History Main / LimitedLoadout

8th Dec '17 10:03:05 AM Kadorhal
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* ''VideoGame/DukeNukemForever'' implemented this despite ''VideoGame/DukeNukem3D'' featuring a HyperspaceArsenal; a later patch doubled the limit because of fan outcry.

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* ''VideoGame/DukeNukemForever'' implemented this despite ''VideoGame/DukeNukem3D'' featuring a HyperspaceArsenal; a this made things particularly difficult for the fact that the player can only hold about three or four magazines' worth of ammo for any of the weapons, and on top of that was an achievement for keeping Duke's [[BlingBlingBang gold-plated pistol]] with you for the whole game, which required sacrificing one of your two slots. A later patch doubled the limit to four slots because of fan outcry.



* ''VideoGame/{{Crysis}}'' uses a weird version. The player has a pistol slot that can go GunsAkimbo (there's only one kind of pistol in the first game, though ''Warhead'' adds an SMG that can be dual-wielded), an explosives slot for remote-detonated charges and a missile launcher, and a long arms slot that can hold assault rifles, submachine guns, sniper rifles, and shotguns (pick two).

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* ''VideoGame/{{Crysis}}'' uses a weird version. The player has a pistol slot that can go GunsAkimbo (there's only one kind of pistol in the first game, though ''Warhead'' adds an SMG that can be dual-wielded), an explosives slot for remote-detonated charges and a missile launcher, and a long arms slot that can hold any two of the assault rifles, submachine guns, sniper rifles, and shotguns (pick two).shotguns.



** ''VideoGame/FarCry2'' used a similar four-slot system, but with the caveat that each slot was dedicated to a specific weapon type: slot 1 carries a melee weapon (invariably a machete of some kind, only able to change the look through free DLC), slot 2 a secondary weapon (handguns, machine pistols, a flare gun, a grenade launcher, a SawedOffShotgun with DLC, or remote-detonated [=IEDs=]), slot 3 a primary weapon (assault rifles, full-size shotguns, sniper rifles, submachine guns or a bigger grenade launcher), and slot 4 a special weapon (machine guns, rocket-propelled grenades, a flamethrower, a portable mortar, a crossbow with DLC, or a dart rifle), alongside two grenade types (frags and Molotovs), a map with a GPS locator, a set of morphine syrettes for healing and a bottle of malaria medication.

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** ''VideoGame/FarCry2'' used a similar four-slot system, but with the caveat that each slot was dedicated to a specific weapon type: slot 1 carries a melee weapon (invariably a machete of some kind, only able to change the look through free DLC), slot 2 a secondary weapon (handguns, machine pistols, a flare gun, a grenade launcher, a SawedOffShotgun with DLC, or remote-detonated [=IEDs=]), slot 3 a primary weapon (assault rifles, full-size shotguns, sniper rifles, submachine guns or a bigger grenade launcher), and slot 4 a special weapon (machine guns, rocket-propelled grenades, a flamethrower, a portable mortar, a crossbow with DLC, or a dart rifle), alongside two grenade types (frags and Molotovs), a map with a GPS locator, locator and a monocular for scouting purposes, a set of morphine syrettes for healing healing, and a bottle of malaria medication.



** ''VideoGame/FarCry4'' more or less uses the same system as ''Blood Dragon'' with a few more changes, such as putting bait in the same slot as the other throwables rather than a separate button, dedicating the second slot to weapons the game classifies as sidearms like in ''Far Cry 2'', and putting the repair tool in another separate slot.

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** ''VideoGame/FarCry4'' more or less uses the same system as ''Blood Dragon'' with a few more changes, such as putting bait in the same slot as the other throwables (including the also-new throwing knives) rather than a separate button, dedicating the second slot to weapons the game classifies as sidearms like in ''Far Cry 2'', and putting the repair tool in another separate slot.slot (splitting the difference between the wrench in ''2'' that was just pulled out of the ether when you needed to repair a vehicle and the repair tool in ''3'' that had to be put in a weapon slot but could be used for [[NotTheIntendedUse things other than repairing vehicles]]).



