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>> No.1251201 [View]
File: 123 KB, 679x1200, FAL.jpg [View same] [iqdb] [saucenao] [google]
1251201

>>1251160
>A good deal of shooting is actually in your trigger pull...as in, you pull the trigger with a slight movement in the wrong direction, or too fast, or too "wrong", and the round is gonna miss entirely.

That'd depend on the skill of the operator, wouldn't it? As in, accuracy would be dependent on the character you're playing, perhaps with some kind of skill level system?

>Then there's all of the other things about weapons manipulation that would be retardedly difficult to get right. How do you simulate a stovepipe and how to clear it? How do you simulate squib loads? FTF? All sorts of things that would be hard to simulate,

Well, that could be handled with the reload button, mainly.
You get a stovepipe, so either you press the reload button to manually clear it, or part of it's animation is the character racking the charging-handle/picking out the casing.
Squibs would be a bit harder to deal with in the field, you'd probably have to take the weapon apart, depending on what kind of weapon
Failure To Feed would probably be solved by taking out the magazine, pulling back the charging handle, maybe some shaking to get out the missfed rounds, and if there's too many missfeeds/doublefeeds, the magazine would be discarded entirely.

>I wrote a couple of WADs for personal use that do this with default doom weapons and it's actually pretty fun; still plays like doom, but is a tad more "realistic"...

Me too, I use an edited graphic of the Alpha rifle as a select-fire battle-rifle, loud, kicks hard, but also hurts like a bastard. Among other things.

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