Firearms: Realistic vs. AAA Guns

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Firearms: Realistic vs. AAA Guns

Post  mrpeanut188 on Tue Oct 01, 2013 10:58 pm

Bullets magically don't go into another magazine. I'd like to see the game have a little bit of realism to it, it'd make the player think and decide, and plan out with their ammo and guns.

1. Guns are usually NOT water-proof, some exceptions. Dirt can also destroy a gun.
2. RELOADING MAGAZINES. Just hold down a button to unload and load a magazine. You could always have a set amount or a max bullet count.
3. When you are out of ammo and reload, you have to CHAMBER A ROUND (Cock back, release the slide, or pump a grip). Even COD has this, if you reload from a empty mag you have a longer reload.
4. Attachments, none of them. I don't expect you to use them anyhow, but please do not mount anything on it! Maybe you could make a Flashlight/Bayonet work out, but I'd personally like to see Flashlights be restricted to Pistols, as a distinct advantage over rifles.

Of course, even if you didn't add these I'd expect a good quality game. I hope you take this into consideration, I'm tired of games with guns try to act realistic, especially in Horror games. Cry of Fear is the only game I've seen with semi-real guns. When you reload, the ammo in your current mag gets thrown out too.

Oh, a good game to look at is called Reciever, it's an indie that focuses on gun mechanics, although it doesn't have to be nearly as in-detail.
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Re: Firearms: Realistic vs. AAA Guns

Post  BJFowLer on Thu Oct 03, 2013 2:05 am

I do plan to make firearms work fairly realistically in this game. I guess you could say I'm somewhat inspire by the Cry of Fear gun system, I like how it's clunky and makes a fair amount of sense. I do plan to make the player chamber the round, also you would magazines a item of themselves, and you would have to load them separately from the gun itself, sound clunky ? Good it's suppose to.

   Now looking at the player character's talent with weapons, they're MTFs. They're not exactly bad shots, but we've been considering a Panic System that causes the player aim to shake, overall shot to hit ratio to drop, and causes them to fumble with their weapons. The likely hood of this happening increases with how many infected there is, and if they've spotted you or not.  


Now on the subject of flashlights on guns, we're leaning towards having something similar to a head mounted light, but we haven't decided quite yet. If we go with gun mounted flashlights they would likely be on rifles, I know that makes rifles seem "OP" but in reality a rifle isn't the best weapon for fighting infected, not at all. It's large and bulky, making it harder to move in tight spaces. I'm considering pretty heavily to give the player the ability to holster a gun, allowing the to move more easily but screwing the over if they need to pull it out quickly.
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Re: Firearms: Realistic vs. AAA Guns

Post  BJFowLer on Tue Jul 22, 2014 4:04 pm

I'm double posting to inform everyone that I have reworked the weapon system. If need be I'll make a new official topic concerning it. 
Thanks!
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Re: Firearms: Realistic vs. AAA Guns

Post  Mackenzie on Fri Jan 16, 2015 5:31 pm

question. why is double posting taboo? also,i think a good gun design would be receivers gun design (made by wolfire games) they make a very realistic depiction on preparing the gun before firing.
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