Ammunition Rack Optional Internal

You should synth more.
IMO synthing stuff is a cheep unrealistic mechanic thrown in the game to make certain aspects workable as a game. Kinda like escape pods that magically allow cmdrs to respawn, teleportation for exiting the ship, and telepresence.

I'm not saying snynthing should be immediately removed from the game. But if there are better alternatives that make more sense, I would like to see those alternatives transition into the game.

Or alternatively the Synth Module should:
  • Occupy a ship slot
  • Big and heavy
  • Consume power
  • Less capable. Or different types of synth modules.
 
AFK builds can already circumvent such restrictions by arming solely with lasers. I really think it's fundamentally a bad idea to cripple the potential of some new feature in a doomed attempt to spite a handful of niche builds.
I agree! It has however been FDev's MO since day 1 so it's worth factoring into your Ask when contemplating such things. We . . . don't have an offline mode, or save slots, or mod support, or . . . a whole bunch of pretty much bog standard "you are a bad game designer if you don't include this" type stuff and this absence has historically been defended on grounds that it is necessary to maintaining the sanctity of the always online "this is totally an MMO, we swear!" premise of the game that they have been pushing ever since they flip flopped on their kickstarter promises Once Upon A Time. Since then, everything has been subservient to the premise of Elite as a big interconnected multiplayer game where people get into ship to ship battles in a freeform and organic way, which means NO fun or big or powerful or weird weapons allowed, and strict ammo limits on everything.

The weapons you would most want to use ammo racks for, are the ones Frontier would be least likely to support. This is why there isn't even synthesis for Torpedoes, for example.

Every time any weapon or tactic has begun to slip into the realm where it might unbalance a certain type of PvP engagement, it is nerfed or outright removed, no matter how otherwise cool or interesting it was for the overall game.
 
We can't do it because multiplayer, basically. Everything has to be balanced around the PvP scenarios that nobody is engaging in.

Who is going to sacrifice internal space for ammunition rather than synthesizing it in a PvP engagement?

Railguns, seekers, and frags might be problematic, if the reload time was too quick, but even then, I'm not seeing a huge balance issue.

I'd prefer adjusting the ammo capacity of individual weapon types instead. Cannons need a lot more ammo to become viable again.

I'd prefer a significant cutback to defensive inflation and all ammunition being given mass independent of the weapon. Then one could devote whatever cargo space one cared to, to whatever mix of ammo one liked. Would be even better if it made that cargo rack a targetable internal so when someone put some fire through one's magazines there was a chance it would explode.

Explaining the feed systems of some weapons might be a bit tricky, but not so much as explaining how 105 huge cannon shells and associated propellant have zero mass, or at least such a small amount of mass that it fits wholly in a 16t module along with the artillery piece they are fired from, never mind something like instomatic nucleosynthesis that requires no energy and violates the conservation of mass (synthesis).

IMO synthing stuff is a cheep unrealistic mechanic thrown in the game to make certain aspects workable as a game. Kinda like escape pods that magically allow cmdrs to respawn, teleportation for exiting the ship, and telepresence.

I'm not saying snynthing should be immediately removed from the game. But if there are better alternatives that make more sense, I would like to see those alternatives transition into the game.

Or alternatively the Synth Module should:
  • Occupy a ship slot
  • Big and heavy
  • Consume power
  • Less capable. Or different types of synth modules.

I don't like synthesis either. It's addition completely trivialized exploration and there is way too much handwavium in the implementation for it to not be absurd.
 
IMO synthing stuff is a cheep unrealistic mechanic thrown in the game to make certain aspects workable as a game. Kinda like escape pods that magically allow cmdrs to respawn, teleportation for exiting the ship, and telepresence.

I'm not saying snynthing should be immediately removed from the game. But if there are better alternatives that make more sense, I would like to see those alternatives transition into the game.

Or alternatively the Synth Module should:
  • Occupy a ship slot
  • Big and heavy
  • Consume power
  • Less capable. Or different types of synth modules.
Original intention was for synthesis to be a module....

I don't mind synth but I think making stuff like ammo and limpets is the wrong thing. It should make experimental effects that are temporarily applied to a weapon. 🤷‍♂️
 
Just "premium" feature, as it's clearly an exploit in combination with plasma slug experimental.
Synth should only allow making basic ammo--that's the bargain bin jury-rigged homebrew stuff that'll do the job in a pinch. Standard ammo should be the, well, standard stuff you buy at every station. Premium should only be available at military stations if you're friendly with the owning faction🙃 And Plasma Slug experimental should disable synthing ammo for that module, anyway😉 I mean, I get why we have these three synth options (a sink for the materials), but few people use the higher grade materials for synth--it's like potions in a fantasy RPG. You just hoard them in your inventory and then never use them because you may need them later for something important.

I also like the idea of the fabber being an optional module just like AFMU. These two could even be rolled into one. Would add some decision making when fitting a combat ship, but a no-brainer for an exploration ship.

I also find it odd that a Sidewinder can have infinite supply of personal weapons ammo, but then so do the ammo crates at settlements🤪
 
They do? I always thought they only had 3 to 5 loads of ammo in them.
I haven't done any real testing, but frolicking around in CZ-s and raiding settlements I've never run into a situation where an ammo crate runs out🤷‍♂️ If there is a limit, it's high enough to be in effect "infinite" (unless maybe if you're having 8v8 PvP going on in a CZ).
 
A lot of “should” in this convo without any people stating reasons afterwards..

Consensus seems to be, though, that ammo reserves (all) should be targetable as a sub-system and that slotting space to carry ammo makes a lot more sense than synthesizing it.
 
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