** While earlier games in the series allowed you to carry as many weapons as you could find, ''VideoGame/MedalOfHonorVanguard'' limits the player to carrying two guns and ten grenades.

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** While earlier games in the series allowed you to carry as many weapons as you could find, ''VideoGame/MedalOfHonorVanguard'' limits the player to carrying two guns and ten grenades. ''VideoGame/MedalOfHonorAirborne'' adds a third slot dedicated to a sidearm (thus making you unable to swap it out for anything until an alternative finally shows up in the fifth level out of six), but otherwise uses the same system.
6th Dec '17 1:05:44 PM Kadorhal
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** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' uses the same system as ''Snake Eater'', although the active weapons allowed are reduced to 5 at a time. Also, the game's tendency to actively remove weapons from your active inventory for the M4 Custom or Operator whenever a cutscene where he's holding one of the two transitions into gameplay makes it closer in practice to three active slots with another two dedicated to the Operator and M4 to avoid annoyance.

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** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' uses the same system as ''Snake Eater'', although the active weapons allowed are reduced to 5 at a time. Also, the game's tendency to actively remove weapons from your active inventory for the M4 Custom or Operator whenever a cutscene where he's holding one of the two transitions into gameplay makes it closer in practice to three active slots with another two dedicated to the Operator and M4 to avoid annoyance.the annoyance of having them remove what you actually want to use every fifteen minutes.



** ''VideoGame/MetalGearSolidPeaceWalker'' uses a similar system to ''4'', restricting the player to five weapons and eight items that have to be selected before setting out on a mission. The game makes a distinction between primary weapons (actual firearms) and secondary ones (grenades or other tossed/deployed items), and the ratio of each that you're allowed to carry depends on the outfit your soldier is wearing; going shirtless or just wearing a T-shirt restricts you to one primary weapon, while heavy armor lets you carry three.

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** ''VideoGame/MetalGearSolidPeaceWalker'' uses a similar system to ''4'', restricting the player to five weapons and eight items that have to be selected before setting out on a mission. The game also makes a distinction between primary weapons (actual firearms) and secondary ones (grenades or other tossed/deployed items), and the ratio of each that you're allowed to carry depends on the outfit your soldier is wearing; going shirtless or just wearing a T-shirt restricts you to one primary weapon, while heavy armor lets you carry three.



* The first three ''VideoGame/SyphonFilter'' games had {{hyperspace arsenal}}s, but in the second trilogy, they switched to a limit of one of each weapon type(melee, grenade, shoulder arm, sidearm, and auxiliary arm).
* ''VideoGame/MaxPayne 3'' limits the player to carrying one rifle-sized gun and two pistols, and to use the two pistols [[GunsAkimbo at the same time]] you have to drop the rifle.

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* The first three ''VideoGame/SyphonFilter'' games had {{hyperspace arsenal}}s, but in the second trilogy, they switched to a limit of one of each weapon type(melee, type (melee, grenade, shoulder arm, sidearm, and auxiliary arm).
* ''VideoGame/MaxPayne 3'' limits the player to carrying one rifle-sized gun and two pistols, and pistols. The pistols get shoulder holsters so you can keep them with you while relying on the primary weapon as much as you want, but that primary gun is held in the off-hand by its foregrip while using a pistol rather than getting a sling, so you have to drop it to use the two pistols [[GunsAkimbo at the same time]] you have to drop the rifle. time]].
15th Oct '17 8:32:34 AM Kadorhal
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** The original ''VideoGame/FarCry1'' had a four-slot system, all of which could be switched out for a new weapon on the ground at the player's whim (including the series' now-iconic {{machete|Mayhem}}). The player also had three grenade types, frags, smoke, and flashbangs. The ''Classic'' rerelease changes the machete into the QuickMelee option, but otherwise uses the same system as the original.
** ''VideoGame/FarCry2'' used a similar four-slot system, but with the caveat that each slot was dedicated to a specific weapon type: slot 1 carries a melee weapon (invariably a machete of some kind, only able to change the look through free DLC), slot 2 a secondary weapon (handguns, machine pistols, a flare gun, a grenade launcher, a SawedOffShotgun with DLC, or remote-detonated [=IEDs=]), slot 3 a primary weapon (assault rifles, full-size shotguns, sniper rifles, submachine guns or a bigger grenade launcher), and slot 4 a special weapon (machine guns, rocket-propelled grenades, a flamethrower, a portable mortar, a crossbow with DLC, or a dart rifle), alongside two grenade types (frags and Molotovs), a map with a GPS locator, and a bottle of malaria medication.
** ''VideoGame/FarCry3'' uses what is essentially an evolution of the original game's system, with the machete given a dedicated slot that can only be traded out for other melee weapons (an unlockable [[KatanasAreJustBetter tanto]] or a DLC tribal knife) and otherwise letting you put whatever you want in the regular four slots; however, the player has to unlock the second through fourth slots by hunting and skinning animals to make holsters and bandoliers out of their pelts. There are also other slots for grenades (again, frags and Molotovs), explosives (C4 packs and proximity mines), a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth.

