Never thought I'd say this, but carrying a fifteen man arsenal in a three piece suit is a bit too unrealistic. Don't get me wrong, I'm not complaining. Having to choose between an RPG to the grill, or LMG fire through the windshield of an approaching LSPD vehicle is no burden. Having all the guns and ammo you've accumulated, bullets and bombs, no mater how many thousands of rounds, floating overhead, invisible, just waiting to be needed has always been the system. There is no system. Carry 20 RPGs? Sure, Why not?! This does a lot to make GTA what it is. All the reckless chaos, at the drop of a hat, that comes with 20 RPGs (20 shot GL for backup) is a big part of the game. Ramboistic over realistic.
With such a massive open world and so much to do, some aspects are bound to be minimalized or just not there at all ( hand-to-hand, weapon sway, building interior, 5 speed manual) The list is long and splattered all about this very forum. But I think inventory management could be upgraded to something much better, a playable feature.
I've owned only 4 GTA titles, VC, LCS, SA, and V. The upgrade to a weapon wheel was a nice change from all the SA weapon cycling. All my guns, right there in front of me in a Dragon Age spell wheel like display, nice. But even with this change, because you can tote around SO MUCH STUFF, still have to cycle through explosives, cycle through SMGs for your LMG, cycle for silenced AR, have to cycle in cars...
You can try to avoid this by not buying 3 SMGs, but dead enemy pick-ups will always have you carrying multiple pistols and unmodified AKs n such that you never use. Imagine something better.
Not just a simple COD style Primary/Secondary/Item load. Say every item required a realistic portion of your 100% total. A small handgun like a .380 or small 9mm... that's 5%. extra mags for small guns... that's like 1 or 2% each. Larger handgun, larger percentage. 2 or 3% for extra mags. You get up to the smaller SMGs or a sawed-off, the largest guns GTA will let you shoot from a car... that's 10%, maybe little more. Larger SMGs... 15%. (loose shotgun shells... 1%...0.5% each?) (extended mag, extended percentage)
On up to sniper, AR, full-auto shotgun... at least 40%, with extra mags up at like 5% (as big as a small pistol, or bigger). Now, huge stuff like launchers and LMG...50%?...too high?...too low?... Extra RPGs... like 15% each. Belt-fed box or drum...7or 8%. Even a large melee weapon like a bat would have to be small percentage... IDK like 8%... Minigun would have to be something massive.
Small handheld like a frag... 4 or 5%, C4/sticky...5 or 6%. However the math was setup, a realistic simple system. Unused gear lives in the safehouse, a backroom arsenal like heist setup room, on a shelf where you can see it. Guns, knives and every 100rd box of bullets you own. Approach said shelf to manage inventory. A second safehouse (like, in a second city... or third) would hold a second, separate arsenal. Safehose shouldn't have infinite space, but something massive like twenty times more than what you can carry.
This may sound very restrictive, but you work in things like a back-pack for 25% gain (can't be used with parachute or scuba gear)
Or wearable items like a tactical vest give 15% gain for all the mags they hold. (Such items should be seen, along with the weapons they hold, of course. A cool feature like in The Last of Us)
Or holsters that reduce the cost of carrying pistols down to like 3% (almost nothing)
Bandolier for frags, reduce the cost of carrying. (5 or 6 frag max)
Or even a large duffel bag with something like a 50% gain (prob have to be assigned to a car) (prob always maxed with stickys)
Speaking of cars, CAR TRUNKS! So long as you are not planning to move a body, owned cars (that have a trunk) could provide another 200% of portable inventory. (approach car trunk to manage inventory) You loose the car to a fireball, you loose all stashed items. Loose the car to deep water, maybe you can salvage. (stashed explosives could be risky)
Extra mags should be purchased. Owning 300 Bullets shouldn't automatically mean you also own 10 spare magazines. Early in the story, if you're limited to a pair of 7 shot mags for your only .380, you can only carry 15 rounds (7+7+1) of .380 auto. Another possibility, a 100rd box of .380 ammo could be a small inventory item (4%) that you carry and refill mags from until gone. But then you've got some kind of mag refill delay animation (or ,God forbid, a minigame) for players to get sick of.
Speaking of ammo, bullet calibers should be a real part of the game. Not just bunched together as pistol, SMG, assault rifle, or sniper rifle bullets. A .50 cal rifle should require a .50 cal bullet, and not just a "big rifle" bullet. Handguns that run all the way from .380 to .45. caliber. And, let's say, very soon into the story you mess up and buy .380 auto for your 38 revolver with a chunk of your starting cash, you're unarmed.
Speaking of revolvers... eh, never mind.
And just think of all the non-weapon items you could carry that would need accounted for. First aid and field rations (hungry?), night vision, kevlar mask (should armor use up space?) flashbangs, rope, re-breather (should something worn on the head/face use up space?) Anything forced on you within a mission should be accounted for. Items like these are often forced into a mission, they shouldn't be. First aid kits found on the wall are always a welcome sight, but what if you could whip out your own whenever you want. Items like these could get up as high 10 %.
How would enemy pick ups work with this sort of system?... Well, if you've got room, you can take it. If you don't, you can't. The dead could be searched, rather than chucking cash, snacks and their gun to the ground when killed. Maybe you can leave the gun, but take all the mags and ammo for stockpile. Maybe you can sell unwanted guns, rather than chucking them to the ground. Early in the story, cash can be hard to come by. How cool would if be to carry an empty backpack, fill it with enemy guns, keep what mags and ammo you want and sell the rest to some established black market contact? Is that a little too "role playing"? Like, back to the inn to sell-n-store items?
How would a system like this work with GTA mission structure? A lot of problems come up here. Unless cut scenes gave you very specific info, you might frequently show up to an interior shotgun fight with a sniper rifle, and have to try clearing with something small like a reserve pistol. How often would similar situations send you back to the safehouse (or CAR TRUNK) to retool your equipped items? Having items forced into some missions, like a sniper assassination, not a good fix.
GTA gives you the variety to play whatever style you like at any time because you can carry more s**t than the A-Team. Any system like the one I've been ranting about might feel more like being forced to play your one true favorite style at all times, even if it isn't working for the task at hand. But with a complete, realistic system of extra storage spaces, max % bonuses, and item % mods, you could always have access to a lot of stuff.
How would this work online?... It wouldn't. Everything said here was said with story mode in mind. Something like this could work with co-op missions, maybe, but not DM, TDM, capture and all the other stuff. IDK, maybe it could, like if you have the chance to manage inventory in the post-job betting screen.
If there are games out there that run on a system similar to what I've described, I've not played them. Most games give you one of three things: infinite space, a small number of slots to fill, or the number 99.
First time posting here, didn't find this topic within "next" so I just flopped down a new topic, sorry it ran so long. What do yall think of this? Would something like this ruin a GTA title, or add to it?