I was thinking on the plight of the Type-10...there's a thread around here about it...anyways, an idea struck me on 'support ships'. I've always been a fan of search & rescue type gameplay as well as support gameplay. 'Force Multiplier' if you will. Generally in Elite, you don't really need to restock ammo except when carrying out many missions at once or hanging around conflict zones. Thargoid encounters, particularly, can require lots flying back and forth to stations.
SO...the idea is in the title: Ammunition Restock Limpets and Ammo Stock Module
Full Disclosure, I don't want anymore limpet controllers either...I'm just using the existing game mechanics to propose the idea.
Please, please, pleeeeease Frontier...combine limpet controllers already
Restock Limpet Controller - Can Be Equipped in Military Slots
So if you're familiar with the auto-loader engineering upgrade for multi-cannons, think of that for the Ammo Stock Module. It does not just 'instantly' replenish ammo, but instead restores it over time at a specified rate depending on the weapon. Multi-cannons will reload the quickest given the size of their rounds, whereas missiles and torpedoes will load rather slowly. Railguns and PAs will likely load the slowest. NEW: To use the Ammo Stock Module, you will go to module list and select the desired weapon to reload. In addition to the usual options will be 'Reload'. Selecting this deactivates the weapon and begins the reloading process, which takes twice as long as when the weapon is online. The reload can be interrupted if the weapon is powered on prematurely. Once fully reloaded, you power the weapon back up and get back to shooting!
Ammunition in the Ammo Stock Module is quantified in 'units' much like the AFMU - it doesn't carry 'X missiles, X small rounds, etc.' but just a raw 'unit count'. The cost of replenishing ammo is dependent on the weapon type and size of the weapon. This is not a detailed list or researched count...just an example for explanatory purposes:
Small Multicannon - 1 Unit per 1 Bullet
Medium Multicannon - 2 Units per 1 Bullet
Large Multicannon - 4 units per 1 Bullet (These change in value because the damage values change with size - so the bullets aren't 'identical')
Small Missile - 25 Units per 1 Missile
Medium Missile - 25 Units per 1 Missile (Missile damage doesn't change with module size - so ammo cost wouldn't either)
Small PA - 25 Units per 1 Shot
Medium Railgun - 100 Units per 1 Shot
You get the idea - I'm not going to dig up all the ammo costs of ammo to figure out what the actual conversion rate it, but if we assumed the current balance of ammo costs was 'right' converting the Units would be straightforward: whatever the cost of 1 small multicannon bullet is, that's the cost of '1 Unit' of ammo...expand from there.
Ammo Restock Module comes in various sizes up to size 6. Because the smaller sizes are somewhat limited, it is possible they can't actually restock the largest weapon types because one unit of ammo is greater than the total amount in the module. This would be specified in the module's description. For a rough idea of (my opinion) of what the variations in sizes are:
When the Limpet is deployed, it will take a specified amount of ammunition from the Ammo Stock Module(s). The size of the Limpet controller determines how much ammo a limpet can carry and how many limpets can be active simultaneously (much like other controllers). Obviously, a cargo hold is necessary to this arrangement to carry the limpets.
On a side note: you cannot synthesize ammunition into the Ammo Stock Module - it isn't a weapon. Synthesized ammunition (for bonus effects, particularly) will operate as normal with the existing ammo in the weapon(s).
If a weapon has been reloaded by the Ammo Stock Module or Restock Limpet, synthesizing ammunition for it will be unavailable until it is empty.
By providing these two modules, support ships can be outfitted to extend the longevity of a wing in the field. Obviously support oriented ships like the Keelback (and other SLF capable ships, to be honest) can rely on their optionals to support their wing and fight from afar. Wings of commanders engaging in combat zones can greatly increase their staying power (and enjoyment) if a commander will play the role of support.
Thoughts?
NEW EDIT: Alternative Idea for Ammo Stock Module
Additional Points of Discussion
Plasma Slugs and similar engineering methods for 'alternative ammo' have been brought up. As the OP, I personally don't support limiting the feature to certain ammunitions but for the sake of discussion the following should be considered:
- PA, Railguns, and Torpedoes cannot be restocked by these modules
This is to not interfere with existing engineering mechanics but also recognize the unique nature of these three types of weapons: they are very high damage, single shot weapons that likely would not interact with a 'belt fed' system like the Ammo Stock Module or Restock Limpet. In these three cases, Synthesis (or alternative means already in game) would be necessary to restock in the field for these weapons. Food for Thought, please discuss further.
SO...the idea is in the title: Ammunition Restock Limpets and Ammo Stock Module
Full Disclosure, I don't want anymore limpet controllers either...I'm just using the existing game mechanics to propose the idea.
