Home » MODDING HQ 1.13 » v1.13 Feature Requests » Most wanted features
Most wanted features[message #325235] Mon, 16 September 2013 19:43 Go to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Some thoughts from my game exp. Dunno if it is doable at all.

1) Militia command
Current militia command options are not very useful - when you order something, militiaman spends some remaining ap's and then, next turn, he will do anything except what you wanted from him.
It would be good if militia orders last for 3-5 turns.
And it would be also nice to set scripts for militia:
-snipe the enemy
-charge!
-retreat
-stay close to me
-suppress

2) Long-ago-promised "lock-on" feature for IIS

3) Mercs reinforcements
If militia and enemy are allowed to reinforce sector, why my mercs cannot help with combat in adjacent sector?
With that feature, my mercs could stay in the central sector of town instead of guessing what sector will be attacked first.

4) Helicopter reinforcements
Have your team on special task "helicopter reinforcements" and when your squad is attacked, you can call for help (arrives in 10 turns or something)

5) Enemy having tanks in their mobile attack squads.
UPDATE: implemented by anv in unstable builds

6) Auto-take from inventory tripwire items.
Looks like: You use tripwire/bomb/mine item, then the same item goes from inventory to you main hand.
Might be convenient for building large demolition systems.
UPDATE: Tripwire rolls exist since r6455
UPDATE: auto-take of mines when holding shift implemented

7) And another problem with mines/trip-bombs
They cannot be used in sector with militia/civilians present.
If you place blueflag, enemy sees your mines and traps, if you do not - at some moment militiaman or civilian makes BOOOOOM.
So maybe it is possible to make blueflags invisible to enemy?
EDIT: it will be sufficient if mercs and militia will remember planted bombs. Now they remember them after planting, and try to avoid, but only until save/load or leaving sector.
UPDATE:
solved by saving info from MAP_ELEMENT->uiFlags (MAPELEMENT_PLAYER_MINE_PRESENT) as MODIFY_MAP.

8) Now we have friendly sectors, and enemy sectors.
What if we have semi-friendly sectors (like san-mona) where you are allowed to carry only limited equipment (only pistols for examples), and if you have forbidden weapons/equipment, you are attacked.
It will make some weapons more useful.
More rpg-style for gameplay, i think.
UPDATE: implemented by Flugente in "Covert operations"

9) Zombie-poisoned darts.

10) Bullet-proof glass for some windows (unbreakable windows)
reason: jumping through windows is cool, jumping through windows that were not supposed to it is weird.
Idea: Jumping through windows can be disabled by checking flags (such as METAL_SCREEN material)
UPDATE: implemented in Additional Tile Properties feature (anv)

11) Ability to tie one explosive (grenade) to another.
For example, we take mk2 grenade, add rubber band and another grenade as attachments, and throw grenade with attachments to enemy.
First grenade explosion is followed by chained explosions from attached explosive items.
UPDATE: explosive attachments implemented

[Updated on: Sat, 02 July 2016 09:25]

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Lieutenant

Re: Most wanted features[message #325247] Mon, 16 September 2013 21:47 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
1) Once we have better AI, that should be easily possible. ETA: never.

3) Doable.

4) Helicopters don't do warp travel (argument is a bit mood though, as AI also instantly reinforces sectors it would have to travel several hours to).

5) Some mod (by scorpion?) does that I think. It also has moving tanks, which would be necessary for this... in the current trunk, tansk would just be sitting at the edge of the map.
Also kinda sucks if you don't have explosives in your team...

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Captain

Re: Most wanted features[message #325249] Mon, 16 September 2013 21:51 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:147
Registered:April 2010
Can "4) Helicopters don't do warp travel (argument is a bit mood though, as AI also instantly reinforces sectors it would have to travel several hours to)." this be changed?


@5) Do u know witch mod?

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Sergeant
Re: Most wanted features[message #325273] Tue, 17 September 2013 12:34 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Oh I forgot something.

