better than nothing is as follows:
All stoppages manifest themselves as the ‘failure to fire’ kind where the primer is faulty. Cycling the bolt once will eject the unfired cartridge and chamber the next one. Treated like manual vs auto bolting. Faster when manual. Simple for people of any skill level. Faster than a regular reload.
Required: Most likely all weapons already have a ‘cycle bolt only’ animation, as that is the case in Red Orchestra. That leaves needing code that computes the risk of stoppage, using some extra values assigned to them in some .ini file by the dev team, some documentation, testing, and the code and interface for the ‘auto vs manual’ option. Yep, small things take more resources than it appears. But it’s worth it sometimes
Fleshed out & delicious proposal: Same as above except that there is a risk of serious stoppage, in which case the bolt cannot be successfully cycled X amount of times (perhaps never). Requires an incomplete bolt cycle animation and sound effect for each weapon.
Manual bolt cycling
Years ago we were given a reload button. Then an iron sight button. Then a deploy bipod weapon. Then a switch-barrel button. The time is right for the ‘cycle bolt’ button. Simple implementation: A new button cycles the bolt (when shooting bolt action rifles in manual mode, the left mouse button can no longer perform the cycle bolt action). It is used all the time for bolt action rifles, and to clear stoppages on any weapon.
Drool-inducing variant: in full manual realism mode, pressing the reload button only discards and inserts new magazine/stripper clip. But the bolt key is necessary for, well, cycling the bolt. Yum!
Cooking off
Firing too much should run the risk of igniting the cartridge prematurely in some firearms. Very simple to implement: there is already code for overheating barrels for MGs. If barrel temperature goes above threshold, every few seconds a check is made for if the cartridge will cook-off (same as the fire button having been pressed).
Slam-fire
On weapons with floating firing pins and closed bolt operation (G41/43, StG44, SVT-40 perhaps?) gets stuck in the forward position and has the same effect has having the trigger held down. Auto fire.
I don't agree that it is better to just suicide self to get the main weapon back than to clear a stoppage. Again we can compare it to having limited ammunition, reloading and why not heating barrels om machine guns. It is the same philosophy. I am certain that most players love the limited ammo and barrel heating and so they would this (if done right). Here are reasons why we should not fear that people will suicide themselves to get a new main weapon:
1. The firearm can be used as a melee weapon (especially if having a bayonet attachable).
2. Some classes have personal side-arms exactly for this kind of situation.
3. Might be equipped with grenades.
4. In Red Orchestra and Darkest Hour, weapons are typically plentiful and easy to come by. Most of the time it is the weapons of people in the own army that tend to fall to the left and right of us (speaking of which, I really like how they make you pick up the ammo for it separately from the weapon).
5. I almost never run out of ammunition, but when it does, I never found a need or desire to get myself killed so I can respawn for more ammo. I have not observed or heard about this from others ever either. I am sure there can be people like that but..
2. Some classes have personal side-arms exactly for this kind of situation.
3. Might be equipped with grenades.
4. In Red Orchestra and Darkest Hour, weapons are typically plentiful and easy to come by. Most of the time it is the weapons of people in the own army that tend to fall to the left and right of us (speaking of which, I really like how they make you pick up the ammo for it separately from the weapon).
5. I almost never run out of ammunition, but when it does, I never found a need or desire to get myself killed so I can respawn for more ammo. I have not observed or heard about this from others ever either. I am sure there can be people like that but..
On the risk/cause of stoppages
The way I envision it is the same as reality. Each firearm has a base value risk of stoppages, upon which those external factors will worsen. You can never eliminate the risk of it completely, but getting the most reliable bolt action rifle (would that be the Mosin-Nagant? Tapered casings I think) means one would not have to worry about stoppages in general. Choosing an early, unreliable self-loading rifle (SVT-40 or G41) would have a much higher baseline risk of jams (tempting firepower though )
Types of stoppages
Reality has loads of reasons and several types of stoppages. Here are the ones I remember, with my defunct memory on how to clear them:
1. Failure to chamber
If bolt action rifle: the bolt gets stuck against something when trying to close it forward.
If closed bolt auto-loader (G41, SVT-40, all autoloading handguns), probably noticed when nothing happens when pulling trigger.
