P
Pandafish
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- Thread Author
- #1
The ArcCW-based ammunition loading system is flawed currently. The goal was to take the invisible Source ammo counter out of the character database and into their ingame inventory instead, where it could then be quantifiably measured and identified. In other words, you can't just load 9999 rounds spamming ammo scripts into your prison pocket and walk into plaza and CPs don't notice a thing; now they see your bag full of loaded magazines. In this regard, the current system has tackled this problem.
However, this has created an inconsistent, confusing and unexplained gameplay system where we're loading magazines into shotguns and revolvers that were never designed to take them, bloating inventories and crafting tabs with magazine scripts and just otherwise making inventory management clunky and annoying. It's really annoying for S2K especially, where in a tense, low-tickrate, UI heavy and laggy real-time combat environment you have to tangle with a CS:GO buy menu because your shell-fed pump-action shotgun needs a magazine loaded in the drag-and-drop menu to even function. I feel like a system like this is the product of a half-baked idea to create more immersive and realistic gunplay without considering how it affects gameplay, let alone how guns actually function, so it fails entirely in that aspect.
The solution I've come up with is to remove magazines entirely and to instead draw reserve ammo directly from ammunition scripts in your inventory, instead of having to individually load magazines. You'd be able to fill your backpack full of ammo and fire and reload without any delays or inventory management. In this regard, it'd be even easier than the previous system where you had to "use" the ammo to place it into your character data. If the concern is that people will turn into 'Rambo' with these changes, being able to spamshoot just like they could previously and press R to instantly reload back to full, the ammo scripts themselves could have their grid size changed to take up more inventory space (which you'd expect from a massive box of ammo) thus restricting total ammo count and encouraging tactical inventory management. It could even open MORE potential for custom storage items (like how the Suitcase functions) designed for containing ammo, like green ammo crates that can only hold cartridges.
Let me know what you think. Personally, I think this magazine crap is annoying as hell and I'd like to see what other people think about it and how it could be changed to be more user-friendly.
However, this has created an inconsistent, confusing and unexplained gameplay system where we're loading magazines into shotguns and revolvers that were never designed to take them, bloating inventories and crafting tabs with magazine scripts and just otherwise making inventory management clunky and annoying. It's really annoying for S2K especially, where in a tense, low-tickrate, UI heavy and laggy real-time combat environment you have to tangle with a CS:GO buy menu because your shell-fed pump-action shotgun needs a magazine loaded in the drag-and-drop menu to even function. I feel like a system like this is the product of a half-baked idea to create more immersive and realistic gunplay without considering how it affects gameplay, let alone how guns actually function, so it fails entirely in that aspect.
The solution I've come up with is to remove magazines entirely and to instead draw reserve ammo directly from ammunition scripts in your inventory, instead of having to individually load magazines. You'd be able to fill your backpack full of ammo and fire and reload without any delays or inventory management. In this regard, it'd be even easier than the previous system where you had to "use" the ammo to place it into your character data. If the concern is that people will turn into 'Rambo' with these changes, being able to spamshoot just like they could previously and press R to instantly reload back to full, the ammo scripts themselves could have their grid size changed to take up more inventory space (which you'd expect from a massive box of ammo) thus restricting total ammo count and encouraging tactical inventory management. It could even open MORE potential for custom storage items (like how the Suitcase functions) designed for containing ammo, like green ammo crates that can only hold cartridges.
Let me know what you think. Personally, I think this magazine crap is annoying as hell and I'd like to see what other people think about it and how it could be changed to be more user-friendly.
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