Bullet drop
The S.T.A.L.K.E.R. games have exaggerated bullet drop. I think Operation Flashpoint had realistic ballistics, but I don't remember distinctly. In any case, this sort of thing makes shooting over medium to long ranges a welcome challenge.
Recoil
That's in too many shooters to name.
Weapon jams
S.T.A.L.K.E.R. series, Far Cry 2. Can lead to interesting situations.
Overheating
Not really relevant given "recoil" above, since there would almost never be a reason for sustained fire. The Halo series is the only one I can think of with any overheating on small arms (and it's only for one weapon).
Destruction of objects by way of bullets
You say realism is a good goal, and in that case, penetration is far more important than outright destruction. S.T.A.L.K.E.R. modelled it well.
I think you and Riley Adams would be very interested in dslyecxi's articles on
present (circa 2006) and
ideal tactical shooters.
semi automatics movement
Sounds like the upcoming Brink.
A hard sci-fi tactical shooter based around highly mobile powered exoskeletons would be interesting.
account for the extra round when you reload with one in the chamber
Crysis.
Count ammo by magazines
Operation Flashpoint, Ghost Recon, tons more I can't immediately recall. It's standard in tactical shooters.
Slow projectiles:
That's like an idea I had for a game, and it seemed compelling for the tactical challenge you and Theophilus discuss (the difference being that projectiles are faster than players). It morphed into a
bizarre, flaky hotseat game. In retrospect, I would've made it single-player, as originally intended. I do want to revisit the idea one day.
the other part is more that the enemies don't really behave so much like they're trying to preserve their own lives.
I think this is the single greatest flaw in shooters today. Combat is as much about fear as outright destruction. Shooters would not only be more tasteful if this was represented, but also more deep (although current suppression mechanics in games feel contrived).
Shooters shouldn't necessarily be anti-war propoganda pieces, but they could do with more humanity. There are tons of possibilities:
- Soldiers can have their morale broken and run. Not all soldiers are equally brave; some, especially the more experienced ones, are more willing to expose themselves to fire, and avoid being suppressed or routing.
- When a soldier is incapacitated by a wound, he must be dragged behind cover before his wounds can be dressed. This entails high risk on the part of one of his comrades.
- Squads under extreme pressure can surrender- but what if it's perfidy?
and so on.
Just to keep things equitable, it'd be worth experimenting with player character permadeath.