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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Ammo modules?

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Ammo modules?
Offline CzeReptile
01-09-2012, 09:44 AM,
#1
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SImple as that, would it be possible to design something that would allow some ship class to carry extra expendable ammunition, most noticably lately the Hellfire rockets?

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Offline Swallow
01-09-2012, 12:23 PM,
#2
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Do you really want such major buff?

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Offline Mímir
01-09-2012, 12:26 PM,
#3
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' Wrote:Do you really want such major buff?

How about an ammo module taking up 1 weapon slot for fighters and bombers?

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Offline CzeReptile
01-09-2012, 12:27 PM,
#4
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Well, yes.
70 rockets are just nothing for bigger fight. Like an example, when us (=CR=) do shooting someplace from our base on Pecos, we fly lets say 200k. Some battles last for hours. This ammo last for minutes. Whats so bad about lets say cruiser carrying extra ammo? Not that they wouldnt otherwise, or carriers.

Maybe thisill be fixd with dockable ships though.

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Offline Lightning
01-09-2012, 12:28 PM,
#5
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Every 'buff' comes with a price. And I don't think that is such a big buff, but it all depends on the stats - The amount of ammo capacity it adds, it's price, a need for a slot, etc.

Might be interesting if it expands it by about 75%, but it mounts on your Torpedo slot.

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Offline CzeReptile
01-09-2012, 12:34 PM,
#6
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Well, I am led to believe that max ammo capacity is 70 unless you change the .ini properly, which woudl then increase the capacity entirely.
Isnt there some useable comoodity or somesuch.

devs are summon u!

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Offline Jinx
01-09-2012, 12:59 PM, (This post was last modified: 01-09-2012, 01:01 PM by Jinx.)
#7
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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.

anyway .... one missilepod with 70 ammo can do ~350.000 damage. - which is extreme for a weapon that does not use any energy.

used best vs. cruisers - it adds a tremendous amount of damage to the damage a bomber can do anyway. - so even if an ammopod was possible - and it would take up the slot of a gun....

we might end up with 2 hellfire pods and 2 ammo pods - making it 210 ammo ~1.060.000 damage .... add a dual nova or SNAC into that - and such a ship can do comparable damage to a battleship - at a size 100 times smaller and more agile.

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Offline JayDee Kasane
01-09-2012, 01:03 PM,
#8
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True masters use guns and turrets) I dont like using torpedos or missles, its not about skill of pilot, and agains skilled pilot your missles will not do anything

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Offline Jinx
01-09-2012, 01:10 PM,
#9
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well - i think hellfires are unguided - and mostly to be used vs. bigger ships ( transports, gunboats at near point blank, cruisers ) - they have ammo for balance purpose and to give more diversity to bombers. - more damage - but not in a SNAC package ( unlimited ammo )

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Offline Zynth
01-09-2012, 01:31 PM,
#10
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' Wrote:Well, I am led to believe that max ammo capacity is 70 unless you change the .ini properly, which woudl then increase the capacity entirely.
Isnt there some useable comoodity or somesuch.

devs are summon u!

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.

But that is a far cry from "Ammo modules".

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