antoineflemming 14 Posted June 20, 2012 Since this topic is closed and we are re-directed to this one, I HAD to post this: That was don in one week by the same guy(s?) that are making Overgrowth. A nice concept, but I don´t think that it would ever work in a game. Ghost Recon Future Soldier has different gun parts that are separable (their "Gunsmith" feature). If they can animate a weapon separating into different, smaller parts, then why is it hard to believe that in some game in the future, that this concept is possible? Don't konw whawt I'm talking about, go check out Ghost Recon's Gunsmith. No, there aren't actual bullets modeled in that game, but if you can have a gun separate into it's key separate components (buttstock, barrels, 3 rail attachments, magazine, trigger, gas system), then it's not too much to imagine that a game can actually model bullets, put them into the magazine, and then tie the number of bullet models in the magazine to how much ammo you have left in a mag. It's not currently in the RV engine, but it IS possible. Share this post Link to post Share on other sites
Smurf 12 Posted June 20, 2012 Where I said it would be impossible? I just don´t see it getting into a game bacause that is too much. You saw the number of keys avaible JUST to operate the pistol? I like simulations\tactical games but that gone to far. Share this post Link to post Share on other sites
onlyrazor 11 Posted June 20, 2012 Arma isn't about gunplay. We had a thread like this a while ago. Honestly, I prefer soldier-environment interaction to soldier-weapon interaction. Besides, implementing such a functionality for every single weapon in the game would push the releases back by years. Share this post Link to post Share on other sites
antoineflemming 14 Posted June 20, 2012 Where I said it would be impossible? I just don´t see it getting into a game bacause that is too much. You saw the number of keys avaible JUST to operate the pistol? I like simulations\tactical games but that gone to far. Oh, you're talking about the actual pull mag out to check bullets part, right? You said it wouldn't work in a game. What I said is that it is possible, meaning it could work in a game. At this stage, of course it would push ArmA3 back years. I bet the 5 years GRFS was in development was getting something like their gunsmith to work. Ultimately, the main point is that it isn't necessary for ArmA3. The Gunsmith super detailed weapon thing is nice, it's different, but it isn't necessary for a simulator. That is why, regardless of whether or not it could work, it won't be in any ArmA game. Because the only important customizable parts of the weapon are the rail and barrel attachments. Share this post Link to post Share on other sites
Flash Thunder 10 Posted June 20, 2012 I like it for sniper rifles only. Haven't seen a shotgun do that in a game yet. Share this post Link to post Share on other sites
onlyrazor 11 Posted June 20, 2012 I like it for sniper rifles only. Haven't seen a shotgun do that in a game yet. Indeed, the closest I ever saw that got to manual shotgun pumping was SWAT 4 where you loaded shells individually. Share this post Link to post Share on other sites
dunnobe 10 Posted June 20, 2012 I would like sporadic weapon jamming in ArmA 3 actually... Share this post Link to post Share on other sites
Smurf 12 Posted June 20, 2012 .... No. What I am TRYING to say is that something like this wouldn´t work in a game environment. From RPS: Before I could even fire my gun, I had to holster it, remove the magazine, slip individual bullets into it, put the magazine back into the gun, turn off the safety, release the slide lock, release the kraken, pull back the hammer, and actually, you know, raise the thing in front of my virtual body. And only one of those items is a dumb joke. No one in its right mind would do something like this EVERY time he gonna play thus why I said it works as a concept but not in a game. And yes, Gunsmith is why Im getting a look into GRFS, sounds awesome. Share this post Link to post Share on other sites
Marine453 1 Posted June 20, 2012 that would be cool Share this post Link to post Share on other sites
mr burns 132 Posted June 20, 2012 (edited) No. What I am TRYING to say is that something like this wouldn´t work in a game environment.... No one in its right mind would do something like this EVERY time he gonna play thus why I said it works as a concept but not in a game. A matter of context and application. Would i want having to reload individual magazines with one bullet each during firefights? No. Even if i´d want that, would i want it through not intuitive & overused action menu? No aswell. Would i wanna be able to make a rough estimate on my bullet count by holding reload button pressed as in RO2? Yes, very much! It all comes down to how much it´s worth against how much you cannot make it good. Edited June 20, 2012 by Mr Burns Share this post Link to post Share on other sites
Smurf 12 Posted June 20, 2012 Hell yeah, dunno why the bullet counter have been present in the series for so long. But Im not talking about that in there. Share this post Link to post Share on other sites
