Ammo limits back

Exactly like the materials will. The question is about whether there's a game balance issue. I assert "no, because you can already do the same thing this other way"


Agreed. Heck: I'd be fine with unlimited ammo. I agree with you. Hunting mats is dull (and who said anything about high-end versions?)


That might change game balance.
I doubt it would as having a cargo hold full of ammo is quite hazardous. History is a perfect example of how catastrophic and deadly an effect could be if the magazine inside a ship was hit. The same could apply here. Hitting the ammo rack (balance would be applied in how much damage is required to breach the ammo hold of course) would set off a pretty damaging explosion and fires. And it's not a really good thing having fires in an oxygen rich environment like the inside of a space ship.
 
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Vice like logic. HEHE Touche.
I do see where your coming from. Elmer Fudd and Yosemite Sam never run out of ammo. :)
As for logic? I never was the sharpest knife anywhere. I don't think a cutter with a cargo bay full of seeker and dumb fire missiles or maybe a stealth ship with a hull full of rail shots would unbalance the game. EH?
I think it would bring it slightly more into balance, actually. Right now you can have many, many reloads with zero penalties using synthesis. At least having to use up cargo space and/or a module slot would impact weight/performance and room for something else (scb/hull plating/fsd interdictor etc). To be honest, I also wish certain commodities had different weight to volume ratio. 200 cargo worth of gold should not be equal mass to 200 cargo worth of wheat) and we should have two limitations to cargo based on weight and volume. this would give another reason for stronger thrusters on trade ships etc.
 
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; much like flying to a station to get more MC ammo is immersive and bad game play.

don't you think reloading the multicannon is bad game play as well?

I have to stop reading you, have some good points, but you ruin it with some other really bad points.
 
don't you think reloading the multicannon is bad game play as well?
No... and I have no idea why people keep juxtaposing the two ideas nor why they ignore that it's already been asked and answered.

I mean: you appear to have used passive voice to imply that I did; or that for consistency that I must when, in reality, none of the issues I've raised with MC ammo limitations apply to the reload delays.

Indeed: reload delays, while quite unrealistic, have an intrinsic effect on gameplay... they fundamentally change the behavior of the item.

This change does not introduce tedium (as flying back to stations to reload does); but rather changes the tempo and tactics of combat. Whether you consider those changes good or bad is a topic in its own right and doesn't properly belong on this thread.

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There are several games around where you never run out of ammo, they are called arcade games. Some you still have to put a quarter into.
For example: The bulk of MMOs (all?); which is what ED is most similar to.
 
I don't think you should have unlimited ammo. It is not realistic at all. BUT! We should be able to store much more ammo on board our ship. Even if we choose to use cargo slots. Like for example 2 tons of cargo could be one full reload. That reload could take some extra time. Same with all types of ammo especially rockets. Why would I not be able to choose to use my cargo to store extra rockets to reload? And on a slightly same subject why can I not have rear facing rockets that can actually work. And biggest question on weapon subject. WHY in the universe can we not scan behind us? You would think a thousand or so years from now after figuring out how to travel light speed we could do something as simple as targeting or knowing who is firing on us from the rear after interdicting us. Seriously give us a scan aft/rear/behind button.
 
Actually my large MCs are reloaded today and I fired them a lot yesterday and just logged in space.

I don't think you should have unlimited ammo

we actually do now. I can reload my MCs 30 times from synthesis, and missiles I could reload 9 times.
 
I don't think you should have unlimited ammo. It is not realistic at all.
But the game is not realistic; so the real question is gameplay.

Why would I not be able to choose to use my cargo to store extra rockets to reload? And on a slightly same subject why can I not have rear facing rockets that can actually work. And biggest question on weapon subject. WHY in the universe can we not scan behind us? You would think a thousand or so years from now after figuring out how to travel light speed we could do something as simple as targeting or knowing who is firing on us from the rear after interdicting us. Seriously give us a scan aft/rear/behind button.
The answer to all of those is "because gameplay was selected over realism".

Try this article and then thing about sensors in general: http://www.projectrho.com/public_html/rocket/spacewardetect.php
 
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