Ammo Crates + Resupply Limpets

I love using weapons that fire a lot of bullets very fast.

I do NOT love having to go back to reload every 10 minutes. Or even worse, having to synth all that.

What about Ammo Crates? Each one gives a certain credit value worth of ammo; some guns would take multiple crates to fully reload, others types you might reload your entire ship with one crate. This way a player can stay out there in the action for longer, having fun rather than getting annoyed.

Even better, give us a Resupply Limpet Controller, so someone with both Limpets and Ammo Crates could resupply another player. Just target them, it consumes a limpet and an ammo crate, and flies to them and reloads their ammo.

I personally would very much appreciate this if it existed.
 
I like it when ammunition supply is an actual constraint to be worked around.

I wouldn't mind adjustments to certain values, or even the ability to resupply from ammo carried as cargo out in the field, as long as there were appropriate constraints here as well (some relevant time required for ammunition transfers and/or the possibility of hits to supplemental magazines causing internal explosions, for example), but a universal "ammo crate" sounds like a way to get around the limitations of synthesis, and synthesis is already bad enough.
 
I like it when ammunition supply is an actual constraint to be worked around.

I wouldn't mind adjustments to certain values, or even the ability to resupply from ammo carried as cargo out in the field, as long as there were appropriate constraints here as well (some relevant time required for ammunition transfers and/or the possibility of hits to supplemental magazines causing internal explosions, for example), but a universal "ammo crate" sounds like a way to get around the limitations of synthesis, and synthesis is already bad enough.

I assume if you have a cargo hold full of ammo, it wouldn't end very well if your cargo hatch gets damaged... an enemy limpet could also do some mayhem in there. Since it's entirely optional, it could introduce a bigger weakness than the not-optional power plant.
 
The disadvantages for ammo weapons have been steadily eroded as the game goes on. Lasers still have stupid falloff. I should be able to target your magazine if cargo ammo is a a thing. ;)
 
I like it when ammunition supply is an actual constraint to be worked around.

I wouldn't mind adjustments to certain values, or even the ability to resupply from ammo carried as cargo out in the field, as long as there were appropriate constraints here as well (some relevant time required for ammunition transfers and/or the possibility of hits to supplemental magazines causing internal explosions, for example), but a universal "ammo crate" sounds like a way to get around the limitations of synthesis, and synthesis is already bad enough.
I would be absolutely fine with quite a few limitations on the concept. For example, if it took as long to reload as it takes for a repair Limpet to work, and it would be canceled by taking any damage. Of course, ammo crates would require cargo space, as well.

All I really want to avoid is unnecessary 10 minute trips back to a station every few kills. Something like this would make using rapid fire multicannon or cannons viable for me, for example.
 
Could be mixed with Odessey features.

You can take ammo boxes with you in the cargo hold and once the weapon runs out of ammo, you need to walk to the cargo, pick some crates (best with pallet truck), transport them to the weapon and reload it manually. Also recommended to jump out of a CZ before reloading your weapons.
That or fly back to the Starport to let someone else reload your weapons.
 
Could be mixed with Odessey features.

You can take ammo boxes with you in the cargo hold and once the weapon runs out of ammo, you need to walk to the cargo, pick some crates (best with pallet truck), transport them to the weapon and reload it manually. Also recommended to jump out of a CZ before reloading your weapons.
That or fly back to the Starport to let someone else reload your weapons.
After completing the "kenetic lifting in space" and "using the spacepallet truck" health and safety grinds, obviously😀

"What do you mean the only slot you have got in the next six months is in Colonia🤦‍♂️"
 

Deleted member 38366

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Mechwarrior did a very good job handling ammo.

You could store extra ammo but it costed precious space and added weight.
You could also lose some in combat, however, due to hull damage.

And receive a few bad critical hits in those areas, you rsked severe damage from catastrophic ammo explosions.

I could easily see a sinilar approach working here in ELITE.
 
Choosing to trade some of your limited internal space for cargo racks to store ammo? This is completely game breaking.
 
I actually rather enjoy synthesis and being somewhat self sufficient.

Blowing up the baddies for a bit, then topping off my fuel at a star and heading down to a planet to gather materials to replenish my ammo supply feels more satisfying than clicking a button at a station.

Plus, if you target the right resources and visit a material trader to trade down you can create enough ammo to last for hours of destruction.
 
Just synth. You do not have mats to not use them. Most synth are low quality stuff. You can synh a lot of reloads from one polonium (theocrafting)

I synth a lot cause going to a station just takes to much time. Now I just visit the mat trader when needed and trade down when low on ammo synths.
 
Just synth. You do not have mats to not use them. Most synth are low quality stuff. You can synh a lot of reloads from one polonium (theocrafting)

I synth a lot cause going to a station just takes to much time. Now I just visit the mat trader when needed and trade down when low on ammo synths.

Really? If I can carry more than 6k materials for synthesis, why not carry ammo boxes, even if it adds weight?
Even better, you could only recharge it, if a crew member is assigned to it.

Right now, it seems I'm carrying all materials for synthesis in a ✨magic box✨.
According to my inara stats, this is how much I'm carrying:
Screenshot 2021-01-20 033534.png
 
Stations? That is why FC's were invented ;)

Although I agree entirely with the possibility of carrying ammo as cargo...
Means I could take both ammo & limpets out on my Corvette when mat gathering in a Haz Res / CZ and use more than mainly lasers!
 
One argument for allowing "ammo rack" internal modules? It's another alternative to stacking up HRP meta.

Engineering would need to be rebalanced as a byproduct of this though, since some balances are +/- ammo capacity, so that is made kinda useless. If something like this were put in though, it'd be good if it were tightly limited, like, an anaconda chock full of "ammo" storage internals would only have a net 100% boost to ammo, so typical use of a module or two would only add 5-10%
 
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