Actually the logic for a reload of a gun with a partially-loaded removable magazine is eject magazine, insert more rounds, re-insert magazine, what you’d call a non-tactical reload. It’s just that due to game balance this operation is much shorter than in reality (about 18 seconds for a Glock 19 instead of something like a minute).
The only way to get a tactical reload is to obtain a “spare magazine” gunmod and have it loaded. When your gun has 0 rounds and you reload, the spare magazine is swapped in and it’s 10x faster than a manual reload.
I’m still pondering making reloads take a more “realistic” amount of time, and balancing it by making spare magazine gunmods more common, and possibly allowing more than 4 gunmods to be applied to a gun. Other mitigating factors would be a separate speedloader item and allowing multiple spare magazines on a single gun.
If reload times were adjusted, non-tactical reloads would be, well, like the name says, non-tactical, you can’t do them in combat because they take a prohibitively long time. This would also serve to widen the variation between removable-magazine guns and single-round reload guns. From a realism POV it’s a clear win, but I’m on the fence from a gameplay POV, I’m still debating it with myself.[/quote]
I like the game on the idea of keeping partially loaded magazines separate for realism purposes.
If you look what has been done in the Road from McCarthy for example, there the Survivor loaded his gun with fake bullets crafted from wood cut to size and coloured with silver.
The problem was that he actually had a primer in the shotgun shells he found. But when did he had thrown the casings for the revolver ammunition away?
The game takes itself fairly seriously so for the sake of lore it should be contained at least in being able to craft such a bogus item ("You examine the weapon of your opponent, there appears to be all chambers loaded… ").
Anyway thats just my two cents.
Thanks and regards
Robert