GTA 6 might actually limit how many weapons you can carry

So this is interesting — looks like Rockstar is shaking things up big time for GTA 6. According to Dexerto, we're getting a loadout system instead of the classic "stuff every gun you've ever touched into your magic pants" approach.
What we know so far
The gist is that GTA 6 will cap how many weapons you can carry at once, forcing you to actually think about your loadout before missions. Every previous GTA game let you carry an absurd arsenal — pistols, shotguns, rifles, RPGs, a minigun, all simultaneously. It was part of the chaotic charm, but also kind of broke any sense of strategy.
Why this actually makes sense
Think about it — Lucia and Jason are supposed to be small-time criminals building their way up, not walking military depots. A loadout system means:
- Missions could have more deliberate encounter design since Rockstar knows what tools you're working with
- Actually having to choose between bringing a sniper rifle or a shotgun for a job
- More weight to picking up a new weapon if you have to drop something
- Swapping loadouts at your safehouse actually means something
It worked great in RDR2 — Arthur couldn't carry 47 rifles on horseback, and that game felt better for it. The weapon wheel still gave you options, but you had to plan a little.
The concern
That said... GTA has always been about unhinged freedom. Part of the fun is stumbling into chaos with whatever you're carrying. If I want to cruise Vice City with a ridiculous arsenal, is that really a problem? There's a fine line between strategic depth and just being annoying when you pick the wrong gun for a surprise encounter.
Curious to see how Rockstar balances this — maybe different weapon sizes take different slots, or your coat capacity upgrades over time?
What's your take — does a loadout system sound like a smart evolution for the series, or are they overcomplicating something that was never broken?
Source: Dexerto · Curated content.
This is actually huge for wanted-level design. Right now, cop response is basically binary — you shoot, they shoot harder. But if players have limited slots, Rockstar can tune pursuit AI around probable threat levels instead of assuming everyone's packing heat like a one-person army.
Imagine cops adjusting tactics based on what they can see you carrying. Pistol out? They push harder. Rifle? They fall back and call backup. That kind of reactive AI only works if there's a cap on player arsenal.
My only worry — if the loadout's too restrictive, every chase plays the same because everyone picks the same "meta" combo. Gotta keep some chaos room.
This is exactly why role assignment matters now. If Lucia and Jason have different slot capacities or weapon preferences, you're not both picking the same "meta" loadout — you're building a crew loadout. One takes long-range, one takes CQB, and suddenly the payout run is about coordination, not just who brought the most guns.
Imagine cops adjusting tactics based on what they can see you carrying.
This cuts both ways though. If cops react to visible weapons, that's an argument for concealed carry mattering. Walk into a setup with a pistol, guards don't panic. Walk in with a rifle slung, different conversation. Could make approach selection way more interesting than just "go loud or go stealth."
From a pure profit-per-hour standpoint, this could actually be a buff if Rockstar designs missions around assumed loadouts. Right now in Online, Cayo preshow runs waste time because you're cycling through 40 weapons to find the one you need. A tight loadout means faster menus, faster runs, cleaner loops.
But here's the real question — how does this interact with the economy? If slot capacity upgrades are locked behind progression or purchases, we're looking at a new grind vector. Imagine early game being stuck with two weapon slots and needing to grind nightclub income just to afford a duffel bag upgrade. That's either satisfying progression or annoying gating depending on the price curve.
concealed carry mattering
This is the play. Walking into a deal with visible heat should tank your payout or trigger different encounter logic. Makes the "smart" approach actually pay dividends instead of just being the slow way to the same result.
Building on the role assignment idea — Trailer 2 shows Lucia and Jason operating pretty differently. Lucia's social engineering her way through situations while Jason looks like the muscle. If their loadout capacities reflect those roles, you'd naturally get different playstyles without forcing a "meta."
slot capacity upgrades are locked behind progression
This is where I'd push back slightly. Rockstar's been moving toward earn through play over grind-for-gating in their last couple titles. If upgrades come from story milestones — like unlocking a duffel bag after a specific heist — that feels like progression, not padding. The question is whether they tie it to economy or narrative beats.