6) Auto-take from inventory tripwire items.
Looks like: You use tripwire/bomb/mine item, then the same item goes from inventory to you main hand.
Might be convenient for building large demolition systems.
EDIT: Tripwire rolls exist since r6455

7) And another problem with mines/trip-bombs
They cannot be used in sector with militia/civilians present.
If you place blueflag, enemy sees your mines and traps, if you do not - at some moment militiaman or civilian makes BOOOOOM.
So maybe it is possible to make blueflags invisible to enemy?

8) Now we have friendly sectors, and enemy sectors.
What if we have semi-friendly sectors (like san-mona) where you are allowed to carry only limited equipment (only pistols for examples), and if you have forbidden weapons/equipment, you are attacked.
It will make some weapons more useful.
More rpg-style for gameplay, i think.

9) Zombie-poisoned darts.

[Updated on: Sat, 02 July 2016 09:26]

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Lieutenant

Re: Most wanted features[message #325286] Tue, 17 September 2013 16:00 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
@7: Probably intended realism: Everybody not knowing that there are traps and where might trigger them inadvertently. If you place warning signs, those can be seen from everybody including enemy.
So, do join the Ottawa Treaty and don't place mines in places crowed by civs and/or allies. Wink

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Sergeant Major
Re: Most wanted features[message #325287] Tue, 17 September 2013 16:13 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
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It stands to reason that you may tell the locals not to go beyond that toolshed over there if they are happy with their current number of extremities.

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Captain

Re: Most wanted features[message #325321] Tue, 17 September 2013 23:26 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Sevenfm
Cool Now we have friendly sectors, and enemy sectors.
What if we have semi-friendly sectors (like san-mona) where you are allowed to carry only limited equipment (only pistols for examples), and if you have forbidden weapons/equipment, you are attacked.
It will make some weapons more useful.
More rpg-style for gameplay, i think.
That would require a huge powerful faction that normally doesn't attack the player as long as he is unarmed - which doesn't fit the vanilla story. The biggest faction is the army, which kills you on sight, and very small factions (Kingpin & Hicks) which you can piss off. Don't see room for what you describe. UC migt have that though.
Sevenfm
8
9) Zombie-poisoned darts.
There are already neurotoxin darts, which will kill anyone in a few turns.
You can apply any drug cocktail on enemies. So nothing is stopping you from creating a drug that causes heart attacks and applying that to the enemy.
There is also the M99 drug, which will stun enemies for a long time, and will be deadly if overdosed.
That should give you a few toys in that regard. Applying poison (like the one you can get from food poisoning) is easily possible, but useless, as it only negatively affects health regeneration evry full hour. I presume you don't want to wait several days in realtime until the enemy is dead :grimreaper:

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Captain

Re: Most wanted features[message #325334] Wed, 18 September 2013 10:04 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Flugente
may be it's possible to make poison that makes zombies from normal soldiers - should be useful in covert operations.

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Lieutenant

Re: Most wanted features[message #325350] Wed, 18 September 2013 14:44 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
Sevenfm
Flugente
may be it's possible to make poison that makes zombies from normal soldiers - should be useful in covert operations.


Or to start a World War Z. ROFL

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Master Sergeant
Re: Most wanted features[message #325935] Sun, 29 September 2013 20:55 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
6) This is relevant

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Captain

Re: Most wanted features[message #325936] Sun, 29 September 2013 21:04 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
DepressivesBrot
It stands to reason that you may tell the locals not to go beyond that toolshed over there if they are happy with their current number of extremities.


Just lol Very Happy

Sevenfm

7) And another problem with mines/trip-bombs
They cannot be used in sector with militia/civilians present.
If you place blueflag, enemy sees your mines and traps, if you do not - at some moment militiaman or civilian makes BOOOOOM.
So maybe it is possible to make blueflags invisible to enemy?


Well you could also lay a line of mines blueflag marked, which outlines the minefield and beyond that, you just place your mines at will, thus creating your killzone, civilians see the blue flags and wont venture into your minefield, enemies coming from the other side might see the blue flags, but they won't see those other nasty mines and Boom goes the dynamite Wink

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Staff Sergeant
Re: Most wanted features[message #325950] Mon, 30 September 2013 04:12 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
Don't think that would work. Either you have a solid line of flags which will cause pathfinding of enemies to path around or it would have gaps and civilians would still be able to go through into the minefield. Basically, if you have a line of flags the enemy will see that path as blocked.

