History Main / LimitedLoadout

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.

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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).{{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.

to:

** ''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.
5th Aug '17 1:25:03 PM Kadorhal
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* The ''Far Cry'' series:
** The original ''VideoGame/FarCry'' 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.
** ''VideoGame/FarCry2'' allowed the player to carry one melee weapon (invariably a machete of some kind, only able to change the look through free DLC), one primary weapon (assault rifles, shotguns, sniper rifles, submachine guns or a grenade launcher), one secondary weapon (handguns, machine pistols, a flare gun, a smaller grenade launcher, a SawedOffShotgun with DLC, or remote-detonated [=IEDs=]) and one 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).
** ''VideoGame/FarCry3'' allows the player to carry up to four guns, though the player has to unlock the ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts. On top of the four slots they also get a machete for QuickMelee (which can be switched out for a tanto after some collection), with other slots for grenades (again, frags or Molotovs), explosives (C4 packs or 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:

* The ''Far Cry'' series:
** The original
''VideoGame/FarCry'' series:
** 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.
** ''VideoGame/FarCry2'' allowed used a similar four-slot system, but with the player caveat that each slot was dedicated to carry one 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), one primary weapon (assault rifles, shotguns, sniper rifles, submachine guns or slot 2 a grenade launcher), one secondary weapon (handguns, machine pistols, a flare gun, a smaller grenade launcher, a SawedOffShotgun SawdOffShotgun with DLC, or remote-detonated [=IEDs=]) [=IEDs=]), slot 3 a primary weapon (assault rifles, full-size shotguns, sniper rifles, submachine guns or a bigger grenade launcher), and one 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).
Molotovs), a map with a GPS locator, and a bottle of malaria medication.
** ''VideoGame/FarCry3'' allows uses sort of a combination of the player to carry up to 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 guns, though slots; however, the player has to unlock the ability to carry even a second gun through fourth slots by hunting and skinning animals to make holsters and bandoliers out of their pelts. On top of the four slots they There are also get a machete for QuickMelee (which can be switched out for a tanto after some collection), with other slots for grenades (again, frags or and Molotovs), explosives (C4 packs or 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.



* ''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.

to:

* ''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.



* By default, ''Blockstorm''[='=]s inventory system limits you to six items: one primary weapon (rifle, assault rifle, sniper rifle, submachine gun, machine gun, or shotgun), one secondary weapon (pistol, machine pistol or [[SawedOffShotgun smaller shotgun]]), one type of explosive (grenades, claymores, C4, or RPG), a shovel, a supply of blocks for building, and a melee weapon. Some custom maps allow for different setups, however, such as carrying two primary weapons at once, or dumping everything but the secondary and melee weapons.
* ''VideoGame/MedalOfHonorVanguard'' limits the player to carrying two guns and ten grenades, unlike in previous ''VideoGame/MedalOfHonor'' games.

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* By default, ''Blockstorm''[='=]s inventory system limits you to six items: one primary weapon (rifle, assault rifle, sniper rifle, submachine gun, machine gun, or shotgun), one secondary weapon (pistol, machine pistol or [[SawedOffShotgun smaller shotgun]]), one type of explosive (grenades, claymores, C4, or RPG), a shovel, a supply of blocks for building, and a melee weapon. Some custom Custom maps can be set up to allow for different setups, however, from extremes such as carrying two primary weapons at once, alongside a secondary or dumping taking away everything but the secondary and melee weapons.
weapon.
* ''VideoGame/MedalOfHonor'' series:
** 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, unlike grenades.
** ''VideoGame/MedalOfHonor2010'' plays this differently depending on single- or multiplayer. Singleplayer has a variant on the traditional two-weapon limit, where the player's secondary weapon (a pistol which is given BottomlessMagazines) cannot be swapped out, while still keeping two slots for primary weapons that the player can switch out whenever they find a new gun. Multiplayer instead goes for the same system as
in previous ''VideoGame/MedalOfHonor'' games.''VideoGame/BattlefieldBadCompany 2'', giving you a primary and a secondary weapon that can only be swapped out by replacing your entire kit with someone else's.
** ''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.
30th Jun '17 4:56:34 PM DirtyHarry44Magnum
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* ''VideoGame/MedalOfHonorVanguard'' limits the player to carrying two guns and ten grenades, unlike in previous ''VideoGame/MedalOfHonor'' games.
19th Apr '17 10:49:06 AM DeadlyAssassin
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** MassEffectAndromeda allows Ryder or a multiplayer character to carry two firearms plus one melee weapon. Ryder may buy increases to carry up to four guns. Multiplayer characters only have two guns max. However, Ryder or a multiplayer character can carry any class of weapon. Furthermore, CriticalEncumbranceFailure is sort of in effect. Ryder or the multiplayer character keeps a 100% recharge speed bonus until they hit a weight limit, at which point there is a sliding scale of penalty to power recharge based on the amount of weight carried over the limit.

