Ammunition Stowage Rack Module.

I will be laconic.

Military slot module only.
Adds a percentage (depending on module grade) of maximum ammo capacity.

1C +20%
2C +40%
3C +60%
4C +80%
5C +100%

Bring to life some weapon builds.
Helps fight 'goids.
Adds some variety to game.
Nice feature for gameplay and QoL.
It's have a common sense.

It is balanced becouse EVRYONE can have it, k?
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Pls make it real FD.
 
I will be laconic.

Military slot module only.
Adds a percentage (depending on module grade) of maximum ammo capacity.

1C +20%
2C +40%
3C +60%
4C +80%
5C +100%

Bring to life some weapon builds.
Helps fight 'goids.
Adds some variety to game.
Nice feature for gameplay and QoL.
It's have a common sense.

It is balanced becouse EVRYONE can have it, k?
-------------
Pls make it real FD.

It should have an increasing chance to explode (catastrophically) as integrity falls due to damage.
Grade of module determines damage from explosion.
Engineering options could trade capacity for integrity or size of explosion for mass.
 
It should have an increasing chance to explode (catastrophically) as integrity falls due to damage.
Grade of module determines damage from explosion.
Engineering options could trade capacity for integrity or size of explosion for mass.

I agree; there should be a greater the risk for greater the reward for carrying such modules.
 
It should have an increasing chance to explode (catastrophically) as integrity falls due to damage.
Grade of module determines damage from explosion.
Engineering options could trade capacity for integrity or size of explosion for mass.

This was suggested previously, and I still don't like the idea of it being a targetable bomb.

It makes no sense that an internal module would be a higher risk than the externally exposed weapons themselves.

Besides, you're already taking on greater risk by sacrificing defences. You're not even increasing you're offensive output - just longevity in combat.

If you make an ammunition store a targetable explosive, then no one will use it.
 
This was suggested previously, and I still don't like the idea of it being a targetable bomb.

It makes no sense that an internal module would be a higher risk than the externally exposed weapons themselves.

Besides, you're already taking on greater risk by sacrificing defences. You're not even increasing you're offensive output - just longevity in combat.

If you make an ammunition store a targetable explosive, then no one will use it.

This.

Althought I think that an ammo store being targetable does actually make a lot of sense - 75 plasma accelerator charges exploding should be "bad" for any ship - the possibility of such a thing would mean nobody would ever use them - I know I wouldn't, ever.

A little longevity can't be balanced back by an increased chance of blowing up, methinks.
 
I'd be happy with a non-targetable module (like the cockpit canopy), but even a targetable one is probably going to be a lower priority than the power plant.
 
This was suggested previously, and I still don't like the idea of it being a targetable bomb.

It makes no sense that an internal module would be a higher risk than the externally exposed weapons themselves.

Besides, you're already taking on greater risk by sacrificing defences. You're not even increasing you're offensive output - just longevity in combat.

If you make an ammunition store a targetable explosive, then no one will use it.

I've witnessed an ordinance storehouse explosion. It's not pretty. And some of the pyrotechnics at such a thing so bright you can be blinded by this for miles away.

Do you think that in a dog fight, there aren't other explosions going on? Like fuel ignitions? Like ammo explosions when it comes to missiles and launchable hardpoints other than machine gun fire? What? You think that because this is sci-fi these should automatically be ignored because of magic?

I admit that I tend to fly air superiority and expect my missile batteries to explode. The fact that they don't is either a coding engine issue or an oversight. At the moment I can't be sure. But if this gets exploded I full well expect it to happen with missile batteries then. And I'll still fly with them too.

Because the bottom line is, this is being requested because a lot of folk that suggest this, don't like the fact that synthesis creation is stopped when the ship take damage. Or they don't have the materials for synthesis. They don't want to pull out of the combat zone to get their ammo replenished -- be it by flying to a station and rearming there, or by synthesis. When the truth of the matter is -- all BELIEVABLE combat sims expect you to do this.
 
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I've witnessed an ordinance storehouse explosion. It's not pretty. And some of the pyrotechnics at such a thing so bright you can be blinded by this for miles away.

Do you think that in a dog fight, there aren't other explosions going on? Like fuel ignitions? Like ammo explosions when it comes to missiles and launchable hardpoints other than machine gun fire? What? You think that because this is sci-fi these should automatically be ignored because of magic?

I admit that I tend to fly air superiority and expect my missile batteries to explode. The fact that they don't is either a coding engine issue or an oversight. At the moment I can't be sure. But if this gets exploded I full well expect it to happen with missile batteries then. And I'll still fly with them too.

Because the bottom line is, this is being requested because a lot of folk that suggest this, don't like the fact that synthesis creation is stopped when the ship take damage. Or they don't have the materials for synthesis. They don't want to pull out of the combat zone to get their ammo replenished -- be it by flying to a station and rearming there, or by synthesis. When the truth of the matter is -- all BELIEVABLE combat sims expect you to do this.

Something like this would be cool. Every time a module that contains a large amount of potential energy (Explosive weapons such as mines/missiles, SCBs, etc...) is destroyed, it creates a small explosion from the resulting ammunition cook-off/discharge. The amount and type of damage dealt would depend on the type of module and how much ammunition is remaining (if there is no ammunition, there should not be an explosion). This could be balanced by changing the % chance of detonation upon destruction.

