I guess there’s a bunch I don’t understand then, and/or have misunderstood for a long time. What I essentially wanted was a short-range gun with fastest possible aim and low-ish recoil. Aiming speed 0 seemed so sexy, and I didn’t care much about the accuracy, only that I could squeeze off rounds as fast as possible with non-terrible accuracy. So… laser sights work then?
The fact that the laser sights don’t change the gun’s stats like the other sights do is kind of a problem. It’s an inconsistency, is what I’m saying.
Also it’s bit concerning that the gun’s stats draw only a partial picture. But knowing what I know now, I guess it’s tricky to convey the full picture.
I myself drew the conclusion that only one sight is only ever used, simply based on the fact that you can add sights to a gun and it seemed like some sights override others based on the changes in aim speed & sight dispersion. “Yeah, right, like they would implement any multiple-sight system. Pretty sure that guns take multiple sights simply because they can, and only one of them is used.” I guess not o_O
And that very idea affected my reasoning, too.
It was kind of stunning to read that “best possible sight” is used, as in from a selection of multiple sights on the same weapon. I just… I don’t know what to say to that. On one hand sight-hopping from one to the other is a neat concept in a game like CDDA but it should be limited to something… but then I vaguely understand the complexity and difficulty of putting such limitations.
Could it be possible to have the player maintain control which aiming contraption to use, and then place a duration for switching between sights so that you couldn’t just easily hop between them in the thick of combat? I mean, I would like to be aware of which sight I just used in the shots that I just fired. And maybe I want to try to snipe that rat from a mile away with my pistol’s laser sight instead of the pistol’s scope.
But yeah, I guess I could just take off the scope…
I think the real problem here is the lack of feedback to the player. There’s just no way of telling that a gun attachment is functioning as designed, or in which situations it’s being employed. I mean, you can choose how much time to spend on aiming but I can’t tell how much exactly and at which points the various other sights are triggered. How much time is a single increment in aiming? The player should have the control to switch between sights same as firing modes. But since we already have the automation, it shouldn’t be thrown away, because surely some others like it.