But you did find it the ability to reload in the field useful, right?
Yes, I used what is in the game currently with the intended effect.
Remember - synthesis is only available to Horizons players.
This isn't your issue though. Combat is going to be tricky for those players anyway- no engineering remember. Potentially dropping the HRP could send them running before a lack of ammo would.
In a CZ, yes. But what about HazRes's? Especially in Open during a CG.
Players having to make a tactical choice based on having a number of options to suit a situation is not a criticism we can make of the game.
How do you know what the devs want the game to be?
Their solution to not having enough ammo was to create a way of synthing more. The proposed module would effectively make this obsolete.
If someone wants to do something (such as stay in a combat area for as long as possible) in a game as open and diverse as this, why shouldn't they be allowed to do that?
I want to instantly interdict and kill any player doing something that harms the BGS of any faction I support. The game requires me to have an appropriate build and the skill to do it for this to happen. You could use that statement to support the removal of ammo limits entirely. This idea is just coming across as power creep now.
An ammo store wouldn't give you unlimited ammo, just more longevity.
How much more? If it removes ammo as a significant concern for someone's build, do you then have to buff lasers to stop them becoming completely unviable? Again I can only see this leading to power creep.
We're not going to agree here, but all I can draw on is my experience is that synthing is rare for me and I have spent most of my gameplay in the last 3 months in ED shooting things. Right now having a possibility of running out of ammo is a tactical decision that influences my build choice. For me it's good that the game makes me compromise in certain areas.