Ammunition Synthesis Balance

This is just a simple suggestion to balance the materials cost of ammunition synthesis.
A few key principles:
1) Direct-fire weapons (e.g. Multicannons, PAs, Cannons) should all have the same volume of synthesis material costs; exception for Railguns.
2) Explosive weapons (e.g. Missiles, Mines) should have only a marginally higher synthesis cost than direct-fire weapons
3) Anti-Xeno and Guardian weapons should only have a marginal increase in synthesis cost compared to their normal counterparts.

It is a logical fallacy that the materials a cannon, for instance, takes to refill should be more or less significantly different than a Multicannon. Sure, the rounds a cannon fires are bigger and bulkier than the tiny bullet hoses that are multicannons. But synthesis restores a percentage, and cannons and PAs carry much less ammunition than multicannons do. Each basic synthesis is only creating 50-60 rounds for cannons and PAs versus the ~1000 rounds for multicannons. We'll make an exception for railguns since they are both energy hogs (and easy-bake ovens) and assume that the physical projectiles they use are much smaller and simpler than Cannons or PAs.

Basic Synthesis, Direct Fire: 5 materials
Basic Synthesis, Explosive Weapons: 6 materials
Basic Synthesis, Anti-Xeno: +1 or +2 total from human analog, some parts interchanged for theme.

Standard and Premium can use double the total materials with increased rarity, as they do now.

Basic Plasma Muntions:
2 Sulphur
2 Phosphorus
1 Manganese

Basic Explosives:
1 Iron
1 Nickel
2 Carbon
2 Sulphur

Basic Small Calibre:
2 Iron
1 Nickel
1 Sulphur
1 Carbon

Basic High Velocity (no change):
2 Iron
1 Vanadium

Basic Large Calibre:
1 Nickel
1 Phosphorus
1 Carbon
2 Sulphur
 
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