One-Bullet Clips: Difference between revisions

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** That said, as the game constantly reminds the player, SWAT is a police force and life-saving organization first and a military unit second. Thus SWAT never intends to kill people until all other options have been exhausted (or said person is clearly threatening a civilian or officer). As a result, they are not intended to be firing a high volume of rounds.
* The ''[[Rainbow Six]]'' series, based off the work of Tom Clancy, is very accurate in its depiction of firearms. The ammo counter shows the number of rounds in the weapon, and the number of magazines in reserve, however in ''Vegas'' the number is not tracked internally. Instead ''Vegas'' just keeps track of the number of magazines the rounds you have left would fill. In its more tactical predecessors though, if you reload a half-full magazine, it jumps to the back of the line, and you may just put it back in later. This can lead to a player carrying six magazines with two bullets each. Rainbow Six is also very realistic with this "fast loading" by actually showing the magazine size + the one bullet left in the chamber. Shotguns, on the other hand, track individual shells, and they must be reloaded one at a time.
** Unfortunately for those who prefer more firearm simulation, compared to its predecessors, later ''[[Rainbow Six]]'' games fall prey to the [[Reality Is Unrealistic]] trope as far [https://web.archive.org/web/20100329144705/http://www.popularmechanics.com/technology/military_law/4255750.html as weapon effects are concerned].
** The first ''Rainbow Six'', as well as its expansion (''Eagle Watch'') and even the sequel, are pretty realistic for game weapons. As the series became less about planning and realism and more about action (the switch from a dedicated planning screen to a field hand-signal system in the Vegas games, for example), the realism of the weapons started to go downhill.
** ''[[Operation Flashpoint]]'' does this as well, minus the "+1" reloading.