Not a bad idea, but it should not be about the weight of all your items. Only the ones that do sink like iron swords, but then again you could have more sinking items with you if you have like 2 bows and 300 arrows (pulls you up) you could gave like 2 extra swords in water, also people can swim little bit more up instead of straight so that they could stay above the water but this would come at the cost of stamina. also when you are diving and the oxygen in your body lovers you would start to sink faster. (Scuba divers use this methold)
^this is good. There could be a "density" to each weapon. I guess it could be something like .0 density doesn't do make you sink or float at all, -1.0 density makes you float,; 1.0 density makes you sink. also if your density is too low then you wouldn't be able to swim down at all.
but, maybe this is too much. maybe the character's buoyancy should just be based on weight calculated by a preset density for each pound. This could be determined by an estimated average of the amount of dense and non-dense items that character would be holding.
To people who are saying "if you want hyper-realistic then...." sorry. I didn't know Hyper-Realism meant a predefined amount of realism (as I've explained before), I was just pointing out it's more realistic than what we've had before when i was making this topic.
I don't think games need to hyper-realistic just yet, but i do think they need to be getting there.
and yeah, i wikipedia'd it.
http://en.wikipedia.org/wiki/Hyper-realism
now I know.