Complex Reloading

schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
edited September 2007 in Ideas and Suggestions
<div class="IPBDescription">wii style</div>Ok so no one in there right mind would use a wii mote to play NS but you could have a similar feature to reloading and doing other complex tasks in NS by making better use of the mouse.

Like instead of reloading with by pressing R once, it would be a series of quick events such as -

-HOLD reload key on the keyboard
-the gun model view changes to give you a better view of your gun, and partly your ammo belt on the player model (all still first person)
-a mouse cursor pops up
-you then use the mouse to press the eject lever/button on the gun (clip falls to floor)
-you use the mouse to drag a clip from your belt and into the gun (amount of clips on belt could = ammo you have)
-you then click the clip you have just inserted to slap it in tightly
-use the mouse to flick the safety switch
-use the mouse to check for a jam in the chamber thingy
let go of your reload key, view goes back to normal and you are ready to rock

it sounds long but after a few goes you'd probably be able to do it in 2 or 3 seconds.


other notes
(as soon as you let go or your reload key your view goes back up to normal.)
players with more experience would be slightly faster at reloading as they would quickly press all of the buttons/switches on the gun and slap in another magazine. Of course having a particular gun for the first time would take a little getting used to.
There would be a slightly difference procedure for reloading all of the guns - especially the shot gun and GL as you would be putting in the ammo one by one.
Or like the flamethrower (if there will be one) you would unscrew the gas/fuel canister by moving the mouse in a circular motion.

edit -typos

Comments

  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    Mouse macros that can force the cursor to move X amount in X direction would ruin this idea. You can set the mouse to move the cursor X amount in a particular direction, then have to hold a certain button for a certain amount of time, then move somewhere else etc etc.

    A dude in a mmorpg kept doing a delivery quest (moves X character to point A, then moves to point B, then back to point A--all the while talking to the specific npc's) and basically single-handedly broke the economy b/c of this. ...lol.

    No, you wouldn't be able to script this in-game, but you could use an outside macro program to recognize when you press a certain key, then it would do whatever needed in terms of 'reloading' the gun by a set of Very Fast actions (set of course by the programming).
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    dang!
    what if the view changed around a bit each time so that the mouse coordinates would vary - as well as different guns would have switches etc in different spots - sure you could script/external macro it if you wanted to but by the time you pick which gun you have, and what view it is, you might as well have reloaded yourself <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    why not starting a round of pacman when pressing +reload
  • ShadowedEclipseShadowedEclipse Join Date: 2007-08-15 Member: 61886Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->why not starting a round of pacman when pressing +reload<!--QuoteEnd--></div><!--QuoteEEnd-->

    lol

    Anyway, I don't think this really has a place in NS, marines are already pretty vulnerable when reloading, turning that into a player controlled thing that could potentially take way too long and make the player look away from the battlefield would absolutely be death to marines the moment the clip ran dry. Plus, these guys are TSA marines, they have probably been drilled with their weapons so much they wouldn't need to look at their guns to reload, they would know exactly where the ammo was on them, and the clip release and so on. It's not a bad idea, I just don't think it has much of a place in NS.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    It's nicely thought out, but just way too complicated for this game unfortunately
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1647532:date=Sep 5 2007, 06:13 PM:name=niaccurshi)--><div class='quotetop'>QUOTE(niaccurshi @ Sep 5 2007, 06:13 PM) <a href="index.php?act=findpost&pid=1647532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's nicely thought out, but just way too complicated for this game unfortunately<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed

    Plus it would become ######ing frustrating after about 30 minutes of play.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    WHile this would be great for a tactical shooter (aka swat or raven shield) where you reload once every 10 minutes top, it would just be too annoying when you reload every minute or even more often.
  • BodyGuardBodyGuard Join Date: 2005-02-13 Member: 41012Members, Constellation
    It's fun, well thought, but it's an arcade game ( it's not really arcade, but it's obviously not simulation ), so you don't need that level of details.

    We could include a second mouse and use them both to control legs, one mouse for each. And why not a joystick for the head?

    PLAY MECHWARRIOR §

    Idea is good, but not for this game.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    Can you say "MIN GAME"!

    I actually like the idea, I just like it as something we could goof around with in the Ready Room, not in the main gameplay, know what I mean?

    The Wii is fun for a reason and we could take advantage of that style of play for some Mini Game fun, if we were so inclined.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    I think the "press R to reload" should remain. NS is already complex enough at it is, why add an unnecessary addition to that. Imagine someone who has never played NS before trying to go through an already steep learning curve, having to learn some random reload technique as well.

    No.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    The main flaw in this idea isn't so much that it's bad...

    The main flaw is it makes reloading more difficult for marines. And what would be the alien counterpart? Would their jaw get dislocated, and you could hold reload and snap the bone back into place?
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    I don't think you need to bring aliens counter points into this, the simple fact is that it would be daunting to new players and it'd get annoying for older ones.

    The best way I think about ideas like this is that the amount of "button presses" it takes should be roughly around the same instances of active thought you give something. You don't think, when trained, I have to take that out, put the safety on, slap it in, etc, etc...you just think, "time to reload" and do it, the other bits are all subconscious.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    <!--quoteo(post=1647659:date=Sep 5 2007, 08:25 PM:name=niaccurshi)--><div class='quotetop'>QUOTE(niaccurshi @ Sep 5 2007, 08:25 PM) <a href="index.php?act=findpost&pid=1647659"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think you need to bring aliens counter points into this, the simple fact is that it would be daunting to new players and it'd get annoying for older ones.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah. That was a joke.
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    Or hit R to reload... then you reload and continue playing.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1647532:date=Sep 5 2007, 04:13 AM:name=niaccurshi)--><div class='quotetop'>QUOTE(niaccurshi @ Sep 5 2007, 04:13 AM) <a href="index.php?act=findpost&pid=1647532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's nicely thought out, but just way too complicated for this game unfortunately<!--QuoteEnd--></div><!--QuoteEEnd-->
    I also have to agree. A very cool idea though, something like that may be very good in a more intense stealth action realistic FPS. I hate to say it but I don't think the average NS player would tolerate something of this complexity and hence people would start whinning and/or using macros -- it kind of appeals to a different audience, that's all.

