hardcoe reloading mechanic

Post » Sat Feb 19, 2011 9:56 am

This might work in a game like Final Fantasy X, where battles are random encounters and you can prepare (to an extent) your arsenal and characters, but the idea of the Fallout universe is that anything can happen at any time with no choice but to fight with what you have. If a number of Deathclaws ambushes you in the middle of nowhere, with no one to pass by and lend a hand, you're screwed.

Well, thank God I can reload pretty fast, and OMG MY LAST MAGAZINE FELL ON THE GROUND!!11!11 ZOMG I'M DEAD.

And that's how that would go down for lower level characters. Besides, say that each enemy (Deathclaw) needs an ungodly amount of bullets to cripple a limb so you can run away. If you exhaust almost all of your magazine doing just that, and are being closed in by another enemy (Deathclaw) what then? It's just too inconvenient.

You can prepare more for combat in Fallout than you ever could in the Final Fantasy games. Until the last couple all the battles in the FF games were random encounters that literally exploded out of no where. In Fallout you can prepare you character every bit as much as you can in the FF games, and you have the added benefit of being able to see enemies coming from a distance. If you have a problem getting constantly ambushed in Fallout, you (A) Need to pay more attention (B) Invest more points in PER to get the red warning dots on your compass, or © Get a PC that can support a draw distance other than 0.

As for your last scenario - if you must expend most of your ammo just to cripple a deathclaw so you can flee, and another Deathclaw jumps you, the inconvenience of the reloading mechanic isn't going to matter one wit. You'll still be screwed.

The purpose of this theoretical mechanic that has been proposed is to require more planning on the player's part and less "running and gunning". Going back to your scenario, you would move cautiously (always) in case you ran into deathclaws, so you could see them before they saw you, and either quickly move away or plan ahead to be packing a ton of ammo for bear before you engaged.

That is the number one change to gameplay I see hardcoe Mode introducing - the fact that planning will now be necessary to avoid death. How many of us in FO3 entered into a subway tunnel or building or new area with no planning ahead or checking of our current health and supplies. I bet all of us, because caution wasn't necessary. Now we will have to be sure to count our bottles of water, our food supplies, check our ammo count and gun condition, and be sure to pack adequate healing supplies, and factor all that against how long and where we will be exploring. If that extended to ammo use and reloading, I wouldn't mind a bit.
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Budgie
 
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Post » Sat Feb 19, 2011 3:37 am

Heh! I'd never given it much thought before, I'm so guilty of tapping reload all the time for 1 or 2 bullets.
It was always a good habit for deathmatch, but it's very cheese now that you mention it.

...

Great! Now the game will seem less immersive! Thanks for bringing this up jerks ... <_<
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tannis
 
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Post » Fri Feb 18, 2011 8:44 pm

You can prepare more for combat in Fallout than you ever could in the Final Fantasy games. Until the last couple all the battles in the FF games were random encounters that literally exploded out of no where. In Fallout you can prepare you character every bit as much as you can in the FF games, and you have the added benefit of being able to see enemies coming from a distance. If you have a problem getting constantly ambushed in Fallout, you (A) Need to pay more attention (B) Invest more points in PER to get the red warning dots on your compass, or © Get a PC that can support a draw distance other than 0.

As for your last scenario - if you must expend most of your ammo just to cripple a deathclaw so you can flee, and another Deathclaw jumps you, the inconvenience of the reloading mechanic isn't going to matter one wit. You'll still be screwed.

The purpose of this theoretical mechanic that has been proposed is to require more planning on the player's part and less "running and gunning". Going back to your scenario, you would move cautiously (always) in case you ran into deathclaws, so you could see them before they saw you, and either quickly move away or plan ahead to be packing a ton of ammo for bear before you engaged.

That is the number one change to gameplay I see hardcoe Mode introducing - the fact that planning will now be necessary to avoid death. How many of us in FO3 entered into a subway tunnel or building or new area with no planning ahead or checking of our current health and supplies. I bet all of us, because caution wasn't necessary. Now we will have to be sure to count our bottles of water, our food supplies, check our ammo count and gun condition, and be sure to pack adequate healing supplies, and factor all that against how long and where we will be exploring. If that extended to ammo use and reloading, I wouldn't mind a bit.



It's not that I personally have a low PE, but for an inexperienced player, they wouldn't necessarily know how to evade/kill a powerful melee enemy if they've been playing run-and-gun games like Halo 3 and COD:MW2. The idea is that New Vegas will not have to be connected to the other Fallout games for a player to enjoy it.
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Mark Churchman
 
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Post » Sat Feb 19, 2011 5:28 am

There's an idea similar to this that some other games implemented. When you reload before the current mag is exhausted, at a random point in your firefight, you'll reload only to find that same half-empty mag drawn again. This would make players top-off more conservatively.

That'd be the best compromise. BUT how would this work with energy weapons? Half drained batteries? It'd be really hard to implement this dor all the different energy weapons.
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michael danso
 
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Post » Sat Feb 19, 2011 4:15 am

That'd be the best compromise. BUT how would this work with energy weapons? Half drained batteries? It'd be really hard to implement this dor all the different energy weapons.



For Energy Weapons, you discharge one MF cell/Energy cell per shot. This leads me to believe that the little yellow batteries are cylinders containing the other, smaller "shots", as it were.

