I have never seen this done in any mod or game.
What I'm thinking is that every weapon would have the basic 1% or .5% jamming probability to start of with, then, for example, sustained auto-fire would cause that percentage to go up for the duration of the burst, semi fire would have no added penalty, and burst could be somewhere in between.
Also, some weapons could be initially more prone to it to begin with, like the m249, while some could be less prone to it to begin with, like the bolt action sniper rifles.
Why have this included? Basically to add that random element that is always present in real combat. It would be a very nice addition to any fire-fight to have everyone gunning it out and suddenly have the some of people going nuts on full auto have their mp5s jam up and have to use their handguns instead.
Also, this would actually add incentive to use semi and burst fire, I wouldn't fill bodies with lead with full auto like I do now
if I knew that there was a greater possiblity of jamming.
To "un-jam", you could press the use key, and your weapon would go down for whatever time, and you could clear the obstruction. Again, there would be precentages in play here. Maybe you couldn't unjam and you have to play with another weapon untill you pick up a "Fresh" one. (Maybe the option could be added to be able to drop the jammed one, and have someone else pick up the useless weapon)
Now, for this to actually work, the chance of such a thing happening would have to be in the "no so far away from never" category. Excessive jamming would not be fun.
I don't see how the coding for this could be much of a problem, and as far as animations go, not a problem either, the gun would just stop shooting in the event of a jam, and during the "unjam", the gun could drop out of sight.
Well, there's my meaty post of the day...
What I'm thinking is that every weapon would have the basic 1% or .5% jamming probability to start of with, then, for example, sustained auto-fire would cause that percentage to go up for the duration of the burst, semi fire would have no added penalty, and burst could be somewhere in between.
Also, some weapons could be initially more prone to it to begin with, like the m249, while some could be less prone to it to begin with, like the bolt action sniper rifles.
Why have this included? Basically to add that random element that is always present in real combat. It would be a very nice addition to any fire-fight to have everyone gunning it out and suddenly have the some of people going nuts on full auto have their mp5s jam up and have to use their handguns instead.
Also, this would actually add incentive to use semi and burst fire, I wouldn't fill bodies with lead with full auto like I do now
if I knew that there was a greater possiblity of jamming.
To "un-jam", you could press the use key, and your weapon would go down for whatever time, and you could clear the obstruction. Again, there would be precentages in play here. Maybe you couldn't unjam and you have to play with another weapon untill you pick up a "Fresh" one. (Maybe the option could be added to be able to drop the jammed one, and have someone else pick up the useless weapon)
Now, for this to actually work, the chance of such a thing happening would have to be in the "no so far away from never" category. Excessive jamming would not be fun.
I don't see how the coding for this could be much of a problem, and as far as animations go, not a problem either, the gun would just stop shooting in the event of a jam, and during the "unjam", the gun could drop out of sight.
Well, there's my meaty post of the day...