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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 Ursus
09-24-2013, 06:02 PM,
#1
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

Projectiles are good weapons in 4.87 and the devs are trying to figure out ways to balance their use. Seems to me, this is a good opportunity to add cargo usage to the ammunition, and let them be self-balancing that way.

CM, 0u (the only one that's zero)
Mine, 1u
Fighter missile, 1u
Fighter torpedo, 3u
Bomber missile, 1u
Bomber torpedo, 5u
Gunboat missile, 2u
Gunboat torpedo (Asco) 3u
Cruiser missile, 5u
Battleship missile, 10u

One thing about this, is that larger ships will be able to carry more ammo than smaller ships, which is "correct" from an RP POV.

Also, it will make it more difficult to have supply ships carrying ammo for the team.

Basically, if you want the payoff of a missile boat, then make room for the ammo. Otherwise use your energy weapons.

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
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Offline Thargoid
09-24-2013, 06:49 PM,
#2
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Posts: 713
Threads: 65
Joined: Aug 2013

(09-24-2013, 06:02 PM)Ursus Wrote: Projectiles are good weapons in 4.87 and the devs are trying to figure out ways to balance their use. Seems to me, this is a good opportunity to add cargo usage to the ammunition, and let them be self-balancing that way.

CM, 0u (the only one that's zero)
Mine, 1u
Fighter missile, 1u
Fighter torpedo, 3u
Bomber missile, 1u
Bomber torpedo, 5u
Gunboat missile, 2u
Gunboat torpedo (Asco) 3u
Cruiser missile, 5u
Battleship missile, 10u

One thing about this, is that larger ships will be able to carry more ammo than smaller ships, which is "correct" from an RP POV.

Also, it will make it more difficult to have supply ships carrying ammo for the team.

Basically, if you want the payoff of a missile boat, then make room for the ammo. Otherwise use your energy weapons.

No because then I can only carry like 14 novas in my bomber and my cloak device is now useless Big Grin
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Offline Ursus
09-24-2013, 07:59 PM,
#3
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Posts: 3,853
Threads: 249
Joined: Oct 2011

I wouldnt mind a cargo bump to bombers. Then they could SNAC and cloak, or SNAC and NOVA, but not both

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
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Offline Narcotic
09-24-2013, 08:36 PM,
#4
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Posts: 3,407
Threads: 151
Joined: Oct 2010

No, I think it's balanced enough that missile ammo is limited now. No need to punish snubs with cargo restrictions. For the other ship types above, maybe yes.

[Image: Narcotic.gif]

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Offline Omicron
09-25-2013, 12:10 AM,
#5
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Posts: 4,745
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Joined: Nov 2009

(09-24-2013, 07:59 PM)Ursus Wrote: I wouldnt mind a cargo bump to bombers. Then they could SNAC and cloak, or SNAC and NOVA, but not both

No they can't. Fighter cloak works only up to 120 cargohold.

[Image: E9d8RnV.jpg?1]
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Offline nOmnomnOm
09-25-2013, 05:03 AM,
#6
Probation
Posts: 5,914
Threads: 247
Joined: May 2011

I dont like this idea either.

Also because you don't carry ammo in a CARGO hold. Cargo hold is for storage.

[Image: zBEqQfl.jpg?1]
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Offline Ursus
09-25-2013, 05:23 AM,
#7
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Posts: 3,853
Threads: 249
Joined: Oct 2011

(09-25-2013, 05:03 AM)nOmnomnOm Wrote: I dont like this idea either.

Also because you don't carry ammo in a CARGO hold. Cargo hold is for storage.
the empty part of the interior you have left over is for cargo

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
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Offline nOmnomnOm
09-25-2013, 05:28 AM,
#8
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Posts: 5,914
Threads: 247
Joined: May 2011

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.

[Image: zBEqQfl.jpg?1]
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Offline Trogdor
09-25-2013, 09:59 AM,
#9
Member
Posts: 1,236
Threads: 64
Joined: Feb 2009

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.

[Image: i4h0ll.gif]
[Image: zonerzonerzoner.gif]
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Offline acqchangqing
09-26-2013, 07:19 AM,
#10
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Posts: 47
Threads: 6
Joined: Aug 2013

Nice Idea. So scientifically
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