Example of my idea
For reference I shall refer to a 30 round a clip, clip fed gun for the rest of this post.
You reload. this would include taking out the existing clip, replacing it, and chambering the first round.
Now this gun has 29 in the clip and 1 in the chamber for still 30 rounds total before you would have to reload.
If you reload now, it would remove however many rounds are in the gun minus 1 and add 30 more for a total of 31 rounds, if the gun is empty then it just adds 30 rounds.
**{Examples} If ammo counter for gun reads 13, it removes 12 bullets(what is left in the clip, which is the ammo counter minus 1), leaves 1 in (the chambered round), and adds 30 to the ammo counter. 31 rounds would be the reading from the ammo counter after a reload from when the ammo counter read 13(or any number greater than or equal to 1). However if the ammo counter reads 0 then it would remove no bullets(since there are none in the clip), leave the chamber empty(since it already was), and add 30 to the ammo counter which would show 30 on the ammo counter after the reload. The last scenario would be if you had a fully reloaded gun, and you shouldn't be able to reload then anyways. :P**
With this functionality you would have one in the chamber and a full 30 round clip. This means that if you reloaded when the ammo counter read greater than or equal to 1 you would not have to include the chambering of the first round in the reload time and animation(which could be annoying to program in? idunno?) because it would already be there so careful management of ammo could lead to slightly faster reload times for clip fed guns.
Now if you cancel the reload(assuming this functionality is possible) you can now fire one shot with this gun because of the chambered round.
I personally think this would be a very cool mechanic to include in the game and in every game I have seen this in I have greatly enjoyed it as a small but clever addition to the gameplay.
Apologies for wall of text and I would like to hear thoughts on this.
For reference I shall refer to a 30 round a clip, clip fed gun for the rest of this post.
You reload. this would include taking out the existing clip, replacing it, and chambering the first round.
Now this gun has 29 in the clip and 1 in the chamber for still 30 rounds total before you would have to reload.
If you reload now, it would remove however many rounds are in the gun minus 1 and add 30 more for a total of 31 rounds, if the gun is empty then it just adds 30 rounds.
**{Examples} If ammo counter for gun reads 13, it removes 12 bullets(what is left in the clip, which is the ammo counter minus 1), leaves 1 in (the chambered round), and adds 30 to the ammo counter. 31 rounds would be the reading from the ammo counter after a reload from when the ammo counter read 13(or any number greater than or equal to 1). However if the ammo counter reads 0 then it would remove no bullets(since there are none in the clip), leave the chamber empty(since it already was), and add 30 to the ammo counter which would show 30 on the ammo counter after the reload. The last scenario would be if you had a fully reloaded gun, and you shouldn't be able to reload then anyways. :P**
With this functionality you would have one in the chamber and a full 30 round clip. This means that if you reloaded when the ammo counter read greater than or equal to 1 you would not have to include the chambering of the first round in the reload time and animation(which could be annoying to program in? idunno?) because it would already be there so careful management of ammo could lead to slightly faster reload times for clip fed guns.
Now if you cancel the reload(assuming this functionality is possible) you can now fire one shot with this gun because of the chambered round.
I personally think this would be a very cool mechanic to include in the game and in every game I have seen this in I have greatly enjoyed it as a small but clever addition to the gameplay.
Apologies for wall of text and I would like to hear thoughts on this.
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