Reloading will be done via a dedicated ‘reload’ button.
It will be up to the player to decide when – empty or not – and how – keep or discard – to reload.
While most of what is discussed here is based on weapons fed from an external magazine, the basics will apply to all weapons, regardless of type.
Empty or Not
A player can reload when the weapon is empty or still has one or more rounds ready to fire.
An empty reload will be slightly slower, since a new round will need to be chambered into the weapon.
Keep or discard
Discarding the magazine is faster, but you lose any unused rounds and may make more noise as the old magazine hits things.
Keeping the magazine is slower, but you keep all unused rounds and make less noise.
To discard the magazine, the player just taps reload.
To keep the magazine, the player needs to press and hold the reload until the old magazine is pocketed.
Two weapon usage
If using a weapon in each hand, a tap or hold will reload the main hand, a double tap or a tap then hold will reload the offhand.
Well, that is theory anyway – will need testing.
Reloading will be divided up into stages to allow reloads to be paused or interrupted. These stages will vary based on weapon type, but would typically include eject, remove, insert & chamber. Each completed stage is skipped if and when the reload is resumed.
ie. If the magazine has been ejected, the reload would resume at the insert stage.
Interrupting a reload
To pause or stop reloading, a player need only perform any non-reload action.
Attacking with weapon
If chambered and outside melee range, the weapon will be fired.
If not chambered or inside melee range, the player will perform a melee attack with the weapon.
Attacking with other hand
If outside of melee range, the player will take out last used and/or available one handed weapon and fire it.
If not, the player will try to punch or otherwise engage the target with that hand.
If inside melee range of a target, hitting jump will make the player attack with a simple kick, perhaps in the hope of gaining some distance.
Resuming a reload
If the player starts to reload a weapon that they previously interrupted, the reload will continue from where it left off.
Other : “Active reload system”
Thinking about using an active reload style system where the player can choose to skip reload stages or use alternate animations based on when/how they use the reload key. Most choices should have a decent positive affect and a slight negative one to help balance them out.
To prevent button mashing, hitting the key at the wrong time would result in a purely negative result.
Eject stage: Wrist flick
Just before the eject stage ends, a quick tap causes a flick of the wrist, throwing the magazine out faster and lining it up for a quicker insert stage. While faster, the flick means a slight canter to the gun, making any immediate shots taken less accurate.
A mistimed tap results in a stick magazine that needs to be removed by the offhand.
Insert stage : Slide release
Just after the insert stage ends, a quick tap causes makes the player use the slide release instead of wracking the weapon to chamber a new round. While faster, it may cause the some types of weapons to be slightly off canter making any immediate shots taken less accurate.
A mistimed tap results in the slide being released before the magazine was properly seated, requiring a the magazine to be tapped and the slide wracked anyway.
Chamber stage: Double feed / partial feed
A mistimed tap or mashing results in a double feed or a new round not being chambered correctly. Requires the player to perform a clearance the reinsert and chamber a new round.