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Master Sergeant
Re: Most wanted features[message #325952] Mon, 30 September 2013 06:46 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2416
Registered:October 2005
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DerekBP


@5) Do u know witch mod?



'Fight For Freedom'

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Lieutenant

Re: Most wanted features[message #325969] Mon, 30 September 2013 16:25 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Uriens
Don't think that would work. Either you have a solid line of flags which will cause pathfinding of enemies to path around or it would have gaps and civilians would still be able to go through into the minefield. Basically, if you have a line of flags the enemy will see that path as blocked.


Well that depends, I was thinking about having such blue flag line at the side of the road and then after 5 tiles into the meadow, you start spiking the ground with all sorts of mines, I also think using the claymores would be a good bet, cause you can decide to which side they're gonna explode. So it'll work to some extend, not to mention, civvies usually don't just wander onto those meadows on the edge of the map.

If you'd start mining the streets in the middle of the town on the other, well that's an accident waiting to happen.

And you still could use that blue flag tactic to channel enemy movement, have them avoid open wide space with cover (rocks, trees, etc) and channel them into a narrow chokepoint, then you'll be able to butcher a superior force with ease.

PS: you could still have a few gaps in your first line and then narrow that gap, by putting a few blue flags behind that line. So you'd still be able to pass through but not just directly, if then a civvie starts happily strolling in there, weeeell too bad. It's almost like you tell someone "Careful, the cooking plate is hot" And he burns his hand, because he wanted to check if that's true. No sympathy for that Wink

[Updated on: Mon, 30 September 2013 16:32] by Moderator

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Staff Sergeant
Re: Most wanted features[message #325970] Mon, 30 September 2013 16:28 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
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Yeah, that was the lame and cheesy use for flags before the advent of deployable wire.

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Captain

Re: Most wanted features[message #326048] Tue, 01 October 2013 17:22 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
My most wanted feature right now is more intuitive unjamming. Being forced to fire your gun will always seem wonky.

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Sergeant Major
Re: Most wanted features[message #326050] Tue, 01 October 2013 18:34 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Slax how do you see it?
Add another firing mode "unjam"?
Add new button (or add option to transdormations menu)?
Add option to Ctrl+"." menu?

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Lieutenant

Re: Most wanted features[message #326051] Tue, 01 October 2013 18:39 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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Why not leave the handling as it is and simply remove the firing at the end? And maybe do something about paying ready costs all the time, it's nearly impossible to unjam MGs

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Captain

Re: Most wanted features[message #326052] Tue, 01 October 2013 18:51 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
DepressivesBrot
So you suggest:
-Remove actual firing.
-Set needed AP's for unjam semi-action or automatic guns as for firing without readying or targeting costs.
-same or different way of unjamming for bolt-action rifles?

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Lieutenant

Re: Most wanted features[message #326053] Tue, 01 October 2013 18:53 Go to previous messageGo to next message
Moa is currently offline Moa

 
Messages:58
Registered:September 2013
it was planed to unjam via item transform by headrock:
// HEADROCK HAM 5: Superimpose with Transform Icon graphic
		/* This bit will later be used for manual unjam via transformations. Hopefully. If not, erase it.

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Corporal
Re: Most wanted features[message #326054] Tue, 01 October 2013 20:48 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
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DepressivesBrot
Why not leave the handling as it is and simply remove the firing at the end?

Pretty much how I see it working out.

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Sergeant Major
Re: Most wanted features[message #326078] Wed, 02 October 2013 08:33 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2416
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Jamming seems way to common in 1.13 for my liking, whatever happened to the empty clip, reload clip for fixing a jam? Or simply attempting to refire? Another option could be slapping the magazine with a few AP's.

