Ammo Racks

Title says it all, I suggest there be ammo rack modules that can increase ammo.

It would be similar to cargo racks, a size 1 would buff ammo size be 20%, a size 4 would buff ammo size be 160%, a size 8 would buff ammo size be 256%.
 
Hmm. Interesting. I think this suggestion actually wasn't suggested for several days now. Considering that it usually was up at least twice a week since the game launched, i wonder if something was wrong, if it was sick or something happened to its family.

I hope that things are fine again.
 
I've suggested this before, as have many many many others.

It's self balancing. You're sacrificing defence space for ammo capacity.

I've also suggest ammo resupply limpets.
 
I wonder if voting up & down threads will happen?

So we end up with one ammo thread, one LEP thread, one Hotel California. ofc no-one new to the forum would notice, so they would still post a dupe, but at least the dupes would drop down faster. That's my dream....
 
Hehe. Don't get me wrong, i also think that something like this would be nice, but by now it also would be a crutch.

To understand where i am coming from:
  • People already suggested this before engineers happened. And already at that time, it would've been helpful.
  • Engineers brought insane power creep and defense was pushed much more than offense. Ammo racks would be a workaround for that, but i still hope that FD would rather, at some time, fix this issue. Although i will then worry that i just somehow slipped into an alternative universe.

So yea. Mixed feelings on the whole thing. But considering how often it was suggested already and FD never did it, i have my doubts that this thread will change their mind.
 
I genuinely thought you were gonna mention something along the lines of World of Tanks.

If the ammo rack takes enough damage.... Ship go boom XDDD
 

Lestat

Banned
Title says it all, I suggest there be ammo rack modules that can increase ammo.

It would be similar to cargo racks, a size 1 would buff ammo size be 20%, a size 4 would buff ammo size be 160%, a size 8 would buff ammo size be 256%.
Here what also says it all. Use your search before you post. There already 100+ topics about this.
 
I'd love it, even if you had to retract a hardpoint and take time to reload it.
(I'd love retracting hardpoints to reload the magazines already, there's nothing more annoying than killing a target with exactly one missile left in your seeker rack so you know you're going to have to sit through a huge reload time right at the start of your next fight)
 
Just drive around in a srv and grab some raw mats for synthesizing reloads dio. Everything but torpedoes pretty much can be reloaded on the fly and after some practice can even be done in while in combat. Most the basic reloads use simple easy to get raw mats that can be found on just about every landable planet.
 

Lestat

Banned
Just drive around in a srv and grab some raw mats for synthesizing reloads dio. Everything but torpedoes pretty much can be reloaded on the fly and after some practice can even be done in while in combat. Most the basic reloads use simple easy to get raw mats that can be found on just about every landable planet.
Ya the last time I went combat on my Combat ship I had max refills. I stayed out so long. It felt great. So we don't need an Ammo Rack easy mode.
 
Title says it all, I suggest there be ammo rack modules that can increase ammo.

It would be similar to cargo racks, a size 1 would buff ammo size be 20%, a size 4 would buff ammo size be 160%, a size 8 would buff ammo size be 256%.

I like your take on ammo in that it boosts the guns' capacity and doesn't become generic cargo boxes called "Ammo" or way too specific "90mm cannon rounds" which you hope is sold at the station you just docked at. Also the module could fit the military slots!

[*]Engineers brought insane power creep and defense was pushed much more than offense. Ammo racks would be a workaround for that, but I still hope that FD would rather, at some time, fix this issue.

YES to that, ships already have plenty fire power but when choosing between guns some feel excessively handicapped by their lack of ammo when chewing through all those shields/hull tanks.
 
Oo maybe not destroy but take out a large chunk of hull by destroying it. Like 15-25% so large ships have the ammo but it's a weakness too?

ammo going critical is neat but they'd have to include fuel tanks and the weapons themselves to keep cohesion. OR... the ammo module's ammo bonus scales uneven comparative to their volume due to fail safes and reinforcements keeping the ammo from going critical.

  1. size 1 = +50% ammo (2 cargo displacement)
  2. size 3 = +100% ammo (8 cargo displacement)
  3. size 5 = +150% ammo (32 cargo displacement)
  4. size 7 = +200% ammo (128 cargo displacement)

size 7 provides 4 times the ammo as size 1 at the cost of 64 times the space... keeping all those explosives safe and secure
 
The thing with ammo exploding is that it doesn't explode so much as it catches fire, then explodes. Quite frankly, I would rather have my ammo cooking off and doing a bunch of damage to my ship BEFORE it explodes and takes my ship with it than have the ammo just suddenly explode. Having the ammo catch fire before exploding would probably also be better for player feedback, they would get a few seconds of warning before their ship explodes instead of wondering how they suddenly died when they had 80% hull left. In this respect, giving players a few seconds to appreciate just how screwed they are (and WHY they are as screwed as they are) while they watch their % hull meter drop would probably save Frontier support numerous reports of people getting one-shotted by players using 'hax'.
 
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