Ammo and Ammo transfer limpet

My suggestion
Like extra fuel tanks have extra ammo
The trade off off is you loose internal compartments for more ammo
Also ammo transfer limpets
The idea being you can have a re-fuel ship that also re-arms
 
My suggestion
Like extra fuel tanks have extra ammo
The trade off off is you loose internal compartments for more ammo
Also ammo transfer limpets
The idea being you can have a re-fuel ship that also re-arms

this would give larger ships a major advantage in combat as they would effectively have a never ending supply of ammo. it wouldn't be a bad idea to be able to rearm a third party though as that would increase the incentive for cooperation between players.
 
this would give larger ships a major advantage in combat as they would effectively have a never ending supply of ammo. it wouldn't be a bad idea to be able to rearm a third party though as that would increase the incentive for cooperation between players.

The only advantage being they dont need to re-arm as often, whats the problem?
 
The only advantage being they dont need to re-arm as often, whats the problem?


that they don't need to rearm as often, I have an anaconda that fights with 36 shield cells on-board (7 banks of the suckers) plus 3 lots of chaff (33 in total) and provided i switch between them in time can stay in a CZ for upward of an hour, if i could reload on the fly i'd never have to leave and would be effectively invincible.
 
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that they don't need to rearm as often, I have an anaconda that fights with 36 shield cells on-board (7 banks of the suckers) plus 3 lots of chaff (33 in total) and provided i switch between them in time can stay in a CZ for upward of an hour, if i could reload on the fly i'd never have to leave and would be effectively invincible.

How much ammo are you expecting to carry?
You'd be trading shield cells and/or chaff for ammo
But still eventually you'll always run out ammo.
Where are you getting this "never ending supply of ammo" concept from, you already have a never ending supply be re-arming at the nearest station/dock anyway
I still see no problem with this, it doesn't make you any better.
If you are that concerned, have each only reload one single weapon, e.g. 3 weapons of the same type requires the use of 3 slots
Have any other restriction and limitation you like, such as you must retract weapons to reload them, reloading takes 30 seconds, etc.
The point is have it as an option of equal value to other things it replaces so the gameplay is still balanced
 
i said 'effectively invincible', not invincible and both shield cells and chaff come under the heading of ammo.

in a PVP fight how long would you be prepared to keep firing on someone before they die? one hour? two? five? the anaconda is a large ship with plenty of space for cargo, if i could reload i wouldn't need more than one bank as i could reload it at will without the need to leave combat. the same with my chaff launchers, instead of having 3 installed i would only need one, i could replace the rest with shield boosters. instead of taking a few seconds to power down one and power up a second i could just reload it, it may take a bit longer but that's not enough of a balance to even things out.

large ships dominate enough as it is, this change would make them too hard to kill.
 
large ships dominate enough as it is, this change would make them too hard to kill.

How?
you trade a shield cell bank of 5 for a shield cell reload of 5
Where is the advantage to you?
How do you end up better off with the same amount?

instead of taking a few seconds to power down one and power up a second i could just reload it
A reload which takes noticeable longer then a few seconds

You've now lost your personal advantage but with the use of an ammo transfer limpet have potentially increased someone else's advantage
 
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How?
you trade a shield cell bank of 5 for a shield cell reload of 5
Where is the advantage to you?
How do you end up better off with the same amount?

if you had the same amount of ammo as you could fit in a shield cell bank in the same slot that would make zero sense, as the banks are not ammo alone, they also include all the gear needed to deploy them. i would expect there to be at least 5 to 10 times the number of cells in the hold as there are in the banks, that's why it gives you an advantage.
 
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The idea being you can have a re-fuel ship that also re-arms

Why not?!? So there would be the "Fuel Rats" and... let's say... "The ammo cats" and you could ask their help because you are so lazy not to go back to rearm from time to time:

"Ammo Cats, please, I have a Conda on my tail but I ran out of ammo!!! Please come to rearm me before my Sidey gets desroyed"
 
I'm really on the fence about the whole ammo things.
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I think it would be silly to be able to use something that reloads ammo (multicannon bullets) to reload shield cell banks (big batteries).
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I also think that ammunition limits should be exactly that: limits.
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However I think there are too many advantages to laser weapons, enough so that some ammunition based weapons are too situational to be relevant to most players, and are dropped in favor of the multi purpose ones. I think bringing more ammo to the fight (or being able to give someone else some) would help even this out.
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At any rate, if this were implemented, when the subsystem is destroyed, it should detonate, dealing huge damage to the ship.
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this would give larger ships a major advantage in combat as they would effectively have a never ending supply of ammo.
This isn't a bad thing. They're large, expensive ships. You get what you pay for.

that they don't need to rearm as often, I have an anaconda that fights with 36 shield cells on-board (7 banks of the suckers) plus 3 lots of chaff (33 in total) and provided i switch between them in time can stay in a CZ for upward of an hour, if i could reload on the fly i'd never have to leave and would be effectively invincible.
This isn't a bad thing. You're the most expensive and heavily armed ship that can be owned by players. If you fit purely for combat, you should be a seriously unstoppable force to be reckoned with. You do bring a billion credits to the field, though I'm sure three or four fixed vultures would still tear you apart.
 
I think it would be silly to be able to use something that reloads ammo (multicannon bullets) to reload shield cell banks (big batteries).
not my idea but it is a game metric
e.g. to reload limpets would cost the supplying ship 2 tones per limpet reloaded
I also think that ammunition limits should be exactly that: limits.
They are just like fuel, you can only carry so much
At any rate, if this were implemented, when the subsystem is destroyed, it should detonate, dealing huge damage to the ship.
hell yes

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if you had the same amount of ammo as you could fit in a shield cell bank in the same slot that would make zero sense, as the banks are not ammo alone, they also include all the gear needed to deploy them. i would expect there to be at least 5 to 10 times the number of cells in the hold as there are in the banks, that's why it gives you an advantage.

Well I'm going with all the machinery required to reload your existing weapon/device so it does not break the game in the method you want it too break
 
I don't really see where this would affect PVP or PVE very much...but for groups who work together it would be a good thing. So...you'd have one cargo ship (say a Type 6) hanging back on the edge of combat (or even a few thousand klicks out from his group) with the ammo load and limpets, and his wing would be out fighting. As they ran low on ammo, they'd go back to the cargo ship, load up, then head back in. Obviously, its not something that would work in heavy combat though...maybe the limpet would have to hit a stationary ship to work?
 
Why this still not a thing? 🤔

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