Posted this a while back, before engineers, and it got 'shot down' as unbalanced (lol). Then we got synthesis which is even less costly to do the same sort of thing (relating to ships)... So even though we have synthesis, I think this is still a valid idea, and I can suggest an updated version, as the game has more 'stuff'
overview:
A module much like a cargo rack for ammo but restricted to combat ships.
restrictions:
-Combat internal slot. This makes the size of a ship combat related internals more significant. As it a module that's more than a cargo hold, e.g, it has a loader, it needs the special slot.
-Has a base weight (the machinery it needs) and get heaver as its filled up
-it will have a power draw.
Why:
-Synthesis is good and all >< but from what I have seen, a lot of combat pilots don't like collecting materials. Would even say, if they are RPing it, its a bit out of their story line to collect materials for basic reload (we are only talking basic ammo here)
-People are skipping ammo related weapons as they run out to fast (I know, we have to make choices), but skipping ammo related weapons is down too, are you willing to spend some of your game time in an SRV (dull for some also Horizons, I hope that's not the reason we don't have ammo mags).
-Synthesis would still have its place, for power ammo, but should not be the only way to have more ammo, just seems wrong.(magic ammo storage and no real options..hmm...)
-Also, its another way to have more ammo. The 'issue' of having more ammo is no longer and 'issue', like it was when I first brought this up (a long time ago)
-its also choice. Nice to have ammo magazine on that list of combat based modules... I can already put shield banks and/or hull reinforcements in normal slots
how it works:
-The module reloads your weapon once it has fully emptied all clips. Just makes things simpler, less chance of bugs that may happen with real time reloading
-Grade of module affect reload time
--It's is reloading all clips from empty, so there should be a reasonable reload time.
--reloading requires player interaction (auto would just mess up somehow), and while its reloading, the module can't reload another weapon. A bit like AFM units can only repair one module at a time (but you can have more than one AFM, same with magazine modals)
-Class of module affect max ammo
Dealing with ammo types:
there are a few options;
First and for all ammo options, plasma ammo will not have a magazines, we already have the slug option/fuel. can't remember if rail gets slug as well, that confusing if it does, rails don't work that way
-1) least practical, a module for every type of weapon
--Explosive
--Small calibre munitions
--High velocity
--Large calibre munitions
-2) Groups type, but still kina like option one
--Small and Large in one
--high velocity
--Explosive
-3) the 3d printed version..bit gamy, but most user friendly.
The module uses 'Raw Munitions' and the lore is, what ever weapons you have, well you filled up your magazine with just the right types
This may also help with balancing module sizes, if you going to let one 'Raw Munitions' do a full reload, you can say a module can't carry much ammo as it need all the printing machinery.
I know some people will say, well large caliber should take more 'Raw Munitions' than small, But that just to satisfy OCD (not having a dig) and would the benefits really out weight the Dev Costs. This also leads to different amounts used for different weapons, and I hate to think where the code could go wrong
may get some sort of reload bug
Summery:
A player would be swapping out shield cell/reinforcements for a fixed amount of extra 'basic' ammo. So they don't have to use synthesis.
In smaller ships, where skill means you don't get hit that much, extra Reinforcements and banks are not a benefit (they are extra mass, for a safety net you don't need). More ammo would be a nice thing to have instead. Maybe even taking befit of rapid fire mods... really think the game needs a few things in load-out that give you a benefit if your skilled.
Balances out a little, the ammo reload options for non horizon player, and people that don't wanna SRV (e.g. they just wanna get in their ship and fight, not prospect for ammo).
Disclaimer:
I'm an explorer, and rarely PvP, and can get along quite happily with the way thing are now for PvE. I just think this is a practical idea and should be in game. Also I think it fixes some issues I've heard pop up in live streams.
I cast my idea to the void (e.g Suggestions forum)
also, before you say this had been posted before, well yah, like I said, I've posted it as well... a long time ago. but this is my take
(updated)
overview:
A module much like a cargo rack for ammo but restricted to combat ships.
restrictions:
-Combat internal slot. This makes the size of a ship combat related internals more significant. As it a module that's more than a cargo hold, e.g, it has a loader, it needs the special slot.
-Has a base weight (the machinery it needs) and get heaver as its filled up
-it will have a power draw.
Why:
-Synthesis is good and all >< but from what I have seen, a lot of combat pilots don't like collecting materials. Would even say, if they are RPing it, its a bit out of their story line to collect materials for basic reload (we are only talking basic ammo here)
-People are skipping ammo related weapons as they run out to fast (I know, we have to make choices), but skipping ammo related weapons is down too, are you willing to spend some of your game time in an SRV (dull for some also Horizons, I hope that's not the reason we don't have ammo mags).
-Synthesis would still have its place, for power ammo, but should not be the only way to have more ammo, just seems wrong.(magic ammo storage and no real options..hmm...)
-Also, its another way to have more ammo. The 'issue' of having more ammo is no longer and 'issue', like it was when I first brought this up (a long time ago)
-its also choice. Nice to have ammo magazine on that list of combat based modules... I can already put shield banks and/or hull reinforcements in normal slots
how it works:
-The module reloads your weapon once it has fully emptied all clips. Just makes things simpler, less chance of bugs that may happen with real time reloading
-Grade of module affect reload time
--It's is reloading all clips from empty, so there should be a reasonable reload time.
--reloading requires player interaction (auto would just mess up somehow), and while its reloading, the module can't reload another weapon. A bit like AFM units can only repair one module at a time (but you can have more than one AFM, same with magazine modals)
-Class of module affect max ammo
Dealing with ammo types:
there are a few options;
First and for all ammo options, plasma ammo will not have a magazines, we already have the slug option/fuel. can't remember if rail gets slug as well, that confusing if it does, rails don't work that way
-1) least practical, a module for every type of weapon
--Explosive
--Small calibre munitions
--High velocity
--Large calibre munitions
-2) Groups type, but still kina like option one
--Small and Large in one
--high velocity
--Explosive
-3) the 3d printed version..bit gamy, but most user friendly.
The module uses 'Raw Munitions' and the lore is, what ever weapons you have, well you filled up your magazine with just the right types
This may also help with balancing module sizes, if you going to let one 'Raw Munitions' do a full reload, you can say a module can't carry much ammo as it need all the printing machinery.
I know some people will say, well large caliber should take more 'Raw Munitions' than small, But that just to satisfy OCD (not having a dig) and would the benefits really out weight the Dev Costs. This also leads to different amounts used for different weapons, and I hate to think where the code could go wrong
Summery:
A player would be swapping out shield cell/reinforcements for a fixed amount of extra 'basic' ammo. So they don't have to use synthesis.
In smaller ships, where skill means you don't get hit that much, extra Reinforcements and banks are not a benefit (they are extra mass, for a safety net you don't need). More ammo would be a nice thing to have instead. Maybe even taking befit of rapid fire mods... really think the game needs a few things in load-out that give you a benefit if your skilled.
Balances out a little, the ammo reload options for non horizon player, and people that don't wanna SRV (e.g. they just wanna get in their ship and fight, not prospect for ammo).
Disclaimer:
I'm an explorer, and rarely PvP, and can get along quite happily with the way thing are now for PvE. I just think this is a practical idea and should be in game. Also I think it fixes some issues I've heard pop up in live streams.
I cast my idea to the void (e.g Suggestions forum)
also, before you say this had been posted before, well yah, like I said, I've posted it as well... a long time ago. but this is my take