Quote: "maybe I can bug errant to give a jamming animation for one of his less reliable weapons"
The least reliable weapon I've made is probably the J22 but I made the ammo all high-velocity which makes the pistol quite reliable
Not that it's being asked for but here's my two cents...
If jamming can be introduced in an elegant way, I'm all for it but I
hate arbitrary jamming.
Many stoppages are can be caused by user error. For example, with my 9mm Glock, due to how it's balanced, it will stovepipe (brass caught in slide and must be manually racked to clear) almost every time if limp-wristing while shooting but keep a firm grip and it will cycle just fine. Same goes for my Benelli M1 if using light loads. Other malfunctions can be contributed to bad/worn-out magazines. If wear/degradation of the weapon (leading to malfunction) is introduced, it should be done in a smart way. I hate the system in STALKER because it seems simply based on rounds fired. If you have something like the G36, it should take practically forever to wear down if only using it on semi-auto but only three or four magazines in rapid succession and in full-auto should be enough to wreck the barrel though only one magazine in full-auto should have little to no effect. Again, these suggestions are based on things the user can control.
The only really random things which would make sense
to me for jamming are bad magazines, being exceptionally dirty on the inside from carbon fouling (only some weapons and in this case there should be an exponential malfunction rate), randomly bad ammo which does not ignite or the weapon was in poor/damaged condition to begin with. Otherwise, malfunctions should come after thousands of rounds when small parts (like extractors) begin to break and the weapon goes from being reliable to a piece of scrap in a relative hurry.
Accuracy degradation would be another bag of snakes.