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Lieutenant

Re: Most wanted features[message #326091] Wed, 02 October 2013 14:10 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:147
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DepressivesBrot
Why not leave the handling as it is and simply remove the firing at the end?


That sounds good enough solution.

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Sergeant
Re: Most wanted features[message #326106] Wed, 02 October 2013 16:12 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
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Sure, clearing a jam by reloading seems viable too.

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Sergeant Major
Re: Most wanted features[message #326112] Wed, 02 October 2013 17:17 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Slax
Sure, clearing a jam by reloading seems viable too.


That's how it's done in RL, Take out the magazine and repeat the jammed round out of the chamber. Put the mag in again and you're good to go. That's why the whole multiple tries to unjam a gun thing in JA2 never felt right (at least to me) unless you have a really crappy weapon or you have been firing it constantly and it has overheated, your gun should work just fine after the first attempt to unjam it. What I'd propose, is to have one round less in your magazine after your gun jammed and you've unjammed it, because you usually don't just take the jammed round and put it back in your gun. (Can result in any unwanted consequences)

Or at least (if implementable) have a probability to have one round less in your mag, sometimes expended rounds create a weapons jam, so yeah Wink

-Zombie

[Updated on: Wed, 02 October 2013 17:25] by Moderator

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Staff Sergeant
Re: Most wanted features[message #326115] Wed, 02 October 2013 18:42 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Zombiehunter
Slax
Sure, clearing a jam by reloading seems viable too.


That's how it's done in RL, Take out the magazine and repeat the jammed round out of the chamber. Put the mag in again and you're good to go. That's why the whole multiple tries to unjam a gun thing in JA2 never felt right (at least to me) unless you have a really crappy weapon or you have been firing it constantly and it has overheated, your gun should work just fine after the first attempt to unjam it. What I'd propose, is to have one round less in your magazine after your gun jammed and you've unjammed it, because you usually don't just take the jammed round and put it back in your gun. (Can result in any unwanted consequences)

Or at least (if implementable) have a probability to have one round less in your mag, sometimes expended rounds create a weapons jam, so yeah Wink

-Zombie

But you'd have have to add some extra APs for reloading a jammed gun since you have to get out the jammed round out of chamber (compared to normal reloading) as you explained.
So maybe it'd be easier to have the current unjamming procedure without actually firing the shot (as proposed by Depri) but still have this round disappear (as if it had been fired like currently) if possible codewise?

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Sergeant Major
Re: Most wanted features[message #326116] Wed, 02 October 2013 18:44 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
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Doesn't the jammed round disappear anyway?

Also since we are on the topic of jamming: Can we finally get jams mid-burst? Having the options of 'jam immediately' and 'fire 75 rounds flawlessly' is a bit limiting.

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Captain

Re: Most wanted features[message #326117] Wed, 02 October 2013 18:53 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
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that is actually very true, although usually when a round gets stuck in the chamber, it's enough to just pull the handle and the round comes out, except of course you got a real bad jam sometimes you even need tools to clear that jam. Anyways for coding you have to speak to someone else, just adding my Real Life Gun knowledge here Wink

-Zombie

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Staff Sergeant
Re: Most wanted features[message #326118] Wed, 02 October 2013 18:57 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
DepressivesBrot

Also since we are on the topic of jamming: Can we finally get jams mid-burst? Having the options of 'jam immediately' and 'fire 75 rounds flawlessly' is a bit limiting.


Actually there is code to allow jamming during bursts. I just don't know if it works. I try to keep my guns in perfect condition.
If you want to check the code see Tactical\Soldier Ani.cpp line 819ff.

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Lieutenant
Re: Most wanted features[message #326119] Wed, 02 October 2013 19:09 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
DepressivesBrot
Also since we are on the topic of jamming: Can we finally get jams mid-burst? Having the options of 'jam immediately' and 'fire 75 rounds flawlessly' is a bit limiting.

I 2nd this. Smile

Zombiehunter
that is actually very true, although usually when a round gets stuck in the chamber, it's enough to just pull the handle and the round comes out, except of course you got a real bad jam sometimes you even need tools to clear that jam.

