Ammunition Rack Optional Internal

I would love to see this, especially if it allowed racks for torpedoes and missiles. Make it take cargo space at a somewhat aggressive rate so it's not totally OP, like a Corvette with 15 million MC rounds on board, but make it worthwhile to take for dedicated ships with extra internals for sure. This is a great idea, please support.
 
you already have that, in the form of synthing anything you need or want using mats on the fly during the fight. Top up any required mats for synthing any ammo you want before the fight and you are all set.
What? Only if you’ve been farming mats. He’s asking for a fuel tank full of bullets.

Anyway, OP there is a thread for suggestions - please put this there so that it won’t just be all my dumb ideas gumming it up 😂
 
If this were to be introduced I see it as a military slot only option, which would restrict how long an AFK build could operate somewhat.
 
Step 1: Buy Anaconda
Step 2: Kit it with 6 railguns (not 2 small for reasons)
Step 3: Engineer the rails with Long Range + Plasma Slug
Step 4: Add two 64t fuel tanks to the Anaconda
Step 5 (optional): Synth premium ammo for the rails [it never expires, +30% damage]
Step 6: Shred everything not invulnerable to thermal/kinetic damage; never worry about ammo ever again
Step 7: Call in a friend with a Fuel Transfer Limpet Controller if you've been using the SCO too liberally

 
We can't do it because multiplayer, basically. Everything has to be balanced around the PvP scenarios that nobody is engaging in.
 
If this were to be introduced I see it as a military slot only option, which would restrict how long an AFK build could operate somewhat.

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.

uhm, what about gankers?

What about them? Gankers don't operate in a manner in which extended ammunition would be terribly useful. They're all about the alpha strike, often on vulnerable targets uninterested in fighting back, rather than extended bouts against a combative foe, which is what ammo modules would actually be useful for.
 
What about them? Gankers don't operate in a manner in which extended ammunition would be terribly useful. They're all about the alpha strike, often on vulnerable targets uninterested in fighting back, rather than extended bouts against a combative foe, which is what ammo modules would actually be useful for.
100% this. Also good for extended fighting in czs
 
I like ke the idea, especially if, as some have suggested, they take a military slot.
In addition, it would make the whole thing more interesting if a direct hit to a non empty ammo module had a chance to make the ship go boom instantly.
 
I'd prefer adjusting the ammo capacity of individual weapon types instead. Cannons need a lot more ammo to become viable again.

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Cannons are a lot of fun to shoot, but this particular issue sends me back to the nearest re-arming point far too quickly. It's particularly galling in CZs where you don't really have that option if you want to win the fight.
 
Better yet: resupply/repair NPC-s that you can call for in a CZ. Make NPC-s use ammo and require refills, too. This way it adds a whole new tactical layer and side objectives (like the current spec ops and war reporters) of protecting/destroying supply lines. And if applied to AXCZ-s, it takes away some of the grievances of fighting in open space AXCZ-s:)

As for bounty hunting, I rarely find the need to refill ammo during a 30 ship pirate sweep mission stack--these days I use a mix of 2 overcharged, oversized cytos and a medium overcharged thermal vent beam for shield stripping plus 1 small high cap corrosive MC and two overcharged pacis for hull damage. Everything in my sights gets deleted very fast and after completing the mission I often have ammo left for bonus targets🤪
 
Synth could use some work imo. The idea that we are supposed to manufacture rounds, heatsinks, caustic sinks, missiles, etc on board our ship instead of just carrying more isn’t very sim like. All those naval vessels don't carry torpedoes, they carry thousands of chemicals and tons of raw iron that gets turned into torpedoes after every 3rd salvo?

Limiting on ship reloading to CZs would also just be a side step around a real solution.
 
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Synth is a bad mechanic for basically everything in game except explorers. The idea that we are supposed to manufacture rounds, heatsinks, caustic sinks, missiles, etc on board our ship instead of just carrying more is disconnected from reality. All those naval vessels don't carry torpedoes, they carry thousands of chemicals and tons of raw iron that gets turned into torpedoes after every 3rd salvo?

Limiting on ship reloading to CZs would also just be a side step around a real solution.
You should synth more. It is dirt cheap. You seem to have trouble spending your materials and saving them for a rainy day that will never come. You might even bother picking up the remains of your enemy to help you synth even more ammo and trade down the G5 drops for even more materials.

The synth mechanism for explorers is the bad mechanism for some synths like heatsinks. Since there are no manufactured materials available in outer space.

And lore wise: The thing you can not synth in ED are torpedo's.
 
What I'm trying to convey is to work with what we have.

You can either engineer it for high capacity or synth ammo, or do both!
 
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