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** MassEffectAndromeda ''VideoGame/MassEffectAndromeda'' allows Ryder or a multiplayer character to carry two firearms plus one melee weapon. Ryder may buy increases to carry up to four guns. Multiplayer characters only have two guns max. However, Ryder or a multiplayer character can carry any class of weapon. Furthermore, CriticalEncumbranceFailure is sort of in effect. Ryder or the multiplayer character keeps a 100% recharge speed bonus until they hit a weight limit, at which point there is a sliding scale of penalty to power recharge based on the amount of weight carried over the limit.
8th Apr '17 2:51:39 PM TheDocCC
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Added DiffLines:

** MassEffectAndromeda allows Ryder or a multiplayer character to carry two firearms plus one melee weapon. Ryder may buy increases to carry up to four guns. Multiplayer characters only have two guns max. However, Ryder or a multiplayer character can carry any class of weapon. Furthermore, CriticalEncumbranceFailure is sort of in effect. Ryder or the multiplayer character keeps a 100% recharge speed bonus until they hit a weight limit, at which point there is a sliding scale of penalty to power recharge based on the amount of weight carried over the limit.
28th Jan '17 3:28:05 PM Kadorhal
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** ''VideoGame/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, though the player has to unlock teh ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts. On top of the four slots they also get slots for grenades (again, frags or Molotovs), explosives (C4 packs or 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/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, guns, though the player has to unlock teh the ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts. On top of the four slots they also get a machete for QuickMelee (which can be switched out for a tanto after some collection), with other slots for grenades (again, frags or Molotovs), explosives (C4 packs or 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.



* By default, ''Blockstorm''[='=]s inventory system limits you to six items: one primary weapon (rifle, assault rifle, sniper rifle, submachine gun, machine gun, or shotgun), one secondary weapon (pistol, machine pistol or [[SawedOffShotgun smaller shotgun]]), one type of explosive (grenades, claymores, C4, or RPG), a shovel, a supply of blocks for building, and a melee weapon. Some custom maps allow for different setups, however, such as carrying two primary weapons at once, or dumping everything but the secondary and melee weapons.



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

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



** ''VideoGame/MetalGearSolidVThePhantomPain'' gives Punished Snake access to one sidearm (Pistol or SMG), one primary weapon (rifle, shotgun or grenade launcher) and one optional heavy weapon (SniperRifle, rocket launcher or machine gun). He also has eight slots for ordnance (explosives, grenades, booby traps, etc) and eight slots for other items.