If open bolt auto-loader (All SMG & MG): goes click when pulling trigger.
Reason: Deformed casing, deformed mechanism (due to temperature or damage), unreliable design or dirt.
Fix: Remove magazine (if there is one) cycle the bolt, then reinsert magazine and try again.
2. Failure to fire
For all weapons: a click when pulling trigger.
Reason: defective cartridge primer or firing pin not strong enough for the type of primer being used.
Fix: Cycle the bolt manually once.
3. Failure to extract
The spent (not necessarily but) cartridge does not get ejected from the firearm, either just going back into the chamber or getting stuck in strange positions, including portruding out sideways like a 'stove pipe'. Almost only affects auto-loaders as far as I know.
Reason: the recoil/gases used to cycle the bolt were not strong enough to cycle it fully.
Fix: If it was re-chambered, just manually cycle the bolt. Otherwise it can be tricky (I simply don't know how one fixes stovepipes)
If bolt action rifle: the bolt gets stuck against something when trying to close it forward.
If closed bolt auto-loader (G41, SVT-40, all autoloading handguns), probably noticed when nothing happens when pulling trigger.
If open bolt auto-loader (All SMG & MG): goes click when pulling trigger.
Reason: Deformed casing, deformed mechanism (due to temperature or damage), unreliable design or dirt.
Fix: Remove magazine (if there is one) cycle the bolt, then reinsert magazine and try again.
2. Failure to fire
For all weapons: a click when pulling trigger.
Reason: defective cartridge primer or firing pin not strong enough for the type of primer being used.
Fix: Cycle the bolt manually once.
3. Failure to extract
The spent (not necessarily but) cartridge does not get ejected from the firearm, either just going back into the chamber or getting stuck in strange positions, including portruding out sideways like a 'stove pipe'. Almost only affects auto-loaders as far as I know.
Reason: the recoil/gases used to cycle the bolt were not strong enough to cycle it fully.
Fix: If it was re-chambered, just manually cycle the bolt. Otherwise it can be tricky (I simply don't know how one fixes stovepipes)
Physical damage / deformities to the mechanism will of course be able to cause any of the above.
Implementation late in development - Design Proposal
Reality has many reasons. But Tripwire Interactive does not have infinite resources to model everything. The first, simplest model that is crude but much better than nothing is as follows:
All stoppages manifest themselves as the ‘failure to fire’ kind where the primer is faulty. Cycling the bolt once will eject the unfired cartridge and chamber the next one. Treated like manual vs auto bolting. Faster when manual. Simple for people of any skill level. Faster than a regular reload.
Required: Most likely all weapons already have a ‘cycle bolt only’ animation, as that is the case in Red Orchestra. That leaves needing code that computes the risk of stoppage, using some extra values assigned to them in some .ini file by the dev team, some documentation, testing, and the code and interface for the ‘auto vs manual’ option. Yep, small things take more resources than it appears. But it’s worth it sometimes
Fleshed out & delicious proposal: Same as above except that there is a risk of serious stoppage, in which case the bolt cannot be successfully cycled X amount of times (perhaps never). Requires an incomplete bolt cycle animation and sound effect for each weapon.
Manual bolt cycling
Years ago we were given a reload button. Then an iron sight button. Then a deploy bipod weapon. Then a switch-barrel button. The time is right for the ‘cycle bolt’ button. Simple implementation: A new button cycles the bolt (when shooting bolt action rifles in manual mode, the left mouse button can no longer perform the cycle bolt action). It is used all the time for bolt action rifles, and to clear stoppages on any weapon.
Drool-inducing variant: in full manual realism mode, pressing the reload button only discards and inserts new magazine/stripper clip. But the bolt key is necessary for, well, cycling the bolt. Yum!
Cooking off
Firing too much should run the risk of igniting the cartridge prematurely in some firearms. Very simple to implement: there is already code for overheating barrels for MGs. If barrel temperature goes above threshold, every few seconds a check is made for if the cartridge will cook-off (same as the fire button having been pressed).
Slam-fire
On weapons with floating firing pins and closed bolt operation (G41/43, StG44, SVT-40 perhaps?) gets stuck in the forward position and has the same effect has having the trigger held down. Auto fire.
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