Maj. Gastovski 7 Posted June 21, 2012 I would be totally for more deeper mechanics regarding reloading, bolting, pumping, etc. It already is a habit I have carried over from Red Orchestra. Share this post Link to post Share on other sites
antoineflemming 14 Posted June 21, 2012 No. What I am TRYING to say is that something like this wouldn´t work in a game environment.From RPS: No one in its right mind would do something like this EVERY time he gonna play thus why I said it works as a concept but not in a game. And yes, Gunsmith is why Im getting a look into GRFS, sounds awesome. Ok, I get it. Not the fact that a game simulates those parts of the gun but that you have to go through all that, manually. ---------- Post added at 22:48 ---------- Previous post was at 22:48 ---------- A matter of context and application. Would i want having to reload individual magazines with one bullet each during firefights? No. Even if i´d want that, would i want it through not intuitive & overused action menu? No aswell. Would i wanna be able to make a rough estimate on my bullet count by holding reload button pressed as in RO2? Yes, very much! It all comes down to how much it´s worth against how much you cannot make it good. In a firefight you've already loaded up all your mags. So you shouldn't have to do that anyway. Share this post Link to post Share on other sites
XiviD 26 Posted June 21, 2012 I would love to see the manual cocking in Arma3. But i am not sure if there are any Bolt-Action Rifles in Arma3:-/ Maybe there are only semi-automatic rifles. Share this post Link to post Share on other sites
mr_centipede 31 Posted June 21, 2012 There will always be mods... but most sniper rifles are bolt action anyway M40 and M24 comes to mind Share this post Link to post Share on other sites
roberthammer 582 Posted June 21, 2012 I would love to see the manual cocking in Arma3. But i am not sure if there are any Bolt-Action Rifles in Arma3:-/Maybe there are only semi-automatic rifles. No? really? There is CheyTac M200 Intervention ,but it wasn't showed yet - most likely in the works Share this post Link to post Share on other sites
destroystheovik 10 Posted June 21, 2012 For sniper rifles you should have to click the mouse button and then pull the mouse back and forth so that if your hand is too shaky your aim will be completely off afterwards and if you do it smoothly you will never have your eyes off target. Share this post Link to post Share on other sites
dysta 10 Posted June 21, 2012 I would humbly accept the idea of manual weapon cocking when reloading. One more suggestion: I hope that it also integrate the unload function when cocking the firearm which has a cartridge in the chamber. Share this post Link to post Share on other sites
Cookieeater 10 Posted June 22, 2012 I'd like manual gun cocking as well, or even something even more in depth such as Reciever's gun mechanics. _k60l5XAycY Share this post Link to post Share on other sites
Beagle 684 Posted June 22, 2012 You seem to forget that such psycho stuff does not work in games...people are not affraid to risk virtual death. they even run at atbnks and try to plant satchels or mines in front of them or attack with AT from the front. you can't intimidate players in videogames by wielding a gun. Share this post Link to post Share on other sites
Nicholas 5 Posted June 22, 2012 (edited) You gotta remember that at the end of the day, it's just a game. Something overly complicated such as this might alienate potential buyers. Receiver is a game specifically about gun mechanics, but ArmA is not. Edited June 22, 2012 by Nicholas Share this post Link to post Share on other sites
scarecrow398 43 Posted June 22, 2012 I agree with after a empty mag but i wouldn't mind the cocking be apart of the animations (assuming they would be accurate) Share this post Link to post Share on other sites
Panda_pl 0 Posted June 22, 2012 I am just curious how you people draw the line. Delaying the reload in RO never came useful outside of using bayonet. Being left with the choice it is always the preference to have a loaded weapon, so it was entirely pointless. You could just add an interrupt option like CoD or any other game has. It just meant you had to double tap the button when shooting. It did not add any depth tot he game as far as I am con concerned. Some of the other suggestions in the thread were Receiver worthy, not talking about those. But where it comes down to it maybe the RO gun controls also have little place in games, just like loading bullets into M1911 magazines. Share this post Link to post Share on other sites
rye1 21 Posted June 22, 2012 So basically you're saying all features must be useful and not for aesthetics. Share this post Link to post Share on other sites
Panda_pl 0 Posted June 22, 2012 So basically you're saying all features must be useful and not for aesthetics. I am saying if something requires engine rewrites for aesthetic effect and makes control scheme more complicated in addition it might be not a good idea. I'd much rather have 10 useful things implemented instead. Share this post Link to post Share on other sites