Ammo Resupply Modules

Currently with the new patches enemy NPCs have become arduous to take down to the point were ammo is consumed at a ridiculous rate when comparing vs. kills. This problem is more prominent in smaller ships whose size 1 laser weaponry is highly innefective and are limited by the kinetic/a explosive weapons they can take with them.

My proposed changed is not to undo the changes that FDEV had made for whatever reasons they had. It is instead for a game addition that could self-balance the problem.

To this end I propose Ammo Resupply Modules (ARM). In short they are ammo boxes.

How I envision them to work is very similar to how SRV modules work. You fit them in the ship and then you select what type of ammo you want to carry with you.

Like the SRV modules they would come in different sizes, with the Size 2 carrying 1 ammo SLOT, and the G and H variants carrying more or less of each ammo. So let's say an H variant is heavier but gives you 4 full resupplies. Or 8... Whatever feels balanced... But the G would give you half of that and would weigh half of that as well.

Now as with the SRV a size 4 Ammo Resupply Module could carry 2 Ammo slots which a player can then select the type of ammo they want to resupply and the G and H variant. So a player could potentially carry a full load of small-munitions ammo in both slots or one small-munitions ammo and one large-munitions ammo.

Size 6 ARM could hold up to 4 Slots for
different or same munitions types.

I believe this is a balanced approache to the issue in that a player will have to choose if they want to carry an Ammo Resupply Module as opposed to another module.

It adds variety in ship builds and gives players more staying power in combat zones. This I believe is the important part of it all in that the player can stay playing doing fun stuff, as opposed to wasting time running back to the nearest station.

-Yure "El Duque" Rodriguez
 
Currently with the new patches enemy NPCs have become arduous to take down to the point were ammo is consumed at a ridiculous rate when comparing vs. kills. This problem is more prominent in smaller ships whose size 1 laser weaponry is highly innefective and are limited by the kinetic/a explosive weapons they can take with them.

My proposed changed is not to undo the changes that FDEV had made for whatever reasons they had. It is instead for a game addition that could self-balance the problem.

To this end I propose Ammo Resupply Modules (ARM). In short they are ammo boxes.

How I envision them to work is very similar to how SRV modules work. You fit them in the ship and then you select what type of ammo you want to carry with you.

Like the SRV modules they would come in different sizes, with the Size 2 carrying 1 ammo SLOT, and the G and H variants carrying more or less of each ammo. So let's say an H variant is heavier but gives you 4 full resupplies. Or 8... Whatever feels balanced... But the G would give you half of that and would weigh half of that as well.

Now as with the SRV a size 4 Ammo Resupply Module could carry 2 Ammo slots which a player can then select the type of ammo they want to resupply and the G and H variant. So a player could potentially carry a full load of small-munitions ammo in both slots or one small-munitions ammo and one large-munitions ammo.

Size 6 ARM could hold up to 4 Slots for
different or same munitions types.

I believe this is a balanced approache to the issue in that a player will have to choose if they want to carry an Ammo Resupply Module as opposed to another module.

It adds variety in ship builds and gives players more staying power in combat zones. This I believe is the important part of it all in that the player can stay playing doing fun stuff, as opposed to wasting time running back to the nearest station.

-Yure "El Duque" Rodriguez

We already have a way to synthesize more ammo. Just make sure you maintain sufficient materials. The nice thing is you DON'T waste any module capacity with loading up on the materials for synthesizing ammo.
 
Also, you can engineer your weapons for higher capacity. And if you are burning through your ammo that quickly, then either you're not improving your skills enough yet or you are not applying tactical smarts to break away from the skirmish enough to synthesize additional ammo. The only time I have EVER run out of ammo in a Haz Res or CZ has been because I ran out of materials for synthesis. And I suck at combat!
 
Also, you can engineer your weapons for higher capacity. And if you are burning through your ammo that quickly, then either you're not improving your skills enough yet or you are not applying tactical smarts to break away from the skirmish enough to synthesize additional ammo. The only time I have EVER run out of ammo in a Haz Res or CZ has been because I ran out of materials for synthesis. And I suck at combat!

Wait you mean to tell me in a CZ or Haz Rez while in an eagle you haven't run out of ammo after 3 kills using kinetics?
I'd like to see that. If you make it to 5 kills I'd be satisfied. No synthesis.
 
Also, you can engineer your weapons for higher capacity. And if you are burning through your ammo that quickly, then either you're not improving your skills enough yet or you are not applying tactical smarts to break away from the skirmish enough to synthesize additional ammo. The only time I have EVER run out of ammo in a Haz Res or CZ has been because I ran out of materials for synthesis. And I suck at combat!

What if I wanted to have another option on which where to draw my extra ammo from. Materials I have to farm to get. I'd be willing to sacrifice a module slot for a re-arm option at a station.
 

Lestat

Banned
I think people forget what Lasers are good for. They can take down shields and then use kinetic weapons for taking down the ship. You use less Ammo and with synthesize, you can keep going in combat.
 
As long as FD has the npc's target ammo crates in the cargo bay for a massive explosion.
So no for ammo crates, besides. No way to move ammo from the cargo bay to the magazines. Wishful thinking.
 
What if I wanted to have another option on which where to draw my extra ammo from. Materials I have to farm to get. I'd be willing to sacrifice a module slot for a re-arm option at a station.

Good grief, you just want everything handed to you. GO GATHER MATERIALS.
 
Wait you mean to tell me in a CZ or Haz Rez while in an eagle you haven't run out of ammo after 3 kills using kinetics?
I'd like to see that. If you make it to 5 kills I'd be satisfied. No synthesis.

What do you mean "no synthesis". Did you NOT read what I posted? If you're stupid enough to go into a battle without the necessary materials to synthesize more ammo, then you deserve to have to go back to a station to restock. And I wouldn't be flying an Eagle in the first place, but that's another discussion.
 
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