Alright, had a lot of coffee and came up with an interesting concept.
So there I was, staring at my M60 with a drum mag mod thinking "man, I like having a lot of bullets but what if I could have MORE bullets" when inspiration struck.
I started thinking about what it would be like to have just a belt that ran up to 200 rounds at once, then one thing lead to another and suddenly I realized there was a lot more to the concept.
MAGAZINES.
Overview:
The idea behind including magazines would be that it would use similar systems to those already in use in order to create a new and interesting mechanic that adds a bit more depth to ammo management than "Yeah I'll stack 2k rounds of 7.62 in my backpack".
In short, magazines would be craftable items which would be used in firearms that contain bullets.
Loading Magazines:
Loading magazines would function similarly to repairing, each round "repairing" X% of the magazine's "health" similarly to how X amount of gas counts to X% of a car's fuel tank.
Every time the weapon is fired, the magazine would lose that same amount of "health" perhaps even using the same function as the item degradation system.
To prevent too much complexity, there could be a radial menu that pops up if more than one type of a certain ammo exists in a player's inventory which would allow them to chose the correct type of munition to stuff into the mag.
In a bid to reduce the total amount of resources required to save magazine data to memory, magazines could be locked to a specific ammo type once that ammo is placed into it and unlocked once the ammo is removed/used, ammo type could then be stored as a simple ENUM value.
Loading would take a different amount of time based on the size of the mag, keeping smaller mags practical if a player is out scavenging for longer as they would take less time to load with scavenged ammo.
Using Magazines:
With there being several mags of varying capacity and "health", it raises the question, "What if I just want to reload the damn gun?".
Pressing reload could simply check for a magazine of equal capacity and load the most filled into the gun.
Holding reload currently brings up the ammo type wheel, this could be expanded so that instead of activating the button on the release of the reload key, a right click would bring up a second wheel that would list all available magazines in the player's inventory and their current ammo count, while releasing would simply grab the first largest and most filled magazine.
The Cool Part:
Using a system like this would allow for the creation of different capacity magazines with different stats, here's some basic ideas I just came up with on the spot.
-Standard
Generic 30 round mag
-High cap
Larger, but slower to load mag with 50 rounds
-Belt
Exclusively for the LMG, 200~ round belt that would lower accuracy and slightly increase wear
-Speed pull
Faster to reload 20 round magazine
Balancing:
These are cool sure, but how would someone keep every player from hauling around 400 round 7.62 belts for their LMG as opposed to any other choice?
One way would be to have it be more of a trade off, higher capacity for slower reload and a minor effect, for instance a larger belt could take longer to reload and cause a speed penalty (something else that could be made better by late tier assault rifle perks just to further push people to actually get the last rank of the skill) while a standard 100 round box wouldn't have the same issue and would reload faster.
Inventory Issues:
If there's one thing I've noticed, carrying all that ammo AND the equipment/items you need for a horde night can be an issue even with current ammo stacks, that being that I tend to burn through all my ammo long before I've killed everything (though I do play with heavily increased horde sizes).
Making mags lower than the total stack size could cause issues for players by making it even harder to carry a lot of ammo since mags would be hard to stack from a development perspective in a way that both lets players see the ammo in them and select them easily from the inventory screen.
My initial thought for this is adding some sort of bandoleer item (I know there's a gear mod for it but it's a stat boost more than anything) which could go in a theoretical bag slot for a player, the total mags you can fit in it might even be able to scale with the quality level of the bandoleer
more info:
Another solution is to stack full mags and allow the player to drop a mag by pressing something like reload twice instead of putting it back into the inventory.)
Aesthetics:
One other issue is identifying the ammo type in a mag at a distance, a simple fix would be to perhaps have icons changed, standard round filled mags being normal and special round mags having tape around them with the color of the round type.
For things like belts it would be as simple as changing the round tip color.
New Possibilities For Existing Weapons:
One really cool thing this adds is the ability to expand on existing weapons.
A few cool examples:
-Hunting Rifle
Internal magazine mod that lets you load more than one round into the mag as well as the ability to use clips to load it faster
-M60
Ammo box mount, would let you use 100/50 round boxes on the M60 at the cost of a mod slot, making reload faster for the gun
-Pump shotgun
Tube catch, would let you load a quick reload tube with shells that can be used to reload the shotgun faster
It's all just stuff I came up with on the spot so lemme know what you all think.
