I’d think it should be something like every gun is a RELOAD_ONE type, unless you have spare magazines. Reloading a single round would be a slightly faster action than reloading the entire magazine, but obviously you only get one round instead of a full mag. If you haven’t managed to find any spares for that weapon, then you’re stuck reloading one at a time.[/quote]
Two issues with this. Reload-one for high-capacity magazines is a non-starter, it’s bearable for weapons that hold less than 10 or so rounds, but for extremely common weapons with 30+ round magazines, this would be a terrible UI. We could perhaps add an option to reload one, or reload X rounds instead of how it works now where you have to reload the entire magazine, but the default would still be a keypress or two (ammo type selection) to reload the entire magazine.
I think in practice it wouldn’t be that terrible, because you could strip magazines from guns, so if you found two Glock 19s, you can take one of them and the magazine from the other one. This would be OP if the magazines are generic, but if they’re gun-specific they’re exactly as common as their guns. The other issue is people having to worry about juggling multiple kinds of magazines, but again the default is to use the one you found with the gun (we’d spawn guns with magazines by default.), so probably not too bad.
Tracking the ammon is pretty much a non-issue, technically this is very simple to do, the UI is the only hard part. Reloading spare magazines a round at a time makes more sense, but again the default would be to fully reload a magazine, with single-round being an option in case it’s tactically preffereable. (like pop a few rounds into a spare magazine while a zombie shambles across the road toward you)
Yea something like that, if we did magazines as items of course they wouldn’t be stored in the gun anymore (except double magazines I guess? have to decide if we want to mess with that, or possibly just gloss over it as a magazine with double capacity)
The main issue with all of this is keeping the UI streamlined enough to not irritate the hell out of everyone by having to micromanage ammo handling. I think it’s achievable with good default behavior, but we’ll just have to see how it pans out.
Re: recoil affecting all ranged weapons, yes everything I said about recoil management and aiming applies equally to archery.