Wasn't thinking about needing tools but procedure like this: removing mag, handling/cocking to remove jamming round, insert mag, chambering first round. So it's one "chambering/handling action" more than just normal reloading (in game).

But, yeah, i do recall attaching rifle sling to the handle of good old G3 for easier/faster rechambering when using blanks that showed quite a tendency to jam regularily ... Wink

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Sergeant Major
Re: Most wanted features[message #326120] Wed, 02 October 2013 19:15 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
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Sam_Hotte
But, yeah, i do recall attaching rifle sling to the handle of good old G3 for easier/faster rechambering when using blanks that showed quite a tendency to jam regularily ... Wink


Yeah that is still quite common nowadays, especially if you are ordered to fire without MPG, so that Training Force is at least able to see where you are firing from XD

DepressivesBrot
Doesn't the jammed round disappear anyway?

Also since we are on the topic of jamming: Can we finally get jams mid-burst? Having the options of 'jam immediately' and 'fire 75 rounds flawlessly' is a bit limiting.


Not sure if the round disappears

I second that aswell, even more. The probability to get a jam should be higher the longer your burst will be. If you start emptying a 300 round belt with a machinegun with one long burst, don't be surprised if that thing is gonna jam

-Zombie

[Updated on: Wed, 02 October 2013 19:19] by Moderator

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Staff Sergeant
Re: Most wanted features[message #326121] Wed, 02 October 2013 19:29 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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So since I haven't been playing a lot lately: Can anyone confirm that the code silver refers to is working?

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Captain

Re: Most wanted features[message #326140] Wed, 02 October 2013 22:00 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
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Location: People riding polar bears...
DepressivesBrot
Also since we are on the topic of jamming: Can we finally get jams mid-burst? Having the options of 'jam immediately' and 'fire 75 rounds flawlessly' is a bit limiting.

(Back on trampled ground.) Feels like it would be time for a complete jam system update. Misfeeds, bad ammo, mechanical failures... more stuff! Quick or difficult, different consequences.
Weapon preference/familiarity could come into play if that ever becomes a thing. :whistle: Dirt certainly will!

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Sergeant Major
Re: Most wanted features[message #326174] Thu, 03 October 2013 01:59 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
I don't mind jams and other failures but jam frequency is way off. In fact, such high frequency jams force you to always keep your weapons at 100% and repair them after each combat which seems to be the opposite effect of the one that was intended (get jams become factor in game, IIRC). New repair system makes sure that weapons degrade over time and get prone to jamming so there is no need to try to force it with high chances anymore. New repair system is actually quite good (and optional) and I'd really love to see jam frequency go down to some realistic rate where they aren't so tedious and punishing as they are now. I had mercs with over 90% gear get 3 jams in single turn. That is way, way off. I guess fixing jams is my most wanted feature ATM.

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Master Sergeant
Re: Most wanted features[message #326177] Thu, 03 October 2013 02:08 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:154
Registered:February 2012
Location: Poland
Uriens
I don't mind jams and other failures but jam frequency is way off. In fact, such high frequency jams force you to always keep your weapons at 100% and repair them after each combat which seems to be the opposite effect of the one that was intended (get jams become factor in game, IIRC). New repair system makes sure that weapons degrade over time and get prone to jamming so there is no need to try to force it with high chances anymore. New repair system is actually quite good (and optional) and I'd really love to see jam frequency go down to some realistic rate where they aren't so tedious and punishing as they are now. I had mercs with over 90% gear get 3 jams in single turn. That is way, way off. I guess fixing jams is my most wanted feature ATM.

Especially since you can reload a save each time your gun gets jammed. I know it feels like cheating, but at the current rate and how degraded weapons an enemy carries it can become to much PITA to unjam the gun and it's tempting to just go around the system than lose a merc Mad

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Staff Sergeant
Re: Most wanted features[message #326183] Thu, 03 October 2013 05:14 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
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That's a game balance issue then. I'm all for elements based on reality but the current jamming frequency is taking the fun out of playing the game.

