08-24-2023, 06:28 AM
(This post was last modified: 08-24-2023, 06:29 AM by TDHooligan. Edited 1 time in total.)
(08-19-2023, 07:42 AM)colossusqw Wrote: I don't know, SS13 has a bunch of detail put into many areas even when they aren't what it is about. Like botany or cooking, chemistry or atmos, medical procedures.. giving guns some flavor and texture wouldn't really make the game 'about guns', as much as it would flesh out a part that has a bit less detail than it could. I feel like comparing it to say, Amnesia: The Bunker could work. That game isn't really about the guns, it's a sandbox survival horror, but it has very complex and tactile feel to most of it's mechanics(pulling and pushing doors with the mouse, turning cogs by hand..) and a similar amount of detail is given to the few guns it has, in the same vein, i don't think giving guns some more sensitive and tactile mechanics would make ss13 about guns, more so enhance the detail that the game is about.
This has pushed me more in favor of the original PR overall. I dislike realism for realism's sake, but think it opens up kinetics for a lot more uniqueness besides what bullets are poured in & out. Ultimately I spent quite a lot of time streamlining it to remove stuff that'd catch players out.
What's odd is that right now, Eguns have the same mag-swapping behaviour with partial reloads, while kinetics are magic bullet vacuums. With the PR as is, I've still simplified operation to make them game-y, and a lot of modern games cover the 'one in the chamber' mechanic. With this change, you can use guns identically and not have an issue, but there's room for cooler stuff like oversized magazines etc.