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** The original ''VideoGame/FarCry1'' had a four-slot system, all of which (even the series' now-iconic {{machete|Mayhem}}) could be switched out for a new weapon on the ground at the player's whim (including the series' now-iconic {{machete|Mayhem}}). whim. The player also had three grenade types, types on top of that: frags, smoke, and flashbangs. The ''Classic'' rerelease changes the machete into the QuickMelee option, but otherwise uses the same system as the original.
** ''VideoGame/FarCry2'' used a similar four-slot system, but with the caveat that each slot was dedicated to a specific weapon type: slot 1 carries a melee weapon (invariably a machete of some kind, only able to change the look through free DLC), slot 2 a secondary weapon (handguns, machine pistols, a flare gun, a grenade launcher, a SawedOffShotgun with DLC, or remote-detonated [=IEDs=]), slot 3 a primary weapon (assault rifles, full-size shotguns, sniper rifles, submachine guns or a bigger grenade launcher), and slot 4 a special weapon (machine guns, rocket-propelled grenades, a flamethrower, a portable mortar, a crossbow with DLC, or a dart rifle), alongside two grenade types (frags and Molotovs), a map with a GPS locator, a set of morphine syrettes for healing and a bottle of malaria medication.
** ''VideoGame/FarCry3'' uses what is essentially an evolution of the original game's system, with the machete given a dedicated slot that can only be traded out for other melee weapons (an unlockable [[KatanasAreJustBetter tanto]] or a DLC tribal knife) and otherwise letting you put whatever you want in the regular four slots; however, the player has to unlock the second through fourth slots by hunting and skinning animals to make holsters and bandoliers out of their pelts. There are also other slots for grenades (again, frags and Molotovs), explosives (C4 packs and proximity mines), a camera for scouting and tagging enemies, a set of various syringes for healing and other bonuses, and an unlimited supply of rocks for distracting bad guys in stealth.
15th Oct '17 7:23:04 AM Kadorhal
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* ''VideoGame/Fallout3'' has a similar system, where nearly everything has weight, and how much you can carry is determined by your Strength stat (base carry weight of 100 pounds, with each point in Strength adding another 10, plus other things like PoweredArmor that buffs Strength and perks to add to your base carry weight or let you carry weapons over a certain weight for half their normal weight value), and if you go even a tenth of a pound over that limit you can no longer run or fast-travel (though the latter limitation can be removed with a another perk). Within that limit, you can carry as many weapons, sets of armor, and assorted other junk as you want, though to quickly switch between anything without having to go into the Pip-Boy menu you have to set them to slots, of which you are limited to eight (the 1 through 8 keys on a keyboard, or the eight individual directions on the D-pad). ''VideoGame/FalloutNewVegas'' uses basically the same system, though reducing the number of slots to seven, with up on the pad/the number 2 key rebound to switching ammo types.
11th Oct '17 1:56:18 PM Kadorhal
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* ''[[VideoGame/PerfectDark Perfect Dark Zero]]'' has a variant incorporating a basic form of GridInventory: Joanna is allotted four slots for weapons, each kind of weapon taking up one (pistols), two (submachine guns and assault rifles), or three (sniper rifle, rocket launcher or machine gun) slots. Gadgets get a similar, separate set of slots, though all gadgets take up two slots, and you can only swap one gadget (your choice of the Locktopus, Demo Kit or Data Thief), because two of those slots are dedicated to gadgets that are only available for specific missions and can't be swapped out, like the audioscope and [=CamSpy=].

