No manual cocking
Manual cocking for bolt rifles and shotguns
Manual cocking for above and after reloading empty automatic weapons
They don't have to animate cocking for Community Alpha you know.
Just add it as a gameplay element and if community will truly like it - animate it later. There still will be like half of a year until the game is released and I doubt it will be released this year.
There is always a delay with major ArmA releases.
ArmA2: "Doc, I'm wounded, I can barely aim and I'm bleeding badly, come on pull my body out of the harm's way and treat me before I die!"
ArmA3: "You are wounded! Click to instantly regenerate health whenever you feel like it!"
Giving 'authenticity' an entirely new meaning, together with Medal of Honor.
I think it would be nice to differentiate a dry reload procedure from a tactical reload. Press-to-cock (lol) would be an option for doing this. I really liked the way reloads were done in Infiltration.
But there is another thing to consider. The soldier model's animations are not the same thing as the gun's animations, in the current way BIS does its proxy weapons. It's not like most FPS's where you have two hands and a gun to animate. The soldier's animation is done with rtms and the weapon's animations are done with cfgAnimations. Gun animations actually require a new animation class for every different movement in the animation. I think it would be very difficult to get the bolt animation, animated with lines of code, to match up with the rtm animation, captured with a motion capture set and then tuned in Maya (evidence strongly suggests). I think there would have to be a change in that system... but maybe there is already? BIS said something about a new way of animating.
I guess even a tool that translates animations in Maya into cfgAnimations classes would help.
Please use the CWR2 CBT to help us provide a better experience.
Encumbrance + Fatigue System basic suggestions: http://feedback.arma3.com/view.php?id=11030
Suggestion for improvement in absence of 3D vehicle interiors: http://feedback.arma3.com/view.php?id=12555
Request to improve control of vehicle AI: control turning out, weapons and engine on/off: http://feedback.arma3.com/view.php?id=13397
DR style handling of Missile Launcher reloading: http://feedback.arma3.com/view.php?id=11075
I think more or less the gameplay benefit of having such a feature would be to differentiate between different modes of firing. I guess you're adding a click to the whole firing procedure. I don't think there's much decision making involved. Under most circumstances there would be little reason not to chamber another round unless you needed one or both of your hands for something else, or maybe your rifle was under water or mud and moving the action would risk fouling stuff, or maybe it would be unsafe to do so.
Not sure if people would like that as a gameplay thing, but it would weed out premature shooters lol.
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