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>> No.4542026 [View]
File: 312 KB, 1668x1080, steelballers.jpg [View same] [iqdb] [saucenao] [google]
4542026

>>4541514
I once had the idea that for example a modern Duke Nukem game could have reloading with zero impact on firing speed. It could work something like this:
-Dual pistols would shoot in what appears to be an erratic right-left pattern but would actually make sure that one side empties way in advance of the other, so that the other side could keep firing while the other reloads.
-Pump-action shotgun would pump to load a new shell when there are shells in the tube, and Duke would reload a shell when there aren't any left. Loading a shell would take exactly the same amount of time as pumping. Duke would load the tube full when there is a break in combat.
-Ripper would have three magazines and Duke would simply replace one of them in sequential order as they get empty, even in the middle of firing.
-RPG would be quickly loaded with a new round every time after firing.
-Shrinker, expander and freezethrower would be reloaded with a new battery/fuel pack during equip animation.
-Devastator would be discarded entirely when coming across a new one.

>> No.3763186 [View]
File: 312 KB, 1668x1080, steelballers.jpg [View same] [iqdb] [saucenao] [google]
3763186

>>3763157
>Olfenstein D
>Not Uke Ukem D

>> No.3075734 [View]
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3075734

>>3075625
>I really like that stuff when done in a good way, or when the gameplay is in such a way that it fits.
>Don't quite like how it's done in Brutal though

I once brainstormed by myself about how to redo some old shooter with reloading that doesn't impact the gameplay at all. For example a pump action shotgun could be semi-automatic instead, with the slide locking back when you fire the last shot. The mag would fall out and the player would replace it with a new one is exactly the same amount of time it takes between shots normally.

With a pistol you'd either have a ridiculously fast mag change, or you'd have dual pistols, that shoot in a left-right pattern that appears to be random, but actually it makes sure that boths sides don't run out of ammo at the same time. You can keep firing with the remaining ammo on the right side while changing the mag on the left, and vice versa.

Something like Doom's plasma gun is easy because it has a burst cooldown by default. Just make the animations so that after firing a certain amount of shots, the next cooldown animation is replaced by a reload sequence that is the same length.

The very first game that had reloading that I palyed was Duke3d, and it server no purpose. Every 16 rounds Duke would fumble around with a magazine, but the pistol was the only weapon that had that.

Another idea which I thought would be cool is emergency sidearms. A special weapon slot for a gun you could fire during reloading so that there is no sudden pause in your dps. Like a sawed-off shotgun or a micro uzi. Or an H&K grenade pistol loaded with white phosphorous and BEES.

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