Cargo rack for extra munitions

It would be very useful, if FD added to the option of "loading extra ammunition" in advanced maintenance/restock, especially for configurations that require ammunition, just like we bought drones, it would be very useful in cannon loadouts or Shock Cannon, etc...

Examples: with 32t cargo hold:
cannons: 1t/20 rounds, 640 rounds
shock cannon: 1t/30 rounds, 960 rounds
torpedo pylon: 1t/1 round, 32 rounds
multi-cannon : 1t/100 rouds, 3200 rounds
railgun: 1t/5 rounds, 160 rounds
fragment cannon: 1t/15 rounds, 480 rounds
plasma accelerator: 1t/3 rounds, 96 rounds
missile rack: 1t/8 rounds, 256 rounds.

How are weapons reloaded? Retract hardpoints and it takes reload 90 seconds.
 
Not sure about your numbers, a small multicannon weights 2 tons and already has 2,190 rounds.
My suggestion was loading the ammo bay with material (= credits) and a 3D printer, the function would be similar to reloading at the station but with retracting the hardpoints (like you said).
Reloaded weapons should be ordered based on the size of the weapons (4, 3, 2, 1, PDT).
 
Not sure about your numbers, a small multicannon weights 2 tons and already has 2,190 rounds.
My suggestion was loading the ammo bay with material (= credits) and a 3D printer, the function would be similar to reloading at the station but with retracting the hardpoints (like you said).
Reloaded weapons should be ordered based on the size of the weapons (4, 3, 2, 1, PDT).
I had thought about it, but I didn't know how to solve it ...
 
Synthesis is already in place to fulfill any needs for ammo refills.
Synthesis is only an option for Horizons users.

Also:
  • Synthesis takes time and will be cancelled when the ship receives damage - not good in combat scenarios.
  • As @Berpol pointed out above, synthesising multiple weapons is fiddly and time-consuming.
An alternative ammo store that sacrifices defensive capabilities for longevity, while also removing the drawbacks of synthesis, would be welcome.
 
Synthesis is only an option for Horizons users.

Also:
  • Synthesis takes time and will be cancelled when the ship receives damage - not good in combat scenarios.
  • As @Berpol pointed out above, synthesising multiple weapons is fiddly and time-consuming.
An alternative ammo store that sacrifices defensive capabilities for longevity, while also removing the drawbacks of synthesis, would be welcome.
Retracting your hard points for 90 seconds (or whatever time) won't be ideal in a combat situation either. Personally if I've stuck around somewhere long enough to run out of ammo and I can't get away to synth some more, that's my cue to leave.
 
Retracting your hard points for 90 seconds (or whatever time) won't be ideal in a combat situation either.
I'm sure the retraction time could be easily tweaked by FDev. I agree that 90 seconds is too long. 10-15 secs would be fine, an you can use the time to practice evasion tactics.

Personally if I've stuck around somewhere long enough to run out of ammo and I can't get away to synth some more, that's my cue to leave.
And that's precisely the scenario the OP's suggestion is trying to postpone. Sure, you'll still run out of ammo eventually, but at least you can stay in the combat zone for longer as long as your ship is still in good health.
 

Lestat

Banned
It would be very useful, if FD added to the option of "loading extra ammunition" in advanced maintenance/restock, especially for configurations that require ammunition, just like we bought drones, it would be very useful in cannon loadouts or Shock Cannon, etc...

Examples: with 32t cargo hold:
cannons: 1t/20 rounds, 640 rounds
shock cannon: 1t/30 rounds, 960 rounds
torpedo pylon: 1t/1 round, 32 rounds
multi-cannon : 1t/100 rouds, 3200 rounds
railgun: 1t/5 rounds, 160 rounds
fragment cannon: 1t/15 rounds, 480 rounds
plasma accelerator: 1t/3 rounds, 96 rounds
missile rack: 1t/8 rounds, 256 rounds.

How are weapons reloaded? Retract hardpoints and it takes reload 90 seconds.
Can we target them so your SHIP EXPLODES.
Synthesis is only an option for Horizons users.
My Guess they might not be doing combat or even playing the game anymore. But they can fix this by waiting for a sale. Which Horizon is 70% off. So it $9 bucks right now. Oh there another option for people. Go back to the station and buy AMMO. Yes, it takes time.

Also:
  • Synthesis takes time and will be cancelled when the ship receives damage - not good in combat scenarios.
  • As @Berpol pointed out above, synthesising multiple weapons is fiddly and time-consuming.
An alternative ammo store that sacrifices defensive capabilities for longevity, while also removing the drawbacks of synthesis, would be welcome.
So nanite2000 you are all for added ammo but no risk vs reward like in Synthesis. You know you can take out a ship then use Synthesis. Let not forget. We can Engineer our weapons so they have extended rounds.

So we don't need a gunboat.
 
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@Lestat - we've been over this before, and your arguments still don't make any sense:
For the benefit of those who don't want to click on those links, and to refresh @Lestat's short memory:

Can we target them so your SHIP EXPLODES.
No! The presence of an ammunition store already means you are sacrificing defensive capabilities to accommodate it. If it was a targetable bomb, no one in their right mind would use it. It would be DOA.