So there I was, staring at my M60 with a drum mag mod thinking "man, I like having a lot of bullets but what if I could have MORE bullets" when inspiration struck.
I started thinking about what it would be like to have just a belt that ran up to 200 rounds at once, then one thing lead to another and suddenly I realized there was a lot more to the concept.
MAGAZINES.
Overview:
The idea behind including magazines would be that it would use similar systems to those already in use in order to create a new and interesting mechanic that adds a bit more depth to ammo management than "Yeah I'll stack 2k rounds of 7.62 in my backpack".
In short, magazines would be craftable items which would be used in firearms that contain bullets.
Loading Magazines:
Loading magazines would function similarly to repairing, each round "repairing" X% of the magazine's "health" similarly to how X amount of gas counts to X% of a car's fuel tank.
Every time the weapon is fired, the magazine would lose that same amount of "health" perhaps even using the same function as the item degradation system.
To prevent too much complexity, there could be a radial menu that pops up if more than one type of a certain ammo exists in a player's inventory which would allow them to chose the correct type of munition to stuff into the mag.
In a bid to reduce the total amount of resources required to save magazine data to memory, magazines could be locked to a specific ammo type once that ammo is placed into it and unlocked once the ammo is removed/used, ammo type could then be stored as a simple ENUM value.
Loading would take a different amount of time based on the size of the mag, keeping smaller mags practical if a player is out scavenging for longer as they would take less time to load with scavenged ammo.
Using Magazines:
With there being several mags of varying capacity and "health", it raises the question, "What if I just want to reload the damn gun?".
Pressing reload could simply check for a magazine of equal capacity and load the most filled into the gun.
Holding reload currently brings up the ammo type wheel, this could be expanded so that instead of activating the button on the release of the reload key, a right click would bring up a second wheel that would list all available magazines in the player's inventory and their current ammo count, while releasing would simply grab the first largest and most filled magazine.
The Cool Part:
Using a system like this would allow for the creation of different capacity magazines with different stats, here's some basic ideas I just came up with on the spot.
-Standard
Generic 30 round mag
-High cap
Larger, but slower to load mag with 50 rounds
-Belt
Exclusively for the LMG, 200~ round belt that would lower accuracy and slightly increase wear
-Speed pull
Faster to reload 20 round magazine
Balancing:
These are cool sure, but how would someone keep every player from hauling around 400 round 7.62 belts for their LMG as opposed to any other choice?
One way would be to have it be more of a trade off, higher capacity for slower reload and a minor effect, for instance a larger belt could take longer to reload and cause a speed penalty (something else that could be made better by late tier assault rifle perks just to further push people to actually get the last rank of the skill) while a standard 100 round box wouldn't have the same issue and would reload faster.
Inventory Issues:
If there's one thing I've noticed, carrying all that ammo AND the equipment/items you need for a horde night can be an issue even with current ammo stacks, that being that I tend to burn through all my ammo long before I've killed everything (though I do play with heavily increased horde sizes).
Making mags lower than the total stack size could cause issues for players by making it even harder to carry a lot of ammo since mags would be hard to stack from a development perspective in a way that both lets players see the ammo in them and select them easily from the inventory screen.
My initial thought for this is adding some sort of bandoleer item (I know there's a gear mod for it but it's a stat boost more than anything) which could go in a theoretical bag slot for a player, the total mags you can fit in it might even be able to scale with the quality level of the bandoleer
more info:
Another solution is to stack full mags and allow the player to drop a mag by pressing something like reload twice instead of putting it back into the inventory.)
Aesthetics:
One other issue is identifying the ammo type in a mag at a distance, a simple fix would be to perhaps have icons changed, standard round filled mags being normal and special round mags having tape around them with the color of the round type.
For things like belts it would be as simple as changing the round tip color.
New Possibilities For Existing Weapons:
One really cool thing this adds is the ability to expand on existing weapons.
A few cool examples:
-Hunting Rifle
Internal magazine mod that lets you load more than one round into the mag as well as the ability to use clips to load it faster
-M60
Ammo box mount, would let you use 100/50 round boxes on the M60 at the cost of a mod slot, making reload faster for the gun
-Pump shotgun
Tube catch, would let you load a quick reload tube with shells that can be used to reload the shotgun faster
It's all just stuff I came up with on the spot so lemme know what you all think.
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