History Main / LimitedLoadout

1st Apr '18 3:28:51 PM Kadorhal
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** ''VideoGame/FarCry5'' evolves on ''4''[='=]s system as far as unlocking your full potential goes - you start with two slots, one regular and one "sidearm", and unlock the other two via perks - but otherwise uses nearly the same system as it, the primary difference being that C4 and mines are shoved into the same explosives slot as the various throwables (which adds dynamite as a longer-burning but stronger alternative to frag grenades, and replaces bait with smoke grenades), and the slot for the repair tool is similarly expanded to hold multiple types of tools like fishing rods and the usable health or stat-boosting syringes.
20th Mar '18 4:26:03 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 each option invariably takes two of them, and you can only 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, each of which is not required to finish a mission but can be used to complete various objectives in different or easier manners than without them.

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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), (pistols and grenades), 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 each option invariably takes two of them, and you can only take two gadgets per mission: mission since each option invariably takes up two of the slots four slots; also, two are dedicated to mission-specific gadgets like the audioscope or [=CamSpy=], leaving only the other two one opening for your choice of the Locktopus, Demo Kit or Data Thief, each of which is not are never required to finish a mission for specific objectives, but can which allow for several of them to be used to complete various objectives completed in different or and/or easier manners than without them.manners.



* ''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.

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* ''VideoGame/{{Crysis}}'' uses a weird version. version with four slots, but two of which are dedicated to specific weapon types. 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 two long arms slot slots that can each hold any two of the one assault rifles, rifle, submachine guns, gun, sniper rifles, and shotguns.rifle, or shotgun.



** 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. The player also had four throwables in a cycled slot on top of that: limited frag, smoke, and flashbang grenades, and an unlimited supply of rocks to distract enemies. The ''Classic'' rerelease changes the machete into the QuickMelee option as per the later game its mechanics are based off of, but otherwise uses the same system as the original.

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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. The player also had four throwables in a cycled slot on top of that: limited frag, smoke, and flashbang grenades, and an unlimited supply of rocks to distract enemies.enemies as well as binoculars for tagging enemies and, later, a set of "[=CryVision=]" thermal goggles. The ''Classic'' rerelease changes the machete into the QuickMelee option as per the later game its mechanics are based off of, but otherwise uses the same system as the original.



** ''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.

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** ''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.



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

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* ''VideoGame/{{Blood}} II'' manages an interesting combination of this and HyperspaceArsenal. Excluding the knife, which can't be dropped from the first slot, every weapon you pick up is assigned to a number key (2 through 0) in the order you picked them up rather than a predetermined order, and the only way to carry more than one gun in a single slot is if it's [[GunsAkimbo able to be dual-wielded]]. This means having to drop weapons if you want to pick up new ones after a while, since you only have room for nine guns but the game features about 20 of them. This is also on top of your regular inventory, which includes ten each of three different sets of bombs (remote-detonated, timed, and proximity), a medkit for [[HealThyself emergency healing]], a TenSecondFlashlight, an only-slightly-longer-lasting set of NightVisionGoggles, an "Eye" for throwing around corners to spot ambushes, and the like.



* 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 for silently digging, a supply of blocks for building, and a melee weapon. Custom maps can be set up to allow different setups, however, from extremes such as two primary weapons alongside a secondary or taking away everything but the melee weapon.

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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 for silently digging, a supply of blocks for building, and a melee weapon. Players don't drop weapons when they die, only backpacks full of ammo, so the only way to get a different weapon is finding a pre-placed spawn on the map or dying and picking something different. Custom maps can also be set up to allow different setups, however, from extremes such as two primary weapons alongside a secondary secondary, or taking away everything but the melee weapon.weapon and forcing everyone to rely on pickups.


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* The ''VideoGame/RainbowSix'' series has traditionally had a four-slot system - two for weapons, a primary and a secondary, and two for other gadgets and equipment, which in the original trilogy could be eschewed in favor of carrying more ammo for one of your guns. The ''Vegas'' subseries tacks on a third slot and allows you to pick up guns from dead enemies, with the only caveat being that the pistol slot is still dedicated to pistols. ''[[VideoGame/RainbowSixSiege Siege]]'' goes back on this with only two weapon slots, and two slots for other things, one of which being your selected operator's unique Gadget (anything from a simple hammer or underbarrel shotgun for breaking down walls at close range, {{EMP}} grenades and bear traps, to more unique things like a miniature active-defense system to intercept grenades, shields that can be mounted on the user's rifle for extra head protection, a deployable machine-gun turret, and several varieties of unmanned drones for seeking out enemies) and one other piece of gear depending on whether the operator is an Attacker (where they get various kinds of grenades, laser-tripwire Claymore mines, or breaching charges) or a Defender (where they get deployable barbed wire, remote-detonated C4 charges, or deployable shields to protect themselves).
19th Mar '18 2:29:17 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 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.

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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 each option invariably takes two of them, and you can only 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.Thief, each of which is not required to finish a mission but can be used to complete various objectives in different or easier manners than without them.



* 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. Custom maps can be set up to allow different setups, however, from extremes such as two primary weapons alongside a secondary or taking away everything but the melee weapon.

to:

* 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, shovel for silently digging, a supply of blocks for building, and a melee weapon. Custom maps can be set up to allow different setups, however, from extremes such as two primary weapons alongside a secondary or taking away everything but the melee weapon.



* ''VideoGame/KillingFloor'' has a variation based around weight. Each player has a base carrying weight of 15 blocks, each block equivalent to one kilogram and your unsellable starting kit of a pistol, knife and grenades taking up the first one. You can't carry more than that, but you can carry as much as you please if it fits within that limit, even if by all rights it should take more room than your character could conceivably store on their person, including three or four [[GunsAkimbo pairs of pistols]]. The Support Specialist perk also has a passive bonus that gradually increases its carrying capacity up to 24 blocks. ''VideoGame/KillingFloor2'' uses the same system, though with more perks like the Survivalist getting passive bonuses or active skills that increase their carrying capacity.



** ''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.

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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.mission, with anything you pick up in the field, save ammo for any of your current weapons if you're not already carrying the maximum, being shipped back to Mother Base for later use. 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.



* ''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...)

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* ''VideoGame/XCOM2'':
**
''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...)).



** ''VideoGame/SaintsRow'' uses a similar system. You have inventory slots for every weapon category but can only carry one of said category in the slot, maybe two if you [[GunsAkimbo pair them up]] in ''VideoGame/SaintsRow2'' onwards.

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** ''VideoGame/SaintsRow'' uses a similar system. You have inventory slots for every weapon category (melee, pistol, shotgun, submachine gun, assault rifle, heavy weapon, and explosives) but can only carry one of said category in the slot, maybe two if you [[GunsAkimbo pair them up]] in ''VideoGame/SaintsRow2'' onwards.
19th Mar '18 3:04:39 AM Kadorhal
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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. The player also had three grenade 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.

to:

** 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. The player also had three grenade types four throwables in a cycled slot on top of that: frags, limited frag, smoke, and flashbangs. flashbang grenades, and an unlimited supply of rocks to distract enemies. The ''Classic'' rerelease changes the machete into the QuickMelee option, option as per the later game its mechanics are based off of, but otherwise uses the same system as the original.



** ''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 (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]]).

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** ''VideoGame/FarCry4'' more or less uses the same system as ''Blood Dragon'' with a few more changes, such as bringing back the need to craft holsters for more slots, 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 (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]]).
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).

to:

* ''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.

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 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.

to:

** ''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.

to:

** ''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.

to:

** 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.

to:

** ''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.

to:

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