Some examples:
  • Destroying a 5A SCB with 2 charges remaining (240 shield reinforcement each) should cause a large amount of thermal damage caused by the remaining charges 'cooking' (i.e. 160 damage, 1/3 the reinforcement of the remaining charges) possibly along with the associated thermal load
  • Destroying a fully loaded size 1 seeker missile rack (12 missiles that can do 40 damage each) should result in a substantial amount of explosive damage. However, since the module is outside the hull of the ship, the amount of damage received should be greatly reduced (i.e. 80 damage, 1/6 the potential damage of all of the ammunition)

Just an idea (not necessarily a good one). If enough people like it, I will post this in a separate thread.
 
I've witnessed an ordinance storehouse explosion. It's not pretty. And some of the pyrotechnics at such a thing so bright you can be blinded by this for miles away.

Do you think that in a dog fight, there aren't other explosions going on? Like fuel ignitions? Like ammo explosions when it comes to missiles and launchable hardpoints other than machine gun fire? What? You think that because this is sci-fi these should automatically be ignored because of magic?

I admit that I tend to fly air superiority and expect my missile batteries to explode. The fact that they don't is either a coding engine issue or an oversight. At the moment I can't be sure. But if this gets exploded I full well expect it to happen with missile batteries then. And I'll still fly with them too.

Because the bottom line is, this is being requested because a lot of folk that suggest this, don't like the fact that synthesis creation is stopped when the ship take damage. Or they don't have the materials for synthesis. They don't want to pull out of the combat zone to get their ammo replenished -- be it by flying to a station and rearming there, or by synthesis. When the truth of the matter is -- all BELIEVABLE combat sims expect you to do this.

What you’re asking for here is a new combat mechanic which goes way beyond the scope of the OP’s suggestion.

I’d recommend starting a new thread about it and seeing what other people think.
 
I like the OP's idea. If the module were destroyed, I assume the ammo would be nonfunctional so there is a benefit to wiping out the module - without catastrophic result. I don't think it's unreasonable to assume that stored ammo be binary in design - somewhat inert until placed in the weapon bay. This would make Rez zone farming more palatable with ammo-using weapons.
 
Sorry I disagree. Ammo racks in the cargo bay, long lines of ammo feed thru the entire ship, not feasible. Some might even know what "The whole nine yards" means.
And those yards were right by the 50 cal machine guns.
 
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What you’re asking for here is a new combat mechanic which goes way beyond the scope of the OP’s suggestion.

That's entirely possible. I'm well aware of the limitations of any game engine. There are just some things that for the sake of realism cannot be done with a game. Just like it's entirely possible this will never happen either because it will break the immersion and the believability of the game. Like this suggestion.

You know, I had a little time to think about this. While it's entirely possible of it being overlooked since the inception of this game, it's highly unlikely that it was. I've thought about this several times since I started playing the game -- and while I haven't been here since the ground floor -- it's enough experience to wonder why... Given how easy it was for you to discard what I suggested by telling me that I should post my idea as a suggestion to see whether it will be accepted by the general population here -- I strongly believe that the reason why this hasn't been incorporated for the game is entirely for the very same reason this hasn't.. Problems with immersion and believability.

So that raises the question. If it hasn't been incorporated since inception of the game do you honestly think that you'll wear the developers down like three year olds wanting their way to get this in? If so, good luck. I know how to ignore requests from end-users... I'm sure that the developers here will be capable of doing the same.
 
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I find the idea of an ammunition bunker very well..

on the other hand, if it is for cons part to be destroyed much too easily, I do not see the interest.. moreover it will already sacrifice a module or shell reinforcement.

maybe only in case of destruction of the ship with that something aesthetic .. a firework full of color.
 
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That's entirely possible. I'm well aware of the limitations of any game engine. There are just some things that for the sake of realism cannot be done with a game. Just like it's entirely possible this will never happen either because it will break the immersion and the believability of the game. Like this suggestion.

You know, I had a little time to think about this. While it's entirely possible of it being overlooked since the inception of this game, it's highly unlikely that it was. I've thought about this several times since I started playing the game -- and while I haven't been here since the ground floor -- it's enough experience to wonder why... Given how easy it was for you to discard what I suggested by telling me that I should post my idea as a suggestion to see whether it will be accepted by the general population here -- I strongly believe that the reason why this hasn't been incorporated for the game is entirely for the very same reason this hasn't.. Problems with immersion and believability.

So that raises the question. If it hasn't been incorporated since inception of the game do you honestly think that you'll wear the developers down like three year olds wanting their way to get this in? If so, good luck. I know how to ignore requests from end-users... I'm sure that the developers here will be capable of doing the same.

I’m sorry - I don’t understand what you’re trying to say here.
 
This was suggested previously, and I still don't like the idea of it being a targetable bomb.

It makes no sense that an internal module would be a higher risk than the externally exposed weapons themselves.

Besides, you're already taking on greater risk by sacrificing defences. You're not even increasing you're offensive output - just longevity in combat.

If you make an ammunition store a targetable explosive, then no one will use it.


What if targeting and destroying the ammo store module would only destroy the extra ammo in the module itself?
I think that would be acceptable.
 
What if targeting and destroying the ammo store module would only destroy the extra ammo in the module itself?
I think that would be acceptable.

But then nobody would bother targeting it. Power plant is a much more effective target.

Just make it non-targetable but damageable - like the canopy.

If you don't want to risk the magazine blowing up, use synthesis.
 
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