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Banned
(11-11-2010, 07:05 AM)
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Are there any FPS/shooter games that have a realistic reload/ammo system?
#1
For some reason I thought of this while playing Goldeneye on Wii lately, because I would be sneaking, headshot a guard with one bullet, then want to reload every time.
I'm no gun enthusiast, but isn't it rather complicated to load bullets into a magazine? Otherwise you're swapping out the entire contents of the magazine for a full one. Every shooter i've ever played just has a quantity of bullets that are subtracted as if they were being poured into a hopper for the gun to use. I guess it doesn't make the most sense from a gameplay/design sense - but at the same time I could see it making for some really tense situations where you have to choose your shots carefully and time your reloads with finding cover, or you waste a portion of the magazine for a new one. I know games get all kinds of things wrong with technical stuff and guns but I really can't think of any games that handle this in a more realistic way. Even the stalker series or Far Cry 2 or Fallout use this unrealistic method of ammunition use. I'm pretty sure even the flashpoint and other super realistic sims use the "bullets in a hopper" method. |
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The Mayuh of f'n Bawston
(11-11-2010, 07:12 AM)
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#5
Originally Posted by SonOfABeep:
I think a good system would be one in which a magazine with unspent ammo would get put back into rotation (eventually when you reload you'd have to reload magazines that weren't full.) I think that would teach players not to tap reload constantly. And yes putting rounds into a magazine is a pain in the ass, it's certainly not anything you'd want to do (or maybe even be able to do) under fire. |
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mashadar's neko-mimi slave
(11-11-2010, 07:16 AM)
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#8
Alien Swarm has this. It's not a FPS, but it's certain a shooter (top down shooter). You have a number of magazines, and each magazine contains a number of bullets. If you perform a manual reload before you run out of ammo on a mag, all the bullets in that mag are lost.
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The Mayuh of f'n Bawston
(11-11-2010, 07:20 AM)
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#12
Thing is in real life, even if you were down to one or two rounds in a magazine, you could pop it out, put in a fresh magazine, and then save that magazine with one or two rounds for later in case you really needed it. So throwing the magazine and its ammo away is a little extreme.
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Banned
(11-11-2010, 07:21 AM)
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#13
Yeah good to see there are some games that do it.
I'd really like to see it added into games like fallout and goldeneye and many others, where the focus isn't on pure action but survival or stealth or immersion. Far Cry 2 could have used it to good effect too. STALKER seems made for this kind of thing. Managing magazines and such. What if you only had a certain number of magazines and if you ran out of loaded magazines you were fucked in stalker.. that would be tense. |
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Member
(11-11-2010, 07:21 AM)
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#14
Originally Posted by duckroll:
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mashadar's neko-mimi slave
(11-11-2010, 07:24 AM)
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#16
Originally Posted by Pylon_Trooper:
There isn't a ton of replay value though. After spending a few hours on it with different groups of friends and maxing out my level, there wasn't much to go back too. If Valve decides to monetize it in future by selling campaign packs, I might consider it. |
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Member
(11-11-2010, 07:26 AM)
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#19
Originally Posted by Neuromancer:
Ok im down to my last magazine, fuck 3 bullets... |
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mashadar's neko-mimi slave
(11-11-2010, 07:33 AM)
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#23
Originally Posted by SonOfABeep:
The problem is, you have to weigh the pros and cons. Unless the shooter is aiming for a specific type of gameplay to set itself apart from other shooters and the reloading mechanic could seriously aid it in that aspect, there is very little reason to do it. Because gamers are already familiar with a type of reloading mechanic in most games, there has to be a good reason to force them to play your game differently in terms of ammo management. This can be a good thing if the game is balanced around realism (see: Rainbow Six), and add an extra unique selling point to that game. It is usually a bad thing though, if the only reason it is done is because it is "more realistic". Adding realism for the sake of realism into a game when most other titles in that genre avoid that aspect, is not something that would benefit consumers. |
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Member
(11-11-2010, 07:35 AM)
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#25
Originally Posted by amar212:
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Member
(11-11-2010, 07:38 AM)
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#27
Originally Posted by duckroll:
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(11-11-2010, 07:56 AM)
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#32
Originally Posted by Instro:
If people want to talk about realism though, soldiers almost never throw empty/half empty mags away, they have a "dump/drop pouch" on their waist/leg where they store their expended mags. Throwing away mags is a Hollywood thing. Speaking of realism in shooters, I liked when Gears of War actually did a "pick up weapon from ground" animation when you got extra ammo instead of auto getting it by running over. That was a cool little polish item, I'd never seen in a shooter before Gears 1. |
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Banned
(11-11-2010, 08:04 AM)
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#33
There's several ways to reload - emergency reloads are where you discard the clip, for reloading in the middle of combat.
I think it'd be interesting if you had the option of different types of reloads and such and had to choose appropriately for the situation. And retrieve the discarded clip after the firefight. And it'd take longer to reload with the drop pouch, and you could pick up enemy magazines. I think that'd be a good compromise for more arcadey games. Enemies could drop magazines that you still have to manage or swap out for full ones. Like you could only hold 5 or so full magazines and had to swap them out periodically or manually reload. |
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Member
(11-11-2010, 09:03 AM)
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#34
Originally Posted by Neuromancer:
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Blinded by the luminous glory that is David Bowie's physical manifestation.
(11-11-2010, 10:06 AM)
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#36
Originally Posted by Neuromancer:
Dropping the ammo is pretty stupid in a gameplay aspect, but I can see the appeal. The rotational mag system sounds interesting in theory, but it seems like it would be extremely hard for the game to calculate all the time. "One bullet wasted, reloaded. One bullet wasted, reloaded. Two bullets wasted, reloaded..." Etc. etc. etc. until you have about 180+ (the reserved ammo counter, so that's about... 10 Clips?) separated magazines from someone being OCD in reloading.
Originally Posted by mac:
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Member
(11-11-2010, 10:32 AM)
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#37
Originally Posted by TheSeks:
To be honest, few games also count the round in the chamber, Raven Shield did it, SWAT3 and 4 did (they also let you swap ammunition type in game), GRAW too also but Operation Flashpoint did not, IIRC. It is not a technical problem, but developer being not aware or a deliberated design choice. |
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Member
(11-11-2010, 10:35 AM)
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#39
Originally Posted by TheSeks:
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Banned
(11-11-2010, 11:43 AM)
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#40
Originally Posted by SonOfABeep:
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Member
(11-11-2010, 12:35 PM)
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#42
Crysis had this half realistic system, but not about mag, about bullet in the chamber.
In every fps, you change mag, and put back a bullet in the chamber. But when you change a mag, that isn't done, there's already a bullet in the chamber, so you don't need to load it again ! Crysis was the first game (just a month before CoD4 actually) to have this, if I can remember correctly. You also could have 31 bullets in your gun (one bullet in the chamber, plus new mag with 30 bullets) |
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Member
(11-11-2010, 01:39 PM)
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#45
Originally Posted by UnluckyKate:
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The Mayuh of f'n Bawston
(11-11-2010, 02:11 PM)
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#48
Originally Posted by SonOfABeep:
Originally Posted by mac:
Last edited by Neuromancer; 11-11-2010 at 02:14 PM.
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The Mayuh of f'n Bawston
(11-11-2010, 02:21 PM)
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#50
Originally Posted by ultron87:
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