Forums » Suggestions

Cargo-Based Ammo

Jun 09, 2007 The Ori link
I think weapon ammo in cargo would be a good idea. It would allow you to stay in combat for longer with an ammo-based weapon.
For balance, reloading from ammo could take some amount of time that applies some balance, and the ammo would most definitely have weight, making another balance point. You could be loaded with ammo, but get popped instantly, because you couldn't maneuver for shit.
Although this would make for some problems, such as someone loading their moth full of swarm ammo, and going around making horrendous amounts of lag and destruction, there would still be the fact that reloading would take time (maybe 30 seconds?) and the moth would have almost no maneuverability, and would probably be popped after the first volley.
This would also allow different types of ammo, such as an explosive ammo for rails that moved a tad more slowly, or a Gemini missile that has a little more tracking, but with a decreased payload, and oodles of different things.

I'll also take this opportunity to say something about a high-level large-slot ammo-based linear acceleration weapon (like a mini-MAC) that could have all different types of ammo for different types of effects. But ammo would be heavy, and such.
Jun 09, 2007 SilentWave link
sorry, but visions of a supermoth just overshadowed everything else you said.

Haha, reVENGE!
Jun 10, 2007 The Ori link
Curses. I thought pointing out problems with the idea in the first place would reduce offtopic-ness and the fiery rage everyone has toward possibly unbalancing ideas...
Jun 10, 2007 csgno1 link
Load a moth with swarms sometime and see how well lit moves. Takes a long time to accellerate or turn. It would easily loose to a freebus.
Jun 10, 2007 Scuba Steve 9.0 link


Seriously though, pretty cool idea. Oh well, you have a behemoth full of ammo. Big whoop, it's a behemoth. If you seriously can't fend off a thin-skinned, loaded down tradeship you're probably one of those people who want Orun collectors nerfed too. The only problem I see here is the interface to switch between different types of ammo. But the whole idea is neat.
Jun 10, 2007 Dr. Lecter link
Yeah, the SCP with sunflares in cargo. GREAT idea!
Jun 10, 2007 Scuba Steve 9.0 link
Well, as with everything else, ammo would weigh down a ship. More ammo in cargo makes it harder to move your ship around, and ammo weight can be fine-tuned as necessary. I don't think this would come in as a majik ammo storage device with zero drawbacks.
Jun 10, 2007 smittens link
What if, instead, there were just some gun that shot like rails (but with much less damage) where all cargo provided the same ammo. So basically it's a widget launcher.

Has that been suggested before?

[Edit] Searched and got nothing. So if there is a thread on it (which I have a strange feeling that there is), the fault lies with the search "feature" and not me.
Jun 11, 2007 Demonen link
widgetcannon is an age-old suggestion, since before the beginning of time :P

Anyway, the cargo-based ammo idea is a good one, and while Lecter thinks it's somehow make the SCP even more ubar, I don't think he has ever tried filling an SCP with sunflare widgets and tried to fly it.

Lecter, it's a brick. You could out-fight it with a free bus (no joke). It'd be easy to stay out of the effective zone for the sunflares.

I'd be much more worried about the SpamRag finally filling it's Bomber role and taking out capships...
Jun 11, 2007 Phaserlight link
either I've got deja-vu or this has been suggested before.

anyway I never liked the idea of cargo based ammo since it would give ships like the hornet, marauder, centaur, and the behemoth unfair advantages imo, and it just seems like a wierd idea somehow. How does the ammo get from the cargo bay to the weapon?

edit: not to mention the effect it would have on weapons like the sunflare launcher. the weapons would be unbalanced more than the ships. can you imagine a sunflare launcher or swarm launcher with quad ammo?
Jun 11, 2007 SCAR Bank link
if you gave it a 30-second reload time, during which the ship must not accelerate, then you've effectively prevented people from bringing the extra ammo into one wave of PvP.