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** ''VideoGame/MetalGearSolidVThePhantomPain'' gives Punished Snake access to one sidearm (Pistol (pistol or SMG), one primary weapon (rifle, shotgun or grenade launcher) and one optional heavy weapon (SniperRifle, rocket launcher or machine gun). He also has eight slots for ordnance (explosives, grenades, booby traps, etc) and eight slots for other items.
27th Jan '17 3:21:46 PM Kadorhal
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** ''VideoGame/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, as well as grenades (again, frags or Molotovs), explosives (C4 packs or proximity mines), and a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth, though the player has to unlock the ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts. ''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/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, as well as grenades (again, frags or Molotovs), explosives (C4 packs or proximity mines), and a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth, though the player has to unlock the teh ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts.pelts. On top of the four slots they also get slots for grenades (again, frags or Molotovs), explosives (C4 packs or 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.
27th Jan '17 12:51:05 AM Kadorhal
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** ''VideoGame/FarCry2'' allowed the player to carry one melee weapon (invariably a machete of some kind, only able to change the look through free DLC), one primary weapon (assault rifles, shotguns, sniper rifles, submachine guns or a grenade launcher), one secondary weapon (handguns, machine pistols, a flare gun, a smaller grenade launcher or remote-detonated [=IEDs=]) and one special weapon (machine guns, rocket-propelled grenades, a flamethrower, a mortar or a dart rifle), alongside two grenade types (frags and Molotovs).
** ''VideoGame/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, as well as grenades (again, frags or Molotovs), explosives (C4 packs or proximity mines), and a camera for scouting and tagging enemies, though the player has to unlock the ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts. ''VideoGame/FarCry3BloodDragon'' uses the same system minus the requirement to unlock slots ([[ATasteOfPower starting you 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 "cyber hearts" to lure around the eponymous and highly-dangerous Blood Dragons. ''VideoGame/FarCry4'' is likewise similar, though throwables now include throwing knives and bait, and the second slot made available to you is dedicated to smaller weapons the game classifies as sidearms.

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** ''VideoGame/FarCry2'' allowed the player to carry one melee weapon (invariably a machete of some kind, only able to change the look through free DLC), one primary weapon (assault rifles, shotguns, sniper rifles, submachine guns or a grenade launcher), one secondary weapon (handguns, machine pistols, a flare gun, a smaller grenade launcher launcher, a SawedOffShotgun with DLC, or remote-detonated [=IEDs=]) and one special weapon (machine guns, rocket-propelled grenades, a flamethrower, a mortar portable mortar, a crossbow with DLC, or a dart rifle), alongside two grenade types (frags and Molotovs).
** ''VideoGame/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, as well as grenades (again, frags or Molotovs), explosives (C4 packs or proximity mines), and a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth, though the player has to unlock the ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts. ''VideoGame/FarCry3BloodDragon'' uses the same system minus the requirement to unlock slots ([[ATasteOfPower starting slots, giving you with]] 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) up, and adding an extra throwable slot for "cyber hearts" to lure around the eponymous and highly-dangerous Blood Dragons. ''VideoGame/FarCry4'' is likewise similar, though throwables now include more or less uses the same system as ''Blood Dragon'', including throwable slots for bait (gained from skinning animals) and throwing knives and bait, and knives, though the second weapon slot made available to you is dedicated to smaller weapons the game classifies as sidearms.sidearms, and the repair tool is placed into its own separate slot as well.



* ''VideoGame/{{Blood}} II'' combined this with HyperspaceArsenal. Excluding the knife which couldn't be dropped, every weapon you picked up was assigned to a number key 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'' combined manages an interesting combination of this with and HyperspaceArsenal. Excluding the knife which couldn't be dropped, 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.



* In ''VideoGame/SplinterCell: Conviction'', Sam and the two co-op characters Archer and Kestrel are only able to carry one main weapon (a rifle or shotgun) and a pistol. Sam can carry every type of gadget at once but the co-op characters get just any two at a time.

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* In ''VideoGame/SplinterCell: Conviction'', Sam and the two co-op characters Archer and Kestrel are only able to carry a pistol and one main primary weapon (a rifle or shotgun) and a pistol.of any other variety. Sam can carry every type of gadget at once but the co-op characters get just any two at a time.



** ''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 (maximum of three primaries) depends on the outfit your soldier is wearing.

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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 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 (maximum of three primaries) depends on the outfit your soldier is wearing.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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