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Moody

Meh Suggestion

18 posts in this topic

Just a "meh" idea that I feel like throwing around. The biggest issue for this idea would be coordinating between coding and animation.

So I'm bored, staring at my computer screen, and a though comes to mind. "Wouldn't it be cool if reloading was done in a button mashing sense?" I though about it some more. Anyone who has played enough games knows how button mashing works. You hit the button as fast as possible to obtain an objective, and failing to hit the button enough times within he alloted time, means failing to achieve that objective. But instead of "failing" to reload, you just do it slower. You would press the R button rapidly to reload faster, or just hold the R button to get a steady, yet slower, reload speed. I assume this would require some pretty advanced coding and animation, and that the mod's animations and coding is probably too far into development for such a change to be worth it. The coding and animation could also be way too much work in the first place to even be worth considering. This is more of a "this is a kinda cool concept, let's discuss whether future video games should attempt this" thread rather than a "you guys should seriously try to implement this" thread.

A reloading system like that would lead to some epic moments though. If you are in no danger, you will take your time and hold R to get a easy reload in. However, if you get stuck in a tight situation, you could consider pulling out your melee weapon, or franticly button mash in an attempt to get that final clip in, and you either get it just in time to blast the zombies brains out, or you miss it and get killed. This idea would probably work better in war games though, because in a zombie game, your enemy uses short range melee attacks, so pulling out a melee weapon is usually better than reloading. But in war the enemy has a ranged weapon, making reloading the better option.

Again, just a "meh" idea that I feel like throwing around.

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I have to admit it is a very cool idea. I like it. I don't know if we can implement it, but I do like it nonetheless!

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Alan Wake has this kind of reloading, the faster you mash the reload key, faster Al reloads those shells to shotgun/bullets to revolver.

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it would add allot to the panic feeling

maxx, isn't there a way we could just slow down the animations, and fast forward it when you smash your 'R' key

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I LOVE this idea, it's similar to gears of war, where you would have to time the second reload press just right to get a double reload speed, if you didn't press anything; it would reload at normal speed, and if you pressed again, but at the wrong time, it would reload twice as slow. I like to see extra challenge/reward systems in games.

1162701387yrV2S2PgPX_2_1.jpg

(the dial would move this way --> and you need to press reload again when it's in the white area to reload at double speed, just an example.)

I support this, and want it implemented.

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Yeah I loved active reload.

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Would it even be possible?

Active reload would rock.

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Though it may seem hard, either or less, the remark from the topic poster gave me the thought, after he talked about being frantic, I'd hope our mappers are open-minded and not too slavely worked in the US to take my kind of spin-off idea: mappers should think about being artistic in their map designs, even if they must improvise, they can still:

Think about what would make players be caught off guard just by your map's design and coding for zombies and their placement? Basically, measuring what guns and how much ammo the players will use in a certain area and while reloading, maybe there was something behind them they did not notice, causing harm to themselves, another, or by a zombie? It is a video game and I SWEAR: though we like realism, please, let's NOT create the Matrix LITERALLY in this world we live in! Let's keep it in its own movie! >:(

Therefore, break the damn realism rules sometimes for tha sake of our own fun! I like realism but this is still video gaming! If you like to chill and play video games, don't let yourself get sucked into realism where one day, there's no difference between teaching yourself combat/life skills just to be badass in real life so you end up only playing video games! Keep the effort, realism, but at least let me inspire you some kind of way!

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Though it may seem hard, either or less, the remark from the topic poster gave me the thought, after he talked about being frantic, I'd hope our mappers are open-minded and not too slavely worked in the US to take my kind of spin-off idea: mappers should think about being artistic in their map designs, even if they must improvise, they can still:

Think about what would make players be caught off guard just by your map's design and coding for zombies and their placement? Basically, measuring what guns and how much ammo the players will use in a certain area and while reloading, maybe there was something behind them they did not notice, causing harm to themselves, another, or by a zombie? It is a video game and I SWEAR: though we like realism, please, let's NOT create the Matrix LITERALLY in this world we live in! Let's keep it in its own movie! >:(

Therefore, break the damn realism rules sometimes for tha sake of our own fun! I like realism but this is still video gaming! If you like to chill and play video games, don't let yourself get sucked into realism where one day, there's no difference between teaching yourself combat/life skills just to be badass in real life so you end up only playing video games! Keep the effort, realism, but at least let me inspire you some kind of way!

Therefore, break the damn realism rules sometimes for tha sake of our own fun!

Sometimes, Joe, what would be said in 238 words can be summed in 14.

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Sometimes, Joe, what would be said in 238 words can be summed in 14.

thank you!

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Also active reload like Gears of war could add to the realism. I mean you average idiot isn't going to reload a gun perfectly every time. So maybe if you mess up the active reload the player messes up the reload (like drops like clip or something).

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I talked with ssba about this, and unfortunately he believes that Source does not support modifying the frame rate of an animation on the fly. So the "quick reload" via button mashing wouldn't work.

I do like the idea of an active reload style mechanic, though.

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I do like the idea of an active reload style mechanic, though.

yeah just make 3 animations, 1 fast, 1 slow and 1 fail :)

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It's all about da $$$$! $D

$) $ $

____

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yeah just make 3 animations, 1 fast, 1 slow and 1 fail :)

Do this, also another game I love button mashing in is Just Cause 2. Though they did give you too much time to hack/destroy things. It was a very fun mechanic and actually made me feel like I was working to get an objective done.

As opposed to playing Crysis afterwards where I killed a shit ton of guys to get to a computer to steal some information. Being used to button mashing after running up to the computer, I hit the action button and BAM it automatically downloaded the information for me. I felt like I had done no work to get the information, like I don't need to bypass an enemy firewall or some shit.

I just love how Just Cause 2 did it, also how Mass Effect did things with the firewall by pass.

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