I'm glad to see some of the people who opened by ridiculing me come around to something resembling my position. (ammo stores h347h? I've been an advocate of those for some time)
This is a game. What it needs to be is fun.
"Realism" is a red-herring (because it doesn't exist in this game), but I do agree that "immersion" is important.
I have not heard a compelling immersion argument on existing MC configuration.
Ammo, as it exists right now, for some weapons (such as MCs) is poorly configured for fun.
We could give MCs a more meaningful trade-off ammo-for-function like we do with torpedos. That would be good.
We could remove the ammo limitation with is an annoyance-for-function and have unlimited ammo. That would be good.
We could use (as is being suggested) the annoyance feature to encourage magazine stores; thus creating a loadout-for-endurace trade-off. That would be good too.
I'm disappointed by the straw-men, the ad homenems, the red herrings, and the moving goalposts; but I know I'm not alone, and I'm glad to see the beginnings of a productive discussion.
Which would have been nice instead of synthesis. Even add 2 different types.(Like Battletech) Where one(armored ammo rack) would hold less ammo but would stop the ammo from doing excess damage to the ship when hit. Then an the other(plain ammo rack) allow people to target the ammo rack and do extra damage to the ship if they penetrated the hull.
That's a great idea. I think we should consider this on quite a few subsystems.
Right now, destroyed power plants can take your ship out (and we know cockpits). Why not have damaged missiles have a chance of exploding? There's a lot of potential.
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HA HA ... called it...
From a thread last month...
I don't think anyone has called the game ruined. I know I have not. It's a minor annoyance (like super-cruse times being too long in some systems, or loading screens (which I'm sure FD would dump if they could)).
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Got to admit, it's pretty odd you can create about 2000 rounds of multicannon ammo out of pocket lint (the materials collection which is apparently stored in your flightsuit, as it is preserved after your ship explodes), but the over 100 tons cargo capacity of your ship can't be used to store a few million spare rounds.
Now, you might argue that the cargo bay has no direct connection to the guns, so you wouldn't be able to transfer amo from the cargo to the gun. But fabricating your own ammo on board surely is a lot stranger than arranging an ammo transfer.
The real reason more likely is "strange magical voodoo happens for balance reasons." But if you see the kinds of things that happen, like the engineers, balance doesn't really seem the biggest priority ever anyway.
Exactly!
And if ammo limitations were a balance issue (as they are for torpedoes); I'd be in favor of them. But the ammo store (2100 unmodded?) is so large that it doesn't effect balance; and even if it did, synthesis put an end to that. So now it's just a petty annoyance. Once I think should be done away with.