Jump to content
Sign in to follow this  
-CS-SOBR-1st-I-R-

Carry two weapons ?

Recommended Posts

Hmm smile_o.gif

I agree the inventory system needs looking at and improving. I might suggest the following ideas:

Instead of pockets/slots for stuff, just have "space" that users can move stuff around in drag & drop style. This is not strictly realistic, but it can be REPRESENTATIVE of how a soldier might arrange stuff around his body. Representative is a good simple model of the activity I reckon.

Each item has a weight & bulk values, which alter the movement and stealth abilities of the soldier. So any gamer can choose to carry what he likes (within the above space limitation) and he accepts that it will affect his abilities accordingly.

Although weight can be purely accumulative (straight linear relationship between weight and encumbrance) but bulk has a relative effect. That is, any two items might slow you down by their bulk values, but some items together have a "more than the sum of their parts" effect, so that their physical awkwardness is modeled. A guy carrying a machine gun and also a LAW is carrying two very awkward items that are made MORE awkward by being carried together.

I think the above could be made workable, people can then decide what they carry and make realistic(ish) decisions about what they can manage.

And also the interface could be more immediately useful, allowing the player to drag a weapon to their in-use slot, I don't think this is outside the bounds of realistic behavior, after all it will still take some time for the change weapon animation(s) to complete.

There's no reason that the various weapon/equipment in-use slots cannot be hot-keyed, so that at the beginning of a mission you can switch to various weapons/equipment and hot-key it for the duration of that mission. (Lets say we limit the number of hot-keyable configs to 3, using the ; ' # keys for example) That's not a requirement, just an additional functionality.

Too complex, or what?

Share this post


Link to post
Share on other sites

Well, neither OFP nor ArmA can handle the current system of item storage without flaws. Ever tried in a MP game to pack something in a vehicle when it has all 'slots' full? The ground gets flooded with items.

So I do not want to think about the 'sideeffects' of a even more complicated system. Better fix the issues of the basic version first.

Share this post


Link to post
Share on other sites

not that its too complax, but its way too much to be a slight change, point is, we get A done first, see how it works, then we add B,C and so on

making changes needs to take a few steps so that every thing stick to the idea of those who want it

wait till US is out and everyone get up to 1.07, and we'll see

Share this post


Link to post
Share on other sites

I vouch for this idea, amount effects stamina etc more pouches and storage think it would make a awesome edition.

Share this post


Link to post
Share on other sites
I vouch for this idea, amount effects stamina etc more pouches and storage think it would make a awesome edition.

yep a slight change on the inventory system is needed, but so far its no point to add too much upon this idea, point is, if any chance, get BI to do what this topic is talking about first, then see whats the result, then we may foucs on the hold weight/ stamina/ advance inventory system etc

Share this post


Link to post
Share on other sites
not that its too complax, but its way too much to be a slight change, point is, we get A done first, see how it works, then we add B,C and so on

making changes needs to take a few steps so that every thing stick to the idea of those who want it

wait till US is out and everyone get up to 1.07, and we'll see

I can see the value in that idea, but then you run the risk of having a constantly reactive hesitant progression toward an ill-defined goal. Sometimes it can be better to work out a consistent system and work toward that, rather than adding small ideas as they occur.

If the goal is to have a more relevant inventory system then I think it would be better to work it out beforehand as one solution.

Not that it cannot be done in steps, I think the first step toward this goal would be the change from slots to space, that would free up the inventory system the most I reckon.

Share this post


Link to post
Share on other sites

I was about to post a thread about this, it would be nice if BIS built it in that you could carry a weapon on your back while you have one in your hands.

Share this post


Link to post
Share on other sites
not that its too complax, but its way too much to be a slight change, point is, we get A done first, see how it works, then we add B,C and so on

making changes needs to take a few steps so that every thing stick to the idea of those who want it

wait till US is out and everyone get up to 1.07, and we'll see

I can see the value in that idea, but then you run the risk of having a constantly reactive hesitant progression toward an ill-defined goal. Sometimes it can be better to work out a consistent system and work toward that, rather than adding small ideas as they occur.