Please, please, pleeeeease Frontier...combine limpet controllers already
Restock Limpet Controller - Can Be Equipped in Military Slots
- Deploys Restock Limpet to target with load of ammunition
- Must have ammunition in Ammo Stock Module to deploy
- Unused Ammunition in Limpet will be lost if not used before limpet self-destructs in 15 seconds after attachment
- Limpet will be destroyed if target ship is engaged in combat when limpet attempts to land
- Dedicated Cargo Module that stores additional ammunition for the ship's weapons
- Necessary for the use of Restock Limpets
- Automatically replenishes online weapons ammunition at a rate of ____
Ammunition in the Ammo Stock Module is quantified in 'units' much like the AFMU - it doesn't carry 'X missiles, X small rounds, etc.' but just a raw 'unit count'. The cost of replenishing ammo is dependent on the weapon type and size of the weapon. This is not a detailed list or researched count...just an example for explanatory purposes:
Small Multicannon - 1 Unit per 1 Bullet
Medium Multicannon - 2 Units per 1 Bullet
Large Multicannon - 4 units per 1 Bullet (These change in value because the damage values change with size - so the bullets aren't 'identical')
Small Missile - 25 Units per 1 Missile
Medium Missile - 25 Units per 1 Missile (Missile damage doesn't change with module size - so ammo cost wouldn't either)
Small PA - 25 Units per 1 Shot
Medium Railgun - 100 Units per 1 Shot
You get the idea - I'm not going to dig up all the ammo costs of ammo to figure out what the actual conversion rate it, but if we assumed the current balance of ammo costs was 'right' converting the Units would be straightforward: whatever the cost of 1 small multicannon bullet is, that's the cost of '1 Unit' of ammo...expand from there.
Ammo Restock Module comes in various sizes up to size 6. Because the smaller sizes are somewhat limited, it is possible they can't actually restock the largest weapon types because one unit of ammo is greater than the total amount in the module. This would be specified in the module's description. For a rough idea of (my opinion) of what the variations in sizes are:
- Size 1: Restocks 25% of four medium multicannons
- Size 2: Restocks 50% of "..."
- Size 3: Restocks 100% of "..." (Size 3 essentially 'doubles' your total ammo count)
- Size 4: Restocks 200%
- Size 5: Restocks 400%
- Size 6: Restocks 800%
When the Limpet is deployed, it will take a specified amount of ammunition from the Ammo Stock Module(s). The size of the Limpet controller determines how much ammo a limpet can carry and how many limpets can be active simultaneously (much like other controllers). Obviously, a cargo hold is necessary to this arrangement to carry the limpets.
On a side note: you cannot synthesize ammunition into the Ammo Stock Module - it isn't a weapon. Synthesized ammunition (for bonus effects, particularly) will operate as normal with the existing ammo in the weapon(s).
If a weapon has been reloaded by the Ammo Stock Module or Restock Limpet, synthesizing ammunition for it will be unavailable until it is empty.
By providing these two modules, support ships can be outfitted to extend the longevity of a wing in the field. Obviously support oriented ships like the Keelback (and other SLF capable ships, to be honest) can rely on their optionals to support their wing and fight from afar. Wings of commanders engaging in combat zones can greatly increase their staying power (and enjoyment) if a commander will play the role of support.
Thoughts?
NEW EDIT: Alternative Idea for Ammo Stock Module
- Ammo Stock Module doesn't use 'units' as described in OP, but instead carries actual quantities of each type of ammunition
- Ammo Stock Module is much more expensive to refill in this version as you carry 'all types' of ammo, even those you don't use
- Limpet is targeted at weapon module on target ship, not just 'the ship'. This means restocking a friendly ship will require multiple limpets for each weapon.
- Limpets still only carry a certain amount of ammo based on controller size, but now only carry specific ammo type based on target.
- Still can't synthesize ammunition until weapon is fully unloaded after using Ammo Stock Module or Restock Limpet
Additional Points of Discussion
Plasma Slugs and similar engineering methods for 'alternative ammo' have been brought up. As the OP, I personally don't support limiting the feature to certain ammunitions but for the sake of discussion the following should be considered:
- PA, Railguns, and Torpedoes cannot be restocked by these modules
This is to not interfere with existing engineering mechanics but also recognize the unique nature of these three types of weapons: they are very high damage, single shot weapons that likely would not interact with a 'belt fed' system like the Ammo Stock Module or Restock Limpet. In these three cases, Synthesis (or alternative means already in game) would be necessary to restock in the field for these weapons. Food for Thought, please discuss further.
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