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Ammo modules? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Ammo modules? (/showthread.php?tid=72073) Pages:
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Ammo modules? - Jayce - 01-09-2012 Make ammo take up cargo space, and buff smaller bombers maneuverability to compensate for the larger load of ammo the Heavies can carry. Easy. It was done on Nightstalkers Universe, so it can be done here as well. Ammo modules? - CzeReptile - 01-09-2012 ' Wrote:70 is a cap - from what i know - its a global cap. - thats why there are illogical things like mounting one missile pod having as much ammo as 2. Flak? 350k damage is fine, but count in shield. and if too much imba, let it take torp slot. CD/SNAC? Tough choice. ' Wrote:The only way to work around that capacity is to make an identical weapon with the same stats and make it use a separate ammo type. Thats alot of work id say. But also a variant. Ammo modules? - Van - 01-14-2012 ' Wrote:The only way to work around that capacity is to make an identical weapon with the same stats and make it use a separate ammo type. Hmm, not that far of a cry. It was suggested that an "ammo pod" take up a weapon slot, after all. Make duplicates of certain/all munition firing weapons. If the current model is, "The munitions are not stored in the weapon itself, they are stored on a place within your ship, and all weapons that use that munition type tap into the same pool.", then what is the difference between having 6 different types of missiles (Paralyzer, Sidewinder, Cannonball, Firestalker, Lancer, and Catapult) and loading each Missile Bay with a different missile pack, and loading each Missile Bay with the same missile pack? The alternative, that each munition launcher houses its own ammo, is already debunked by the fact that that four Cannonball Launchers house the same ammo as one. Though it would clutter up the Weapons Purchase list, making two or more versions of the same weapon (along with 2 or more versions of the same munitions to match) could allow a person to have 140 Cannonball Missiles. They can still fire them one at a time (just switching to the other launcher after 70 shots fired) and make the ammo last, fire all at the same time and get the same number of shots as having a single launcher (the damage being multiplied by the number of launchers you have). So, Sidewinder V1 (Version 1) Sidewinder V2 Sidewinder V3 Sidewinder V1 Missile Sidewinder V2 Missile Sidewinder V3 Missile All have the same stats. It's simple to implement. How does this sound? If this idea tastes okay, then the next phase would be balancing. And, if you don't want to give up a weapons slot, but still want more ammunition, you'll have to think of a different idea. Oh, and, ' Wrote:anyway .... one missilepod with 70 ammo can do ~350.000 damage. - which is extreme for a weapon that does not use any energy. Energy weapons that have unlimited number of shots can do infinite damage.:( That is a lot more extreme than ~350,000 damage, or any other fixed number. It's simply not fair to compare the two types of weapons (Munition dependent and Non-munition dependent). |