Is part of the FPS weapon rework also removing the automatic reload of the weapon, and rather allowing the player the choice to reload the magazine, swap the weapon, or do neither and run away instead?
TL;DRInterrupting a reload should be possible and is a planned example of the Action Matrix work, which aims to make actions cancel into each other fluidly, though it's hard to implement and will keep being tuned.
I mean, it should be possible to interrupt it already, but it's definitely, like I said, going through... now we got a lot more features, going through them and increasing the interactivity is really high on our list, or wish list, just to make everything feel smooth, and what you want to do is what you can do and you're in control of what's happening. Obviously, again, from the engineering side, it's challenging. It's not always a very easy thing to implement systemically. A lot of the times you have to go into each type of feature and put in: where do you interrupt it? How do you queue it? If you've queued it and then you decided to do something else while it was queued, do you then unqueue it? All these things like, I was jumping, then I land, should I reload because I pressed reload while I was jumping? And in the middle of the heavy land animation or something. So yeah, it's not as easy as perhaps design would like it to be, because they like to give us a big spreadsheet and [say] make this.
That's the whole thing we're working on at the moment, right? It's called the Action Matrix. So essentially this thing is basically supposed to make Star Citizen extremely fluid like you'd expect. If you're doing actions, they have the intended result of what you think. So when you're playing a game, if you have to think about something, that usually means there's not the level of fluidity you'd expect, right? So for example, with our slide, if you switch weapon during the slide, if you press one as soon as you go into the slide, the expectation would be, as soon as I regain control of my character, I switch weapon. And that's something that we have to manually put in, because we have to basically author and dictate which actions can go into which other actions. So the whole idea of the Action Matrix work is essentially that a designer can go in and say, well, if I'm reloading and I want to be able to cancel out of it, I should be able to. And obviously that's something that we've specifically talked about a lot. We've heard it requested a lot as well. And it is something that we are planning on doing, obviously that being the biggest example of how the Action Matrix will come in handy. So hopefully once the Action Matrix work is done, you'll have this very fluid experience that you expect in most contemporary FPSs.
And it'll never be done. They'll get the matrix, we'll implement it the way it is, and then someone tweaks it, we'll reiterate on it, and it's back and forth, back and forth, sit and play it.
Yeah, because it's sort of the case of when can you exit out of stuff as well. For example, if you medpen, right, when you go [makes a sound] like that, as soon as you pull out, is that when we give control? And obviously there's a lot more layers and depth that we can go into. How much expression of fluidity do we allow versus how much do we control and punish an action? So if you medpen, that's obviously quite a defensive action. You're getting your health back. Should we allow you to break out of that early? Does that allow skill expression by breaking out early? And there's all these fun design questions that we can propose and easily put in now. Well, we say to you, can you please allow us to do that?
Yeah, and we'll try. We always try.