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* ''[[VideoGame/PerfectDark Perfect Dark Zero]]'' has a variant incorporating a basic form of GridInventory: Joanna is allotted four slots for weapons, each kind of weapon taking up one (pistols), two (submachine guns and assault rifles), or three (sniper rifle, rocket launcher or machine gun) slots. Gadgets get a similar, separate set of slots, though all gadgets take up two slots, and you can only swap one gadget (your take two gadgets per mission: two of the slots are dedicated to mission-specific gadgets like the audioscope or [=CamSpy=], leaving only the other two for your choice of the Locktopus, Demo Kit or Data Thief), because two of those slots are dedicated to gadgets that are only available for specific missions and can't be swapped out, like the audioscope and [=CamSpy=].Thief.



** ''VideoGame/FarCry3'' uses what is essentially an evolution of the original game's system, with the machete given a dedicated slot that can only be traded out for other melee weapons (a [[KatanasAreJustBetter tanto]] or a DLC tribal knife) and otherwise letting you put whatever you want in the regular four slots; however, the player has to unlock the second through fourth slots by hunting and skinning animals to make holsters and bandoliers out of their pelts. There are also other slots for grenades (again, frags and Molotovs), explosives (C4 packs and proximity mines), a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth.

to:

** ''VideoGame/FarCry3'' uses what is essentially an evolution of the original game's system, with the machete given a dedicated slot that can only be traded out for other melee weapons (a (an unlockable [[KatanasAreJustBetter tanto]] or a DLC tribal knife) and otherwise letting you put whatever you want in the regular four slots; however, the player has to unlock the second through fourth slots by hunting and skinning animals to make holsters and bandoliers out of their pelts. There are also other slots for grenades (again, frags and Molotovs), explosives (C4 packs and proximity mines), a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth.



** ''Medal of Honor: Warfighter'' also has separate methods depending on which mode, but plays it noticeably differently. Singleplayer extends the secondary slot to include shotguns and submachine guns, and also disallows you from dropping your primary weapon either, leaving you with only one slot to take enemy weapons - which you will drop entirely if you go back to your other two. Multiplayer instead disallows taking enemy weapons at all - you're stuck with what you spawned with until you die and respawn.

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** ''Medal of Honor: Warfighter'' also has separate methods depending on which mode, but plays it noticeably differently. Singleplayer extends the secondary slot to include shotguns and submachine guns, and also disallows you from dropping your primary weapon either, leaving you with only one a temporary third slot to take enemy weapons - which that requires you will to drop entirely if you the weapon in question to go back to one of your other two.regular weapons. Multiplayer instead disallows taking enemy weapons at all - you're stuck with what you spawned with until you die and respawn.



** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' uses the same system as ''Snake Eater'', although the active weapons allowed are reduced to 5 at a time.

to:

** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' uses the same system as ''Snake Eater'', although the active weapons allowed are reduced to 5 at a time. Also, the game's tendency to actively remove weapons from your active inventory for the M4 Custom or Operator whenever a cutscene where he's holding one of the two transitions into gameplay makes it closer in practice to three active slots with another two dedicated to the Operator and M4 to avoid annoyance.
10th Oct '17 4:19:52 PM Kadorhal
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* ''[[VideoGame/PerfectDark Perfect Dark Zero]]'' has a variant incorporating a basic form of GridInventory: Joanna is allotted four slots for weapons, each kind of weapon taking up one (pistols), two (submachine guns and assault rifles), or three (sniper rifle, rocket launcher or machine gun) slots. Gadgets get a similar, separate set of slots, though you can only swap out for a single gadget because two of those slots are dedicated to a gadget that's required for the mission and which you can't otherwise select whenever you want, like the audioscope and [=CamSpy=].

to:

* ''[[VideoGame/PerfectDark Perfect Dark Zero]]'' has a variant incorporating a basic form of GridInventory: Joanna is allotted four slots for weapons, each kind of weapon taking up one (pistols), two (submachine guns and assault rifles), or three (sniper rifle, rocket launcher or machine gun) slots. Gadgets get a similar, separate set of slots, though all gadgets take up two slots, and you can only swap out for a single one gadget (your choice of the Locktopus, Demo Kit or Data Thief), because two of those slots are dedicated to a gadget that's required gadgets that are only available for the mission specific missions and which you can't otherwise select whenever you want, be swapped out, like the audioscope and [=CamSpy=].



