As I promised in the OP - flagged.
Read more carefully next time.
I´m definitely for random driven reload jams on ALL weapons where it is posible (not just starting ones).
I enjoyed those reload jams (crazy, I know but hear me out… they really added another layer of planning, not just run and gun effortlessly) and I would really want to see it back together with the more realistic features that were removed.
Perhaps chance for jam should be lowered at maximum weapon level, but I wouldn´t restrict it in other ways.
As for jams during the fire, I´m a bit more hesitant because that would have to be managed more carefully in order to make jam possibility a balancing factor while not completely screwing over this or that side.
Alas, as it was already mentioned, any more incentives to not use full auto equipment in squads are welcome. To hell with troopers armed with autos.
Oh no I’m so scared. Yaaaaaawn.
Your’s too, as you try to turn meaningless post (in context of this topic, otherwise it’s fully valid) into a flamewar. So don’t get too excited.
Guys… simply respect the OPs request of staying to the topics he wishes to be discussed. Thanks.
Ok, I made this based on your feedback (huge thanks).
I would split malfunctions into two groups: soldier-related (aka mistake during the reload) and gun-related.
-
Soldier-related malfunctions are (for obvious reasons) more common than the other type (but not too common), but don’t affect shooting itself. They are based purely on RNG. The chance of it occurring is the same for all weapons (as it’s soldier-related). I would go for 10-20% chance.
They cause longer reloads.Ideas of more advanced mechanics (optional):
Soldier perks can decrease the chanse of this malfunction. Make this perk available at soldier lvl 1, maybe lvl 2, to avoid the power creep.
Nearby explosions and being suppressed (if we get this mechanic) will increase the chance of this malfunction. -
Gun-related malfunctions are even more rare and can occur while the gun is being fired.
To make them less severe (as they will have heavy impact on the shootings) they will work a bit like overheating in BF series. If you shoot constantly (even with bolt action rifles), a chance for a malfunction will occure.
Those malfunctions will last shortly (2-3s) so if you are in cover, you don’t have to worry that the enemy will rush you… that much.Idea of math behind it: after shooting more than 1,2 of the magazine without longer breaks, you will have a chance of a malfunction. Breaks would be for example 3s long, reloading doesn’t count as a break.
Said 1,2 of the magazine is 1,2 times the smaller size version of the mag for this weapon. So for example it’s 24 bullets for beretta with 20 mag and also 24 bullets for beretta with 40 mag. It will give an actual downside to the weapon versions with a bigger magazine as you have to maintain trigger discipline.
Said malfunction chance is a weapon statistic (described as a percentage). It would be low for simple weapons like bolt action rifles, but high for experimental designs like the M2 Hyde or MKb42(H).
When weapon malfunctions, counter resets and you have to fire 1,2 of mag to have malfunction again.Ideas of more advanced mechanics (optional):
Malfunction chance can be affected by the lvl of the weapon, there are two ways of doing it: higher lvl → lower chance (you spend resources to make it better) or higher lvl → higher chance (it’s getting heavily changed and becomes more of an experimental weapon).
IF we get malfunctions back, in the way described here:
I’ll make it into a proper sugestion with some additional stuff (I’m still looking for some videos and pictures).
So share your thoughts please.
Sorry @846391 but I’ll use you to necro this post
What do you think about idea above? Did you mean sth like that? (I mean this hidden part.)
Yeah, custom lobbies with malfunction could be great, as it is optional and dont force people to play something they dont like.
About KV-1, i think it could be added, but idk how if you could get XP from this kind of battle tbh, as it is not part of campaign tree. Maybe some game mode where you play just for fun? Just like custom lobies in WT. I wonder how will it be with custom lobbies in general tbh, we still dont know how will it work.
Ok, nice. Now let me edit my post because I overenginered it
Now better.
Well, for me anything that was produced in less than 10k numbers is experimental XD
Fair enough.
Seriously? Every minute or less another malfunction?
And full RNG - that makes me sad. If you abuse your weapon as a window/head opener, or torture your soldier putting him out to crossfire, huge jumps and long sprints, I’d expect to have more malfunctions due to panic or tiredness.
When you’re facing 3 enemies and just jump back to the room behind for reload, that’s soooo different from when you’re camping 200 m away from battle. Considering gun reload. Why full RNG instead of tiredness + health + adrenaline (+weapon usage perhaps)?
I would like it how you describe it but I’m afraid it’s a bit too complex.
Two of the things I described are already there, tiredness and health (e.g. if you’re <15% that increases the probabilities). Stressfullness is to be added but should peak if
- you’re bombarded,
- you just get in melee-range with enemies or explosives (except when throwing), or
- may gradually increase if you get in firefight with enemy (almost) hitting you.
More complex than equipping a soldier with equipment from another soldier in a squad that is currently in reserve? I don’t think so, implementation might be. But understanding why do you screw up weapon reload looks more natural this way than with a pure dice toss in a “realistic” shooter.
I thought we’re playing this game for some kind of realism, and RNG in this case does not look real, just part of the picture. Of course there are random malfunctions but without any military expertise I’m still quite confident that more problems occur during battle when the sky is falling on you, than under laboratory conditions. RNG is for the laboratory conditions.
I’d go 30% pure random (mechanical defects etc), 70% human/weapon state factor for reload issues, and much less than 10-20% of reloads. Also depending on weapon. I’m quite sure different weapons have a different chance of getting screwed up, some quite willing to jam, others are very reliable.
But it’s just my opinion.
So how about this:
Basic chanse of soldier-related malfunction is 10%. If soldier is tired, heavily wounded or supressed (both bullets and explosives), it increases to 20%.
And of course add mentioned gun-related malfunctions to this.
Actually I don’t know if 10-20% isn’t too much.
My gut feeling is 0-3% base value depending on historical gun reload reliability, +1-2% if very tired, +1-2% if heavily wounded (could be his hand) and +1…5% in stress, never over 10%. But to determine what works well is up to whoever implements it. Lower values for veteran soldiers.
I’m in.
(Every 10th reload delayed on average is already too much I think. Also you could lose bullets due to these, which you can pick up afterwards… Okay, that’s now not an arcade FPS but more role playing - I don’t know whether I wish that.)
At first, I thought it sounds bad, but when I think about it, this is actually a pretty good suggestion.
It does not really bound you to have malfunction, it only forces you to adapt to a different style of gameplay instead of just run and gun.
Gun reliability doesn’t affect soldier-related malfunction, only gun-related (aka jams).
I would say that 10% as standard chanse is good enough, it will happen but not a lot.
I would like to avoid adding a lot of small modifiers like this. The game optimalisation is great and I don’t want to ruin this by adding a lot of unnecesarry math.
Tbh I don’t know if it shouldn’t be only an animation. We don’t have enough bullets to just throw them away when we like to.
But a lot… I empty a PPD in seconds, and reload… and reload… and reload.