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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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lets make projectiles use cargo space in 4.87

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lets make projectiles use cargo space in 4.87
Offline Colt556
09-26-2013, 10:06 AM,
#11
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(09-25-2013, 05:28 AM)nOmnomnOm Wrote: The thing is, in RP you dont have ammo stored in a cargo bay. There would be in RP other slots in a ship to have ammo ready to use.
While I understand the idea, this has already kinda been implemented by the decrease ammo available for missiles for example.
If your goal is to reduce the amount of spam then they have done so already.

For single-man craft like fighters and bombers you're right. However for bigger ships, it's perfectly reasonable to store more ammunition in the cargo hold. In real life they entire 'cargo holds' dedicated strictly to storing ammunition. There's really no magical barrier preventing you from using a cargo hold as an ammunition storage area. If you'd rather store missiles over extra fuel, why not? So, from a logic point of view this idea is perfectly valid for anything bigger than a bomber. As the crew would simply move the projectiles from the store rooms to the launchers as needed.
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Offline Thargoid
09-26-2013, 05:19 PM, (This post was last modified: 09-26-2013, 05:48 PM by Thargoid.)
#12
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How about... you could fit a "Missile Storage Module", it takes up like 80 cargo space, and you can fit an extra 70 Novas/30 Cruiser Missiles.

Maybe you need to drop your shields before reloading missiles to prevent people from fitting insane amounts of fighter missiles and spamming the hell out of them.

Also if I fit 4 Hellfires to my Bomber, why can't each one have it's own ammo, they should have 70 each.
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Offline Pepe
09-27-2013, 03:35 PM,
#13
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It's a great feeling when your pall gets your missile extra-load and you get an extra for him too. Then you trade in the middle of the battle and go on.

I welcome all aspects of the game pushing players to make friends.

[Image: 3tN2x9Z.png]
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Offline nOmnomnOm
09-27-2013, 03:42 PM,
#14
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(09-26-2013, 05:19 PM)Thargoid Wrote: How about... you could fit a "Missile Storage Module", it takes up like 80 cargo space, and you can fit an extra 70 Novas/30 Cruiser Missiles.

Maybe you need to drop your shields before reloading missiles to prevent people from fitting insane amounts of fighter missiles and spamming the hell out of them.

Also if I fit 4 Hellfires to my Bomber, why can't each one have it's own ammo, they should have 70 each.

70 each is a bit too much dont you think?
Its like a shotgun round. Be sure of your shots and 70 is enough. Also placing 4 of those isnt that economic either. I suggest 2 instead and the rest guns such as shield busters.

[Image: zBEqQfl.jpg?1]
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Offline Murcielago
09-27-2013, 04:12 PM,
#15
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(09-25-2013, 09:59 AM)Trogdor Wrote: The way it was rationalized when they first made equipment take up cargo capacity was that your capacity was not the volume you could fit but the mass your engines were trying to move around.

Therefore you put guns on, you add mass, even though the guns and their internal components aren't someplace you could otherwise put cargo. You put armor plating on the outside of the ship, you add mass. You fill the cargo hold with commodities, you add mass.

Your ship comes with certain engines that can only move so much mass before turn rate, acceleration, etc would start to suffer, and so your limit is the amount of stuff you can have before that happens.

Hmm interesting theory.
Soo how come is that some transpors can turn faster then GB if they have more mass?

If this tread had poll then I'm for ...soo YES
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