And as for whether or not it's actually a "battery", wouldn't the shots just get weaker and weaker up until the point where the battery is drained? Perhaps for Energy Weapons in stead of a standard bullets-in-a-magazine display, a little life bar for the battery that's currently being drawn from, followed by how many batteries they have left.
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Dewayne Quattlebaum
 
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Post » Sat Feb 19, 2011 9:16 am

Who throws their magazine on the ground?
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SHAWNNA-KAY
 
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Post » Sat Feb 19, 2011 11:38 am

Heh! I'd never given it much thought before, I'm so guilty of tapping reload all the time for 1 or 2 bullets.
It was always a good habit for deathmatch, but it's very cheese now that you mention it.

...

Great! Now the game will seem less immersive! Thanks for bringing this up jerks ... <_<

I blaim Gears of War for my obsessive reloading.

I like this idea alot would make hardcoe alot more interesting. :icecream:
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Anna Krzyzanowska
 
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Post » Sat Feb 19, 2011 10:51 am

How about a magazine that isnt fully emptied goes into your inventory, instead of being dropped. From there it'll whind up back in the back of the line behind unused magazines. When you get to it again it will have the same number of rounds left in it. Take it one step further by allowing players to refill half used magazines through the inventory screen.

Red Orchestra's ammo system was similar to this, save the refilling mechanism, reloading moved any used magazines to the end and if you forgot about them in a firefight you could potentially end up loading an almost empty magazine. Not a criticism, but just the way it worked in that game.

Also another idea for HC would be to not show you a specific ammo counter on the HUD. You'd have to develope an instinct to tell when you were almost empty. To reference Red Orchestra again...there was no ammo on the HUD in that game, just the number of magazines you had left. Also when reloading you'd see on your HUD whether that magazine was heavy (full) or very light (almost empty). It gave you an idea of how many bullets were left without interfering with the level of hardcoedness they were going for. Don't know how that would work for energy weapons, maybe the battery would get warm like a cordless drill's battery....

I don't think there'd be time now for the devs to rework an entirely seperate ammo system just for hardcoe if there isn't already one, but lots of cool ideas here.
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Sophie Louise Edge
 
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Post » Fri Feb 18, 2011 10:04 pm

Who throws their magazine on the ground?

There was a game, which I can't think of the name right now, where you could reload two ways. In a firefight, you could do a quick reload which you just eject the magazine onto the ground and throw a new one in. There was a slower reload where you would eject the magazine, place it in your vest and put a fresh one in. It was slower to reload that way, but if the ejected magazine wasn't empty it remembered how many rounds were in it when you used it later.
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rolanda h
 
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Post » Sat Feb 19, 2011 6:04 am

It would be cool to be able to police your brass (pick up shell casings or unused bullets) to possibly reuse like using the empty shells to make more bullets or something.
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Destinyscharm
 
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Post » Sat Feb 19, 2011 9:21 am

I like the idea. It should be dropped to the ground though.

It wouldn't make sense for half a clip of bullets to just disappear...
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Dean
 
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Post » Sat Feb 19, 2011 7:24 am

Hey, let's make it more hardcoe than ever! Let's have magazines as an in-game item that must be loaded with ammunition from a box\pocket before having it any useful at all, just like it's IRL! No, that wasn't sarcasm (partly) I would really like to see such a thing in the game
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A Boy called Marilyn
 
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Post » Sat Feb 19, 2011 8:01 am

NO :mellow:
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Crystal Birch
 
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Post » Sat Feb 19, 2011 10:41 am

Revolvers should be reloaded faster than normal when they are only half empty assuming this mod ends up in play.

I hope that revolvers in NV will be loaded the same way as a shotgun or a repeater IE: You put bullet by bullet into the drum, unless it's got a speedloader
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Nicole Elocin
 
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Post » Sat Feb 19, 2011 6:33 am

Well, this might work.

They did it in Alien Swarm. It added more realisticness to the game. I understand that this could not be possible due to the engine.
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Britta Gronkowski
 
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Post » Sat Feb 19, 2011 11:45 am

I'm assuming this is how it works in real life. Do people prematurely reload outside of COD? :P


Nope. In fact, at least in the USMC, you're trained specifically not to ever spray, you take single shots rather than bursts or full auto. because of this, you can easily count hwo many bullets you have shot and thus how many you have left in the mag, and dont prematurely reload and end up with half-full mags in your pouches. just a tidbit of info :P
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Matthew Barrows
 
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Post » Sat Feb 19, 2011 12:47 am

Nope. In fact, at least in the USMC, you're trained specifically not to ever spray, you take single shots rather than bursts or full auto. because of this, you can easily count hwo many bullets you have shot and thus how many you have left in the mag, and dont prematurely reload and end up with half-full mags in your pouches. just a tidbit of info :P

I don't recall if my PMI had anything to say on the subject, but we must have had Platoon Sergeants with different ideas. :P See my post earlier in this thread. I could keep up with how many rounds I had left to an extent, but when I dipped below ten out in the field (none of this applies on the range of course), I swapped out mags just to be sure and to be prepared to bring full firepower down on any contacts. But yeah, burst and full auto modes may as well not exist, because I never used them once in the four years I carried around an M16. Hear that all you COD addicts out there? No marksman worth their weapon takes their rifle off single-fire mode! :nono:

Semper Fi, The Spartan III.
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Jonathan Egan
 
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