Craig Steele, on 07 January 2014 - 07:19 AM, said:
I wouldn't use an RNG for it. The RNG it's too random.
The problem with using an RNG in this particular situation is that due to its very nature it's entirely possible (and from converstaions with, observations, and personal use) not uncommon for it to jam repeatedly, back to back to back which just completely nullifies its advantage.
Instead of using strictly the RNG I would also use a sliding scale for the jam mechanism that progressively makes it more likely it will jam. Example:
First shot (using the rapid fire feature) = 10% chance to jam
Second = 25%
Third = 50%
Fourth 80%
Fifth 95%
Obviously those are just numbers for examples and could be adjusted but the RNG mechanic now gives you the same situation many fall into with map selection. Over long-term the RNG will even out but many times it will also create horrible runs where it constantly jams repeatedly (much akin to many of the "I played this map 50 times in a row the map selection is borked) which is actually just the RNG doing what an RNG does.
I would also have a timed but manual mechanic that was a bit more intuitive to unjam it that also worked on a sliding scale.
So for example:
UAC jams, there should be a simple button mechanic (not requiring players to program macros and such) that initiates the unjam. The weapon would not unjam until the player manually hits the button but on the first unjam it would clear the weapon at a slightly quicker speed than say the 5th unjam.
1st unjam player hits button, 5 seconds
2nd, 8 seconds
3rd, 10 seconds
Again all numbers are purely for example but I think it would be a better system than purely relying on the RNG