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Lieutenant

Re: Most wanted features[message #326184] Thu, 03 October 2013 08:49 Go to previous messageGo to next message
Kasar is currently offline Kasar

 
Messages:27
Registered:August 2013
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I actually turned the dirt system off because of this, it was silly how often jams occurred. I could see maybe one merc having one jam per sector, at most... but my guys were jamming more often than not.

I had no issues with the original jamming system before 1.13, which I have set it back to.

I'm all for realism, and although I've never used a real gun... my paintball gun has never jammed in 3 years...

Buddy of mine mentioned however, that there is a high number of faulty bullets in any given box of ammo...

All this being said, I think this might cross that line of realism and fun. A couple jams here and there is good enough for me Smile

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Private 1st Class
Re: Most wanted features[message #326390] Wed, 09 October 2013 11:01 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Kasar
I'm all for realism, and although I've never used a real gun... my paintball gun has never jammed in 3 years...

Buddy of mine mentioned however, that there is a high number of faulty bullets in any given box of ammo...


Well you can hardly compare a paintball gun to a real gun Wink

Except when firing blanks, I never had a jam with my gun in RL, but that might be due to the fact, that our guns were always clean ^^

That being said, this should be ingame like in RL. A clean and maintained gun, is a happy gun. Neglect it and you pay the price for it, in jams Wink

-Zombie

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Staff Sergeant
Re: Most wanted features[message #326402] Wed, 09 October 2013 19:24 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
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When I served regular army I was given old used AK-47. My unit was doing some offense drills (read, jumping from bush to bush) while few of us were given 100 blanks and told to 'shoot' the attackers to make it more realistic. The gun itself was at least 10 years old and while I fired those 100 blanks it jammed exactly once. Other guy's guns didn't jam at all. According to the instructor, heat plays a significant factor with gun jams and indeed, the jam happened at my 3rd clip when barrel and whole firing mechanism were quite hot. The only thing I needed to do was to remove the clip and eject the bullet. After that reload and keep shooting.
Like I said the gun was OLD and jams are rare and mostly fast to unjam. Only real jam problems I heard of were the situations where you either try to use wrong caliber or the bullet gets stuck in the barrel (and that is extremely rare).
The rate of jams in game is simply ridiculous and has nothing to do with reality. I actually don't see why is it forced so much at all. It's not like you have fun unjamming guns all the time in a game that lacks proper unjam mechanics to begin with. Jam's should be rare IMNSHO.

Now I do remember the topic about it long ago when it was mentioned that they NEVER happen because they only happen when your gun gets below certain condition threshold and that would pretty much never happen since everyone was constantly repairing their guns.
However, since introduction of improved repair system, this is no longer true (unless you turn it off OFC, but that is player's choice) so the reason to 'do something about jams' is no longer necessary. Actually, I'd be happy to see the jam frequency back to the original vanilla values.

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Master Sergeant
Re: Most wanted features[message #326404] Wed, 09 October 2013 19:49 Go to previous messageGo to previous message
Zombiehunter is currently offline Zombiehunter

 
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Registered:March 2011
Location: Franconia, Germany
I agree, I definitely forgot mentioning the overheating. But every older gun would also function quite jamless, if maintained properly and regularly. And that's the point jams should occur more frequent if you dont maintain your gun properly, for example if a gun's condition deteriorates below 50%, that means a lot of the guns parts have deteriorated, the claw which is responsible for ejecting the empty casing might be worn down, so it's not able to do it's job properly anymore. Or the whole Bolt Assembly has deteriorated, these parts not working properly anymore might cause jams aswell.

But the Overheating of the gun should be also put into consideration of course, a 100% condition gun jamming after four shots, that might happen once, but it's still kinda odd.
But IIRC there is a Overheating system implemented.

To cut a long story short, the jamming system should take both the condition and the overheating into account and if possible also the kind of weapon, a 5.56 Assault Rifle (for example G-36) is way more likely to jam, than a Machinegun like the MG-3.
just my two cents Wink

[Updated on: Wed, 09 October 2013 19:50] by Moderator

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