Sorry for my substandard English, it's my third language.
So, as far as I understand, pretty much everyone wants the unique no-spray, make-your-hits-count-feeling of Rising Storm implemented into RS. Me too. But how do you do that when virtually every weapon in the game is self-reloading or even fully auto? Decrease damage to the point where you need two or three hits to the torso to kill someone? No, that's what Call of Duty is for. Decrease accuracy to absurdly low levels? No, that's what Call of Duty is for. Well, to make it short, my answer is to implement realistic reload times and a realistic "ammo management"
What I mean by that is simple. In computer games, it usually takes the player 2-3 seconds for a magazine change and 3-4 secs for a reload. But is that realistic? Well, it is true that, while standing or kneeling, with a lot of training and modern Velcro pouches, such a speed is possible.
But which units back then had Velcro pouches?
Keep in mind that the actual sequence of actions you need to accomplish in order to change a magazine/reload is the following:
Remove magazine from weapon - (If not empty, stuff it into your belt or somewhere) - Open ammo pouch - insert new magazine - (Press bolt release/Operate charging handle) - Close ammo pouch - Continue firing
I did my basic training in the Swiss army some 15 years ago, and we had no Velcro pouches. Especially while lying it was an absolute pain in the *** to close these damn pouches. I am aware that a marine receives way better training, but three to four seconds for a reload while laying awkwardly in some jungle **** and being shot at? Really? And what's with the magazines in your RIGHT ammo pouch? How do you take them out with your left hand while laying?
So, to make a long story short: I would make reload times longer and give the player a possibility of an open-pouch, "emergency" reload. It's faster, but when you run around or throw yourself onto the ground afterwards, you might lose your magazines. Also, I would make the magazines in the right pouches more difficult to access. If the player doesn't change them to the left side, after the first three or four magazines his reloading time will increase and he will have trouble reloading while laying.
By implementing such a system, you'd make the game more realistic, more tactical (where do I reload, keep my left pouch full) and, first and foremost, you'd eliminate the problem of everyone blasting around in full auto. If your reload takes up to 10 seconds, you'll think twice whether or not flip the selector to full auto...
whaddaya think?
So, as far as I understand, pretty much everyone wants the unique no-spray, make-your-hits-count-feeling of Rising Storm implemented into RS. Me too. But how do you do that when virtually every weapon in the game is self-reloading or even fully auto? Decrease damage to the point where you need two or three hits to the torso to kill someone? No, that's what Call of Duty is for. Decrease accuracy to absurdly low levels? No, that's what Call of Duty is for. Well, to make it short, my answer is to implement realistic reload times and a realistic "ammo management"
What I mean by that is simple. In computer games, it usually takes the player 2-3 seconds for a magazine change and 3-4 secs for a reload. But is that realistic? Well, it is true that, while standing or kneeling, with a lot of training and modern Velcro pouches, such a speed is possible.
But which units back then had Velcro pouches?
Keep in mind that the actual sequence of actions you need to accomplish in order to change a magazine/reload is the following:
Remove magazine from weapon - (If not empty, stuff it into your belt or somewhere) - Open ammo pouch - insert new magazine - (Press bolt release/Operate charging handle) - Close ammo pouch - Continue firing
I did my basic training in the Swiss army some 15 years ago, and we had no Velcro pouches. Especially while lying it was an absolute pain in the *** to close these damn pouches. I am aware that a marine receives way better training, but three to four seconds for a reload while laying awkwardly in some jungle **** and being shot at? Really? And what's with the magazines in your RIGHT ammo pouch? How do you take them out with your left hand while laying?
So, to make a long story short: I would make reload times longer and give the player a possibility of an open-pouch, "emergency" reload. It's faster, but when you run around or throw yourself onto the ground afterwards, you might lose your magazines. Also, I would make the magazines in the right pouches more difficult to access. If the player doesn't change them to the left side, after the first three or four magazines his reloading time will increase and he will have trouble reloading while laying.
By implementing such a system, you'd make the game more realistic, more tactical (where do I reload, keep my left pouch full) and, first and foremost, you'd eliminate the problem of everyone blasting around in full auto. If your reload takes up to 10 seconds, you'll think twice whether or not flip the selector to full auto...
whaddaya think?