Carrying extra ammunition (yes, this again!)

Hello all. I know this one has been brought up many times over the past five years, but here it is again...

Could we get some way to purchase additional ammunition and keep it in storage until it's needed? I see two possible ways to do this within the current systems: buy ammo crates that take up cargo space (one cargo capacity per reload of one weapon), or buy a dedicated ammo storage module that eats into your optional internals allowance.

I don't even want this for combat - I just want to store more seismic charges and displacement missiles for mining. After kitting out a Type-10 Defender for mining a few years back, I was so disappointed to find that I ran out of mining munitions before my hold was even half full of painite. These days you can't even argue that the weapon system and cargo system aren't connected, since you can use materials to craft new munitions and load them into your weapons, mining, tools, chaff launchers, etc.

I recognise that this is something that would take some work to balance, but if the ammo in cargo takes up space and weighs you down, or if a dedicated ammo storage and reloading module draws power and takes up space that could be used by other useful modules, then that already sounds pretty balanced to me.

Come on FDev, we've been asking for this for at least five years...
 
Do you have the hard points to carry two of each? One enabled and one off (or on a separate fire group). Use the one until empty, then switch to the other.
 
There are work-arounds, I know that - I mentioned synthesis in my OP - but my argument is that NOT having this just doesn't make any sense. Like, I'm going mining, so I'm buying a bunch of limpets, but I'll only carry the standard payload of mining munitions even though I always run out because it's literally impossible to just load some spares into my cavernous cargo hold. It just seems silly, is all.
 
I agree with the OP, a dedicated magazine that effects an extension of the weapon's ready magazine makes a lot of sense.

In order to not make it a panacea solution, each magazine should only support one type of ammunition but could supply all of a class of weapons.
 
I would just rather syn what I need, for example, I reload Seismice missiles, I carry 200 units of Tungsten which will give me 100 reloads, the other required elements are readily found when mining. When I depleted my store of Tungsten, I went to Ceti Sector YJ-A c15 where there is 2.2 % yield and in 4 hours I had totally replace my Tungsten. Much easier than giving up cargo space or a space for another module.
 
Certainly, you are explaining the classic Project Management triangle: Time, Cost, Quality

You are Exchanging Time (amount of game time) and Quality (ongoing expense of replenishing the resource) for Cost (buying an IC) in game play. What the OP is asking for is Exchanging Quality and Cost for Time.

In my opinion, both options should be there. It provides the choice of not having to use synthesis v the choice of not having to reduce your cargo capacity; and that leaves aside the need for suspension of disbelief that warships only use a ready magazine that is part of the hardpoint allocation.
 
What engineer does mining tools? As far as I know none of them do.

What I really want for mining is class 3 and 4 tools with larger ammo capacity and not looking out of place when you put them on bigger slots to make aiming easier.
 
I'd like this too. Maybe add a new optional internal in different sizes for more or less ammo refills. Make it so when your ammo runs out it would take like a minute to "move" the ammo from the internal to the weapon. And when someone targets the internal and it gets destroyed it has a chance to damage other internals. Has to be balanced somehow.

Cheers,

Marty
 
I'm for adding a "Replenishment Limpet Controller" that allows one ship to reload another from stores [appropriate commodities] in the cargo bay. The mechanics would be very similar to the fuel limpet. This assumes that hardpoints aren't really accessible from inside the ship to reload.

You could go right down the line on the weapons systems mounted on the ship and reload any weapon systems that are powered. I liked the old mechanic for the Fuel Limpet running until either the ship is 100% reloaded, you close the cargo bay, or the onboard stores are exhausted.

This gives more life to large cargo ships like the LAKONs to be multipurpose underway replenishment ships. Basically you could be a mini-"Milch-cow" for repairs, refuels, and reloads.
 
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Deleted member 257907

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if your cargo is full of ammo and rockets it should also have downside like easier to be blown up.
 
if your cargo is full of ammo and rockets it should also have downside like easier to be blown up.
I understand your argument, but it would really depend on what you are using as a payload. For example, C4 requires an electrical charge to be activated, nuclear weapons need an incredibly precise process to detonate or else it just becomes radioactive debris, etc.

I suppose a simple cook-off for multi-cannon ammo would be reasonable, but a lot of modern weapons are only dangerous in specific situations.
 
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