If the goal is to have a more relevant inventory system then I think it would be better to work it out beforehand as one solution.

Not that it cannot be done in steps, I think the first step toward this goal would be the change from slots to space, that would free up the inventory system the most I reckon.

if anything that helps show the big picture of the idea is welcome, as ppl need to know whats its all about

Share this post


Link to post
Share on other sites

I don't really like this idea. It's not common for a soldier to carry more than 1 rifle into combat. Not even 1 rifle and 1 SMG. Perhaps the special forces, but even then not often.

If they did implement this, I would suggest heavy movement penalties for anyone with more than 1 rifle. Even more so than for a soldier with a rifle and an AT launcher.

There would have to be a penalty for carrying that much firewpower. It just doesn't make sense to see a soldier going into combat with one rifle in his hand, and another slung over his shoulder.

Besides, like was said earlier, it would seriously unbalance things. Who wants to see someone with an M107 sniping from a KM away, then closing in and finishing everything else off with his M249? Just simply unrealistic.

Share this post


Link to post
Share on other sites

I agree with above.

Just as soon as BIS impliment this feature, everyone will run around with a sniperrifle and an SMG. Snipers already got room for a secondary weapon and snipers usually operates in a team, where the spotter has weapon for close encounters.

I dislike snipers who operate as At specialists too. A Sniper/CQB class no thanks.

Share this post


Link to post
Share on other sites
I don't really like this idea. It's not common for a soldier to carry more than 1 rifle into combat. Not even 1 rifle and 1 SMG. Perhaps the special forces, but even then not often.

Not common, but possible. As ever, it's up to the mission designer to allow crates, extra weapons or not.

Quote[/b] ]

If they did implement this, I would suggest heavy movement penalties for anyone with more than 1 rifle. Even more so than for a soldier with a rifle and an AT launcher.

There would have to be a penalty for carrying that much firewpower. It just doesn't make sense to see a soldier going into combat with one rifle in his hand, and another slung over his shoulder.

Besides, like was said earlier, it would seriously unbalance things. Who wants to see someone with an M107 sniping from a KM away, then closing in and finishing everything else off with his M249? Just simply unrealistic.

The above concerns were addressed with the encumbrance ideas smile_o.gif

Share this post


Link to post
Share on other sites

I dont really see the current system as a big problem; one main weapon, a sidearm and an RPG is more than enough for me.

#C

Share this post


Link to post
Share on other sites

If you look into the configs there actually is a "rucksack"

class - apparently part of the inventory (and also a "bottle"

class). I never saw either of these in OFP so I presume they

are a new idea (that doesn't seem to have been used in any

of the ArmA units so far).

Share this post


Link to post
Share on other sites

a rucksack class now this could open up possibilitys like you can carry extar ammo and well the bottle perhaps could be used in a real life sim when you need to eat etc

But on the subject of carrying two weapons this was achieved in OFP so im sure it could easily be ported over smile_o.gif

Share this post


Link to post
Share on other sites

I think that instead of adding new weapon slots just make use of the ones you have got. If you want sniper to have an automatic weapon aswell it can be easily to implement (in theory). Just have a PDW or Machine pistol as secondary weapon instead of a semi-auto pistol. This should be easy to make in a mod or add-on shouldn't it.

Share this post


Link to post
Share on other sites
I think that instead of adding new weapon slots just make use of the ones you have got. If you want sniper to have an automatic weapon aswell it can be easily to implement (in theory). Just have a PDW or Machine pistol as secondary weapon instead of a semi-auto pistol. This should be easy to make in a mod or add-on shouldn't it.

we are talking the same thing as from the begining, just make use of the secoundary slot so that you could carry another gun with a limited number of Ammo for it wink_o.gif

Share this post


Link to post
Share on other sites
Quote[/b] ]I don't really like this idea. It's not common for a soldier to carry more than 1 rifle into combat. Not even 1 rifle and 1 SMG. Perhaps the special forces, but even then not often.
Quote[/b] ]Just as soon as BIS impliment this feature, everyone will run around with a sniperrifle and an SMG. Snipers already got room for a secondary weapon and snipers usually operates in a team, where the spotter has weapon for close encounters.