** ''VideoGame/FarCry3'' uses sort of a combination of the previous two, with the machete given a dedicated slot that can only be traded out for other melee weapons (a [[KatanasAreJustBetter tanto]] or a DLC tribal knife) and otherwise letting you put whatever you want in the regular four slots; however, the player has to unlock the second through fourth slots by hunting and skinning animals to make holsters and bandoliers out of their pelts. There are also other slots for grenades (again, frags and Molotovs), explosives (C4 packs and proximity mines), a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth.

to:

** ''VideoGame/FarCry3'' uses sort of a combination what is essentially an evolution of the previous two, original game's system, with the machete given a dedicated slot that can only be traded out for other melee weapons (a [[KatanasAreJustBetter tanto]] or a DLC tribal knife) and otherwise letting you put whatever you want in the regular four slots; however, the player has to unlock the second through fourth slots by hunting and skinning animals to make holsters and bandoliers out of their pelts. There are also other slots for grenades (again, frags and Molotovs), explosives (C4 packs and proximity mines), a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth.



* The ''Franchise/MetalGear'' series has gradually moved from the HyperspaceArsenal trope (from the original ''VideoGame/MetalGear1'' to ''VideoGame/MetalGearSolid2SonsOfLiberty'') to this.

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* The ''Franchise/MetalGear'' ''VideoGame/MetalGear'' series has gradually moved from the HyperspaceArsenal trope (from the original ''VideoGame/MetalGear1'' to ''VideoGame/MetalGearSolid2SonsOfLiberty'') to this.
3rd Oct '17 10:17:51 PM ArcticJack
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* ''VideoGame/XCOM2'':
** Similar to its predecessor in that every soldier gets one weapon based on their class, and one side equipment also based on class (Gremlin, pistol, grenade launcher, sword...)
25th Aug '17 12:59:20 PM REV6Pilot
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* ''VideoGame/{{Blood}} II'' manages an interesting combination of this and HyperspaceArsenal. Excluding the knife which couldn't be dropped from the first slot, every weapon you picked up was assigned to a number key (2 through 0) in the order you found them rather than a predetermined order, and the only way to carry more than one gun in a single slot was if it was [[GunsAkimbo able to be used two at a time]]. This meant having to drop weapons if you wanted to pick up new ones after a while, since you only had room for nine guns but the game included about twenty.

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* ''VideoGame/{{Blood}} II'' manages an interesting combination of this and HyperspaceArsenal. Excluding the knife knife, which couldn't can't be dropped from the first slot, every weapon you picked pick up was is assigned to a number key (2 through 0) in the order you found picked them up rather than a predetermined order, and the only way to carry more than one gun in a single slot was is if it was it's [[GunsAkimbo able to be used two at a time]]. dual-wielded]]. This meant means having to drop weapons if you wanted want to pick up new ones after a while, since you only had have room for nine guns but the game included features about twenty.20 of them.


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* In the ''VideoGame/{{STALKER}}'' trilogy, you can carry as many guns as you want, but only have slots to equip two guns at any given time[[note]]in ''Shadow of Chernobyl'' and ''Clear Sky'', a pistol in slot 2 and a two-handed firearm in slot 3; ''Call of Pripyat'' removes this restriction[[/note]]. The game also has a weight system where '''everything''' has a weight value, and your limit is around 50kg[[note]]though it can be increased with an exosuit armor or the right artifacts[[/note]]. Go a hair beyond that and your SprintMeter will deplete ''way'' faster than usual; go 10kg beyond the limit, and [[CriticalEncumbranceFailure you'll be completely unable to move around]].
10th Aug '17 6:34:09 PM Kadorhal
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** The original ''VideoGame/FarCry1'' had a four-slot system, all of which could be switched out for a new weapon on the ground at the player's whim (including the series' now-iconic {{machete|Mayhem}}, though the ''Classic'' rerelease shunts the machete off to a separate slot for QuickMelee). The player also had three grenade types, frags, smoke, and flashbangs.

