Would it be possible to add in an automatic reload mechanic (Liberals with empty guns reload automatically outside of combat, rather than only during combat?) or make reloading save the magazines (called clips by the game, as inaccurate as it is) if they're not empty? Nothing like reloading just so the guy carrying molotovs or shotguns or SMGs or whatever other low-capacity weapon can be ready for the next fight, only for the guy with the M249 to throw away his entire drum rather than swapping for a fresh one and keeping the old one in his inventory.
It's on the list. # 13.
I'll include that in 4.12.20
I remember when I asked a friend the difference between a clip and a magazine. "Clips are from WW2, we use magazines now" is my half-remembered recollection of the answer.
Then on the forums there was this debate about managing clips where the number of bullets for some specific guns were supposed to be 5, 6, and 7, and no one wanted to manage three different relatively prime numbers. Then there was the thing about "speed-loaders" being a makeshift magazine used with revolvers.
It's all outside my area of expertise, though I find it fascinating to hear about.
Here's the plan:
4.12.20 will have automatic reloading outside combat for anyone who's current clip [sic] is empty (or uses a thrown weapon).
Later date: a base will contain raw ammunition, e.g. 25 45mm, 60 7.62×39mm etc. When a squad leaves their base, they leave with a certain number of clips each, corresponding to their weapon layout. Half-used/unused clips will return to raw ammunition upon returning to base. (Sadly, this breaks save compatibility, which is why I'm hesitant to do it.)
Latest date: Revamp of the inventory system. Currently, unequipped weapons cannot be detected by metal detectors, because metal detectors only look through the inventory of individual squad members, rather than the squad itself. I'm not sure how it should be done, just that it should be different.