I know that previously @RedCo and @RainOfPain125 have suggested improved reloading to U2. I would like to build upon their suggestions in a new feature that would be very fitting for improved gunplay in U2. I suggest a staged reloading mechanic to be added. To explain this better, I will provide an example from the current demo of the game to my proposed feature. In the current demo, you are unable to cancel the reload of a gun. This means if you stage a reload, you cannot put your gun away at all, you are forced to go through the entire animation until you are finally able to put the gun away. This is just like the gunplay situation in Unturned 3.0. If you perform a reload and are in desperate need to switch your weapon due to a rapid change in circumstances, you will be forced to be a sitting duck until the reload animation finishes. Staged Reloading would fix this. In the same scenario that you are reloading and want to change to your weapon, your character will put the gun away at whatever part of the reload stage they are in and switch their weapon. Let’s say while reloading, your character pulled out the gun’s magazine. If you cancel the reload, the gun will be lacking a magazine in it once you switch out. If you go back to this gun, there will still be no magazine in it. You can finish the remaining reload by putting in the magazine it needs. In another example, let’s say you reloaded an empty gun and successfully put in a new full magazine, but you cancelled the reload before you cocked the weapon. If you put said gun away and pull it out again, you would have to finish the reload by cocking the gun in order to fire. As RedCo explained in his reload post in April of 2018, I expect this staged reloading mechanic would be introduced along with single reloads, interruptible reloads, clip reloads etc. If a non empty magazine is removed from the gun, there will still be a single bullet chamber left in the gun to fire (depending on what gun it is, of course).
Here are some video demonstrations to make it easier to visualize this feature from the work in progress games '83 and Afterconflict.
From 2:56 to 3:33 ^
Here I conclude my suggestion, but perhaps something in the future that would be a neat suggestion as a follow-up to this would be being able to use a tactical reload and normal reload, each with their own advantages. Be open to discussion in replies about this either features.