to:

** The original ''VideoGame/FarCry1'' had a four-slot system, all of which could be switched out for a new weapon on the ground at the player's whim (including the series' now-iconic {{machete|Mayhem}}, though the ''Classic'' rerelease shunts the machete off to a separate slot for QuickMelee).{{machete|Mayhem}}). The player also had three grenade types, frags, smoke, and flashbangs. The ''Classic'' rerelease changes the machete into the QuickMelee option, but otherwise uses the same system as the original.



** ''VideoGame/FarCry3'' uses sort of a combination of the previous two, with the machete given a dedicated slot that can only be traded out for other melee weapons (a [[KatanasAreJustBetter tanto]] or a DLC tribal knife) and otherwise letting you put whatever you want in the regular four slots; however, the player has to unlock the second through fourth slots by hunting and skinning animals to make holsters and bandoliers out of their pelts. There are also other slots for grenades (again, frags and Molotovs), explosives (C4 packs and proximity mines), a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth. ''VideoGame/FarCry3BloodDragon'' uses the same system minus the requirement to unlock slots, giving you ATasteOfPower with a full set of fully-upgraded weapons for the prologue before dumping you into the game proper and having you work your way back up, and adding an extra throwable slot for "cyber hearts" to lure around the eponymous and highly-dangerous Blood Dragons. ''VideoGame/FarCry4'' more or less uses the same system as ''Blood Dragon'', though with bait put in the same slot as the various grenade types, dedicating the second weapon slot to smaller weapons the game classifies as sidearms, and putting the repair tool into another separate slot instead of having it take up one of the four.

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** ''VideoGame/FarCry3'' uses sort of a combination of the previous two, with the machete given a dedicated slot that can only be traded out for other melee weapons (a [[KatanasAreJustBetter tanto]] or a DLC tribal knife) and otherwise letting you put whatever you want in the regular four slots; however, the player has to unlock the second through fourth slots by hunting and skinning animals to make holsters and bandoliers out of their pelts. There are also other slots for grenades (again, frags and Molotovs), explosives (C4 packs and proximity mines), a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth. stealth.
**
''VideoGame/FarCry3BloodDragon'' uses the same system minus the as ''3'', though with some changes: there's no requirement to unlock slots, giving you ATasteOfPower with you're given [[ATasteOfPower a full set of fully-upgraded weapons for the prologue prologue]] before dumping you being dumped into the game proper and having you work your way back up, and adding there's an extra throwable slot for "cyber hearts" hearts", acquired from looting the dead bodies of Omega Force soldiers, to lure around the eponymous and highly-dangerous Blood Dragons. Dragons.
**
''VideoGame/FarCry4'' more or less uses the same system as ''Blood Dragon'', though Dragon'' with a few more changes, such as putting bait put in the same slot as the various grenade types, other throwables rather than a separate button, dedicating the second weapon slot to smaller weapons the game classifies as sidearms, sidearms like in ''Far Cry 2'', and putting the repair tool into in another separate slot instead of having it take up one of the four.slot.
5th Aug '17 1:34:17 PM Kadorhal
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* The ''Mertro 2033'' series:

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* The ''Mertro ''Metro 2033'' series:



