Chakker wrote:I understand why the plan is no usable firearms in the game. It would be a big detractor for the fear. Guns are often an item in games that end up making you feel aggressive and empowered. Sure there are plenty of games that are both scary and let you use guns, but that is a different style of fear mechanic.
However, everyone who is saying there should be some explanation to why you can't take one of their guns are correct. That for many people is something that really leave you questioning the logic because of course a prisoner in this situation would grab a gun the first chance they got.
Personally, I think rather than having some added (and potentially forced) explanation of why you can't grab a gun that there is another compromise that could be made.
Let the player grab a gun, only to find out it is completely ineffective against anything you face. The bullets would bounce off, pass through, or simply fail to do any serious damage to most of the SCPs; the soldiers are a highly trained MTF wearing body armor; and any gun you find off a dead soldier would almost certainly be a partially used clip with no extra ammo. So let the player grab a gun with no ammo UI or crosshair or anything. Then when they use it they will find out it only has 6 bullets left and isn't enough to kill anything they come up against. That short moment of bravado will sink into a whole new kind of desperate fear.
"EAT THIS YOU... oh... oh no..."
As I've mentioned before, this is a terrible idea. Why would Regalis code new items and new animations for something that will have no use? That whole "false bravado" thing will only trick players the first time. It's clunky and time consuming. It's pointless. No offense, I'm not trying to knock on you or anything, but I don't understand why people are so desperate for this to be handled in the most haphazard way possible?
ID-tagging. Done. Firearms topic closed.