[approved]
Jun 11, 2007 Demonen link
Phaser, it would be an automated loading system that picks the ammo from the cargo hold and puts it in the ammo hold. This is thousands of years into the future, you'd think they had figured out automated weapon re-arming.

As for the unfairness, how about we make the ammo container weigh a lot, not just the ammo?
That way, a moth will still be a brick, even when it's flat on ammo. There could even be a restriction on what kind of ammo was available for cargo-hold storage. Rockets only?

Also, what if you get hit with live ammo in your hold? Maybe there's a chance it'll blow up...
Jun 11, 2007 SuperMegaMynt link
How does the ammo get from the cargo bay to the weapon?

No he's right. A cargo bay is just a box. That's why even all-out fighting ships like the SVG can have a cargo bay, it's just empty room they needed to fill up anyways. An add-on would have to be required to move your missles from the cargo bay to the missle tube, the size and type depending on the missles in question. This way a Hornet could still have 3 ports to play with while having an extended line of ammo. If there were a way to fit small ports into large sockets yet, the Rag could do the same, and have a space for a Gatling Turret or something. Lots of possibilities.

As for giving the Hornet, Marauder, Centaur and Behemoth unfair advantages, these are all ships that are kind of obscure in combat, and could benefit from putting their cargo space to good use. (The 'moth? Come on, let's be serious here...)

Another concept would be using cargo space for "batteries", since it only seems fair that if projectile based weapons can have their ammo extended through the use of cargo, that energy weapons have a similar buff. I guess these might work by giving a one time boost of energy to your Power Cell that could only be used for weapons, and automatically jettisoning the empty capsule after use. It'd make a red bar above the true energy level, like how the speed bar looks on flight-assist when you go faster than your throttle's set at, and shots would drain from that until it started eating into the normal energy.
Jun 12, 2007 thurisaz link
nice ideas, SuperMega, but why keep one port aside as deadweight.. why not make special cargo-loading versions of ammo-based weapons with additional handicaps in mass and price? ...maybe even add a slower rate of fire or increased energy usage? I'm sure the power to run that conveyor belt system has to come from somewhere..
Jun 12, 2007 Demonen link
How about variable fire rate?
5 rockets in regular fire rate, then a 20 second delay for the next 5? If I made an automatic loading system, I'd make it reload magazines, not single rockets.
That makes more sense to me, anyway.
Jun 12, 2007 The Ori link
I'm so glad people get my idea. I was very afraid that everyone was going to say that this was very unbalancing, but the weight of the ammo balances it in everyone's mind! I thought there would be a little confusion onto what I was saying originally, but the collective mind figured out my true idea.
/me is quite pleased
I like the:
1. Cargo-Loading versions of the weapons
2. Not being able to accelerate during reloading
3. Magazines (if so, ignore 2)
4. My mini-MAC idea. I still think it needs to be considered... It would be awesome to shoot this giant round from the ship that does massive damage, but makes the ship using it an effective brick. (Cappy weapon, anyone?)
Jun 13, 2007 SuperMegaMynt link
Well, if the single port ammo reloader was put into practice, then the next step would be one that could target other players. Let it have a 1m range, take a full 1.5 seconds (from start to finish) per rocket, and if interrupted then it floats out in space as a widget. Now we can have the full out Field Medic, able to repair and refill your ship any time, so long as the right type of ammo is onboard.

That it'd become a mechanism for Swarm spamming is a possibility, but Swarms have so many missles per tube; it'd take a full minute to reload just one, let alone two.
Jun 14, 2007 SilentWave link
Mynt, you're on the right track.

Let's have an addon that uses one small port to reload ammo. This way, the larger ships like the behemoth won't be able to reload ammo without a small port.

This goes hand-in-hand with a great improvement. When you buy ammo that can no longer fit in a port on your ship, have it by default be loaded to your cargo bay, not the station cargo bay. So if you're not about to equip it in a fight, you're equipped to sell it.