** ''VideoGame/FarCry2'' used a similar four-slot system, but with the caveat that each slot was dedicated to a specific weapon type: slot 1 carries a melee weapon (invariably a machete of some kind, only able to change the look through free DLC), slot 2 a secondary weapon (handguns, machine pistols, a flare gun, a grenade launcher, a SawdOffShotgun with DLC, or remote-detonated [=IEDs=]), slot 3 a primary weapon (assault rifles, full-size shotguns, sniper rifles, submachine guns or a bigger grenade launcher), and slot 4 a special weapon (machine guns, rocket-propelled grenades, a flamethrower, a portable mortar, a crossbow with DLC, or a dart rifle), alongside two grenade types (frags and Molotovs), a map with a GPS locator, and a bottle of malaria medication.
** ''VideoGame/FarCry3'' uses sort of a combination of the previous two, with the machete given a dedicated slot that can only be traded out for other melee weapons (a [[KatanasAreJustBetter tanto]] or a DLC tribal knife) and otherwise letting you put whatever you want in the regular four slots; however, the player has to unlock the second through fourth slots by hunting and skinning animals to make holsters and bandoliers out of their pelts. There are also other slots for grenades (again, frags and Molotovs), explosives (C4 packs and proximity mines), a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth. ''VideoGame/FarCry3BloodDragon'' uses the same system minus the requirement to unlock slots, giving you ATasteOfPower with a full set of fully-upgraded weapons for the prologue before dumping you into the game proper and having you work your way back up, and adding an extra throwable slot for "cyber hearts" to lure around the eponymous and highly-dangerous Blood Dragons. ''VideoGame/FarCry4'' more or less uses the same system as ''Blood Dragon'', including throwable slots for bait (gained from skinning animals) and throwing knives, though the second weapon slot is dedicated to smaller weapons the game classifies as sidearms, and the repair tool is placed into its own separate slot as well.

to:

** ''VideoGame/FarCry2'' used a similar four-slot system, but with the caveat that each slot was dedicated to a specific weapon type: slot 1 carries a melee weapon (invariably a machete of some kind, only able to change the look through free DLC), slot 2 a secondary weapon (handguns, machine pistols, a flare gun, a grenade launcher, a SawdOffShotgun SawedOffShotgun with DLC, or remote-detonated [=IEDs=]), slot 3 a primary weapon (assault rifles, full-size shotguns, sniper rifles, submachine guns or a bigger grenade launcher), and slot 4 a special weapon (machine guns, rocket-propelled grenades, a flamethrower, a portable mortar, a crossbow with DLC, or a dart rifle), alongside two grenade types (frags and Molotovs), a map with a GPS locator, and a bottle of malaria medication.
** ''VideoGame/FarCry3'' uses sort of a combination of the previous two, with the machete given a dedicated slot that can only be traded out for other melee weapons (a [[KatanasAreJustBetter tanto]] or a DLC tribal knife) and otherwise letting you put whatever you want in the regular four slots; however, the player has to unlock the second through fourth slots by hunting and skinning animals to make holsters and bandoliers out of their pelts. There are also other slots for grenades (again, frags and Molotovs), explosives (C4 packs and proximity mines), a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth. ''VideoGame/FarCry3BloodDragon'' uses the same system minus the requirement to unlock slots, giving you ATasteOfPower with a full set of fully-upgraded weapons for the prologue before dumping you into the game proper and having you work your way back up, and adding an extra throwable slot for "cyber hearts" to lure around the eponymous and highly-dangerous Blood Dragons. ''VideoGame/FarCry4'' more or less uses the same system as ''Blood Dragon'', including throwable slots for bait (gained from skinning animals) and throwing knives, though with bait put in the same slot as the various grenade types, dedicating the second weapon slot is dedicated to smaller weapons the game classifies as sidearms, and putting the repair tool is placed into its own another separate slot as well.instead of having it take up one of the four.



* ''VideoGame/TeamFortress2'' has this as part and parcel of its class system. Every class has (usually) three slots -- primary, secondary, and melee -- and each slot is (usually) taken up by the same type of weapon -- the Soldier's primary will always be a type of rocket launcher, for example. Weapons can only be swapped out in one life by either revisiting the ammo cabinet in your team's spawn point or, as of the Gun Mettle update, grabbing one from another dead player of the same class as you.

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* ''VideoGame/TeamFortress2'' has this as part and parcel of its class system. Every class has (usually) three slots -- primary, secondary, and melee -- and each slot is (usually) taken up by the same type of weapon -- the Soldier's primary will always be a type of rocket launcher, for example. Weapons can only be swapped out in one life without dying and respawning by either revisiting the ammo cabinet in your team's spawn point after changing your loadout in the menu, or, as of the Gun Mettle update, grabbing one from another dead player of the same class as you.
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