Now I saw this argument coming from miles off and it's way off base. The point is to make a game engine where you CAN do a lot of things then you make the CONFIG so that you enforce simple rules.

Right now you can't ever ever ever have a M16 and a M24 at the same time.

If you changed the inventory system you could make it possible to have two rifles but code the mission/config however you want to avoid abuse of the engine's possibilities.

Do you understand now?

Quote[/b] ]I think that instead of adding new weapon slots just make use of the ones you have got. If you want sniper to have an automatic weapon aswell it can be easily to implement (in theory). Just have a PDW or Machine pistol as secondary weapon instead of a semi-auto pistol. This should be easy to make in a mod or add-on shouldn't it.

The problem is the sidearm class weapons are a different class from the rifle class weapons. Plus there is only one animation for using a sidearm at the moment. Thus your PDW would only be a pistol class (and OFP did have Machine Pistols, remember the Scorpion and the Uzi?). You get into a problem when you want two handed weapons.

Plus, in real life an advanced marksman (USMC, recent history) will carry both an M21 and a M16. So don't say this is only for people that want unrealistic gear.

Share this post


Link to post
Share on other sites
I think that instead of adding new weapon slots just make use of the ones you have got. If you want sniper to have an automatic weapon aswell it can be easily to implement (in theory). Just have a PDW or Machine pistol as secondary weapon instead of a semi-auto pistol. This should be easy to make in a mod or add-on shouldn't it.

Quite the contrary actually. You can't move weapons into different slots without changing their type (which defines what animations they use). You can get away with it for small SMGs and machine pistols (using the hand gun slot) but anything else in any other slot just won't work.

Quote[/b] ]If you look into the configs there actually is a "rucksack"

class - apparently part of the inventory (and also a "bottle"

class). I never saw either of these in OFP so I presume they

are a new idea (that doesn't seem to have been used in any

of the ArmA units so far).

To me this just looks like some left over experiments with a new inventory system that BIS never completely implimented. You'll also notice CfgWeapons and CfgMagazines have seemingly unused weight entry. My guess is BIS didn't have time to finish it, so maybe they're keeping it there for Game 2 (or maybe even a late ArmA patch).

Share this post


Link to post
Share on other sites
To me this just looks like some left over experiments with a new inventory system that BIS never completely implimented. You'll also notice CfgWeapons and CfgMagazines have seemingly unused weight entry. My guess is BIS didn't have time to finish it, so maybe they're keeping it there for Game 2 (or maybe even a late ArmA patch).

Probably, anyone remembers this?

Quote[/b] ]We also asked about the new inventory system used for weapons and items, but Rastavovich wouldn’t want to give us any information about it. He stated that it should remain a surprise for the community.

Share this post


Link to post
Share on other sites

I like the approach to carry whatever you want as a soldier.

As long as stamina/speed decreases.

It fits perfect to the freedom of choice in ArmA how to reach your goal.

If you decide that one buddy carries 5 LMGs for the rest of the squad and he stays back...

If you decide one guy carries all the ammo for the rest of the tream...

If you decide to carry a mortar with 40 rounds in your squad...

...all that should be seamless possible with a generic inventory system.

Share this post


Link to post
Share on other sites

pretty much as Frederf suggested is enought for any kind of realism freak to be happy TBH, but if the weight system is no go, the slot/space system with be a reasonable work around

@plaintiff1

i think there is a wish and request list in the BTS, so maybe have a check first??

Share this post


Link to post
Share on other sites

@ plaintiff: those CRs are under "ArmA feature requests" and they do not show up if you select Project "ArmA".

It is our agreed practice that we move TTs which turn out to be rather a feature request into "ArmA feature requests" since it is never clear if it is a "bug" or a "feature".

So set your filter accordingly and you won`t see then if you do not like to see them.

Even worst, I will abuse the system for that:

http://www.flashpoint1985.com/cgi-bin....t=61823

I see a high value for BI to collect wishes and to vote for them.

Again, they can be simlpy ignored by filtering.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×