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Dynamic crosshair, scopes, reloading, FPS weapon stuff: what have you got?
Jonny Jacevicius · Assistant Design Director

Please stop me if I go too technical or go too deep on this, because obviously this is my jam. So, God, where do we start? So let's start with reloading. So the changes or improvements to reloading, as we've been calling it, again come through the necessity of change through playing combat in Squadron a lot, very focused combat areas where we're able to really hammer out some of the basic combat mechanics, where we were in situations that were getting frustrating. As most people probably know, engaging in FPS combat, if you reload, we save your ammo pool to your magazine, and that goes back on your suit, and you might then end up in a situation where if you want to put more magazines on your suit, your suit is now completely full, and you can't put more on unless you swap them out, and it's a very sticky, tedious process. So essentially we're trying to remove steps there. Rather than get rid of the realism that you have with basically having magazines that contain the ammunition, we want to keep that. And down the line we may still want to lean into doing the magazine stripping through a proper animated system. What we really want to lean into at the moment is just an ability to be able to condense the amount of ammunition down that you've got. So that's what we call ammo repooling. And that is an interaction either on the weapon or in your inventory that lets you essentially go, this weapon, I would like to condense all the magazines for that. Your character will play an animation while it's happening. It's quite a basic one. And then it will take a varying amount of time depending on how much ammunition you're shifting. So if I'm doing LMG mags, that will take longer than, say, if I'm doing pistol magazines that might have 10 bullets in or so.

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Published on this date.2024-02-02
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