    Although with that said I would love to see NS2 much more "realistic" than NS1. Of course not at the expense of gameplay, but that would be nice. This particular idea is a bit too much though I'm afraid.
  • killkrazykillkrazy Join Date: 2007-09-10 Member: 62238Members
    Forgive me, but it really sounds to me that some ideas are being created for the sole purpose of making the game "noobie unfriendly" ... making the game very difficult to pick-up-and-play ... and it seems that the reason is because the topic creators are afraid of CS:S asses coming to NS2 and suddenly being good at it (it's a tactical FPS at the soldier level) because of FPS general knowledge/skill.

    We should welcome new players, give them a new experience that is enjoyable... not watch them suffer with (sorry) ridiculous reloading sequences... unfair bunnyhopping techniques... etc.

    The game already has some very complex mechanics to grip with (providing the main-game plays similar to NS1) such as resource collection and preservation... squad combat... following somebody's orders (in adolescent video gaming, listening and obeying to another "equal" player is very difficult)... playing as an alien... playing as an alien BUILDER... holding choke points instead of "camping"... etc.

    That's why NS:Combat became so popular, it stripped the game down to a level where people could get a few kills, upgrade and then become SUPER-LERK and destroy the whole enemy team solo....

    I don't believe the game should be stripped own as far as NS:C but I absolutely don't think the game should be purposely made more difficult. Or have "mini-games" put into it to reload/bunnyhop etc

    not-a-flame <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    I half agree with Killkrazy, half not.

    I do agree that making the game more difficult for the sake of making it difficult isn't always a good thing. It makes people not like the fact that they bought the game. Most noobs like a game that they can just "jump into." However, if instead of making the game harder, they simply change what MAKES the game difficult and most spreads it out, then it could overall be a positive change to the game.
  • Fudgepuppy91Fudgepuppy91 Join Date: 2007-09-08 Member: 62204Members
    NS had a perfect panic feeling during intense fights, don't mess that balance up, just improve it. This "Wii idea", is not an improvement for the panic feeling, just a gimmick.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited September 2007
    <!--quoteo(post=1648943:date=Sep 12 2007, 06:52 PM:name=killkrazy)--><div class='quotetop'>QUOTE(killkrazy @ Sep 12 2007, 06:52 PM) <a href="index.php?act=findpost&pid=1648943"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Forgive me, but it really sounds to me that some ideas are being created for the sole purpose of making the game "noobie unfriendly" ... making the game very difficult to pick-up-and-play ... and it seems that the reason is because the topic creators are afraid of CS:S asses coming to NS2 and suddenly being good at it (it's a tactical FPS at the soldier level) because of FPS general knowledge/skill.

    We should welcome new players, give them a new experience that is enjoyable... not watch them suffer with (sorry) ridiculous reloading sequences... unfair bunnyhopping techniques... etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You have it all wrong <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> the Wii is the most noob friendly console there is, this definatley wasnt an attempt at making the game harder to steer people away. I assumed it would be fun, and people would brag about a feature like this, because everyone always seems to go mental (happy) when they play the wii and realise you can rotate the controller to reel in a fish - thus making it more popular. EDIT - yes its a gimmick - gimmicks sell products though <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    I have to disagree with the dumbing the game down thing too, games should not be simple to catch an audience - halo 3 is doing this - and I can bet that it will be pretty crap.
    I reckon the best way to make a game succesful, especially in the long term is to make it easy to get into, but then load it features and abilities that players can learn over time, so the more they play the better they get. That way the game caters for noobs and veterans - which is a hard thing to do while keeping the game balanced.
    There are two ways to look at it - what the are two most succesful games out there? CS /CSS and WoW.
    CS is easy to get into easy to play, but its got its subleties which make you either noob or pro.
    Then there is WoW probably the most complicated mainstream game ever. Yet just as if not more popular than CS
    So common sense will tell us that if the dev's can find a way to cater for both audiences (and keep the game fun) then they will have a winner <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1649151:date=Sep 12 2007, 06:40 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Sep 12 2007, 06:40 PM) <a href="index.php?act=findpost&pid=1649151"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have it all wrong <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> the Wii is the most noob friendly console there is

    I reckon the best way to make a game succesful, especially in the long term is to make it easy to get into, but then load it features and abilities that players can learn over time, so the more they play the better they get. That way the game caters for noobs and veterans - which is a hard thing to do while keeping the game balanced.

    So common sense will tell us that if the dev's can find a way to cater for both audiences (and keep the game fun) then they will have a winner <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Quote For Truth. Then quote it again, and again ... and again...

    I'm pretty sure Charlie and Max are all over this, did you see the Flayra's answer which had "personas" in it?
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    <!--quoteo(post=1647493:date=Sep 4 2007, 08:11 PM:name=c0ke)--><div class='quotetop'>QUOTE(c0ke @ Sep 4 2007, 08:11 PM) <a href="index.php?act=findpost&pid=1647493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->why not starting a round of pacman when pressing +reload<!--QuoteEnd--></div><!--QuoteEEnd-->

    Jesus! I don't think I would ever play a Marine again. It's like I have to solve a puzzle just to reload. Even in real life reloading sub guns and pistols is pretty simple, so why make it so complicated in a game?
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