Besides, if this is such a great idea then why can't you do that already with ammunition based weapons?

My Guess they might not be doing combat or even playing the game anymore. But they can fix this by waiting for a sale. Which Horizon is 70% off. So it $9 bucks right now.
Horizons is an optional paid-for expansion pack. Get over it.

Oh there another option for people. Go back to the station and buy AMMO. Yes, it takes time.
Yes, we already know that. It doesn't invalidate the OP's suggestion in any way.

So nanite2000 you are all for added ammo but no risk vs reward like in Synthesis.
The risk is that you sacrifice a slot that would otherwise be used for enhanced defenses (shield cell, hull reinforcements, module reinforcments).

You know you can take out a ship then use Synthesis. Let not forget. We can Engineer our weapons so they have extended rounds.
Only if you own Horizons.
 
🤼‍♂️During heated battle...…………..

Um, commander, can you hold off shooting for a second?
Why?
I have to float down to the cargo hold and pull out some more ammo and reload all the auto-loading stuff.
Oh, yeah, I guess I can hold off for a bit since I have the same problem for the same reason.
Ok, so 5 minutes then?
Sure, let me know when you're ready.

Yeah, like THAT will ever happen. 🔥
 
🤼‍♂️During heated battle...…………..

Um, commander, can you hold off shooting for a second?
Why?
I have to float down to the cargo hold and pull out some more ammo and reload all the auto-loading stuff.
Oh, yeah, I guess I can hold off for a bit since I have the same problem for the same reason.
Ok, so 5 minutes then?
Sure, let me know when you're ready.

Yeah, like THAT will ever happen. 🔥
Lucky no one's asked for that then, eh?

A reload time of 90 secs is too long. 10-15 secs is much more acceptable, but the reload time could easily be tweaked after play-testing.
 
🤼‍♂️During heated battle...…………..

Um, commander, can you hold off shooting for a second?
Why?
I have to float down to the cargo hold and pull out some more ammo and reload all the auto-loading stuff.
Oh, yeah, I guess I can hold off for a bit since I have the same problem for the same reason.
Ok, so 5 minutes then?
Sure, let me know when you're ready.

Yeah, like THAT will ever happen. 🔥
So where exactly do you think ammo in cargo racks would go
 
So where exactly do you think ammo in cargo racks would go
Well, obviously on the middle shelf so you (1) don't have to reach up too high and (2) don't have to bend over to lift the stuff off the bottom shelf, busting your back and knees (that stuff is heavy but in zero G it is still a b**ch to move around). You have to then float it over to the automated encabulator and carefully feed the ammo into the fluxom tube. If you're not careful, some side-fumbling may occur.
 
On the first one I like my post

I am looking at I am a solo player due to inconvenience of console and Combine with Ammo Synthesis. I can stay out almost infinite of time. We are not talking about dealing with open mode and PvPers that can use it to exploit the whole system solo mode. You know how easy it is to exploit that. You know Wait and let a security ship target a ship and take them out.

And if I get my carrier I can have all the ammo I want. o_O
 
I'm sure the retraction time could be easily tweaked by FDev. I agree that 90 seconds is too long. 10-15 secs would be fine, an you can use the time to practice evasion tactics.


And that's precisely the scenario the OP's suggestion is trying to postpone. Sure, you'll still run out of ammo eventually, but at least you can stay in the combat zone for longer as long as your ship is still in good health.
I'm not sure where this extra ammo would help though. It's very rare that I need to synth my frags or multis in a conflict zone. A non-horizons player isn't going to last long in those now.

I've not seen a single mission that has come close to having me run out of ammo.

I'm also currently sat up in Colonia with over 100 million in bounties from a 3 day rampage against system security. Not once did I run out of ammo before ATR arrived.

Back when I did compromised nav beacon bounty hunting, running low on ammo was the point where it was good to take a breath between the killing. Same story with ax conflict zones.

Is there something I've missed here?
 
I'm not sure where this extra ammo would help though. It's very rare that I need to synth my frags or multis in a conflict zone. A non-horizons player isn't going to last long in those now.

I've not seen a single mission that has come close to having me run out of ammo.
I use multicannons on my FDL. I regularly run out of ammo in HazRes's.

I'm also currently sat up in Colonia with over 100 million in bounties from a 3 day rampage against system security. Not once did I run out of ammo before ATR arrived.
ATR won't help you in Anarchy systems.

Back when I did compromised nav beacon bounty hunting, running low on ammo was the point where it was good to take a breath between the killing. Same story with ax conflict zones.

Is there something I've missed here?
Yes. Your personal choice to take a breather is not necessarily shared by everyone else.
 
I use multicannons on my FDL. I regularly run out of ammo in HazRes's.


ATR won't help you in Anarchy systems.


Yes. Your personal choice to take a breather is not necessarily shared by everyone else.
Perhaps not, but given the paper-thin ships you find in a haz res, that's a lot of time you'd have to spend in there before an FDL runs out of ammo. I can easily get mine through a medium CZ, including taking out the tougher spec ops ships without resynthing. I don't think the devs will want to create a module that supports such a limited style of gameplay.
 
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