Well I'd prefer that to not checking the damn thing before I set off and then never use it againCoincidence wrote:And the gun tilting sideways slightly when the safety is on as a visual indicator is probably better than having to check the damn thing before you set off and then never use it again.
I think that not always showing the state of the safety is more fun for people like me who never use it because if it's going to be some kind of random state of my gun when I start the game, I'd rather have some gameplay mechanics involved (gameplay mechanics that already exist for almost every other part of the gun), even if it's some gameplay that wil only happen once a game.
But I also think that it would also be much more coherent with the rest of Receiver's design for players who use the safety during the game.
Receiver is designed around two things : pure mechanical reflexes (after a few games every Receiver players get some kind of built-in-brain macros that activate when they have to perform a task like reloading a gun or checking the chamber) and gun awareness (as I have no indication of the number of bullets left in my magazine, I tend to subconsciously count every bullet I shoot and how many I have left).
The safety as it works right now has absolutely no use (which isn't a problem : it HAS to be there because it's an important part of a gun and for roleplay purposes), needs no reflexes, and is a no-brainer.
My solution may sound like its overly complicated for such a "roleplay" feature, but it really isn't and it feels completely adequate to the design behind Receiver.