Make Cargo Racks more than just money makers.

Suggested before, but with cargo racks we should have the ability (from the repair/restock screen) to buy specific ammo refills for weapons. Using synthesis to rearm weapons could also generate this cargo (or not). You should be able to store anything that could be synthesized, like AFMU refills, heatsinks, chaff, SRV ammo and fuel. This would give a utility for cargo racks in combat as a means to extend your time outside a station. And if you know you'll need something in the future, you can synthesize a canister of it in advance instead of waiting or wasting a reload immediately.
 

Lestat

Banned
Suggested before, but with cargo racks we should have the ability (from the repair/restock screen) to buy specific ammo refills for weapons. Using synthesis to rearm weapons could also generate this cargo (or not).
Let take the biggest ship with the largest cargo. Can't we say Overkilled? I have to say no to this. Unless I am able to target the cargo rack and make your ship explode. Think about a Cutter with Max Syntheist full plus 700+ tons of ammo. don't you think that would be kinda overkilled.


You should be able to store anything that could be synthesized, like AFMU refills, heatsinks, chaff, SRV ammo and fuel. This would give a utility for cargo racks in combat as a means to extend your time outside a station. And if you know you'll need something in the future, you can synthesize a canister of it in advance instead of waiting or wasting a reload immediately.
With the ability to farm materials you don't need cargo racks. I have 100 synthesized Ammo for Cannons. Do I really need more?
 
Let take the biggest ship with the largest cargo. Can't we say Overkilled? I have to say no to this. Unless I am able to target the cargo rack and make your ship explode. Think about a Cutter with Max Syntheist full plus 700+ tons of ammo. don't you think that would be kinda overkilled.

Obviously you'd be trading the additional slot(s) which could be used for a hull reinforcement or some other combat oriented module as storage. It isn't any more overpowered than having all the materials needed for synthesis and using synthesis anyway. And as you said yourself, you can already synthesize plenty of ammo without sacrificing a module slot. With this method, you would instead trade space on your ship and a few credits for reloads instead of materials. It's just an alternative.
 

Lestat

Banned
Obviously you'd be trading the additional slot(s) which could be used for a hull reinforcement or some other combat oriented module as storage.
Obuiously you don't know me. I have 3 accounts. One for each Task. Combat, Trading and Exploration. Another Obvious fact is you don't research an idea before posting an idea. If you go to Advanced Search and type in Ammo Rack you see many topics pros and cons I can count 3 times it been suggested this year. Since you played Elite Dangerous Gamma. There been multiple Ammo rack ideas since then.


It isn't any more overpowered than having all the materials needed for synthesis and using synthesis anyway. And as you said yourself, you can already synthesize plenty of ammo without sacrificing a module slot. With this method, you would instead trade space on your ship and a few credits for reloads instead of materials. It's just an alternative.
So you want unlimited supply. Let look at that Cutter with 1 256 cargo rack. Don't you think that a little too much ammo? I think it caters to players who are unwilling to work for extra Ammo synthesis.

If it was ever added You should be able to target that Ammo rack and make the ship explode.
 
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Regardless of your contention with me, I think there can always be more to discuss.
To set the record straight I skipped the Gamma after playing the Beta, but that has nothing to do with this discussion. I do not want an unlimited ammo supply, in reality unless you fill your entire ship with cargo racks and are certain your shields will never drop, a combat fitted ship probably would not want more than one or two cargo racks. This would be well under the amount of reloads you could synthesize in most cases. I agree with you that cargo racks containing ammo should have a chance to explode and do a lot of internal damage ships carrying them. I do remember discussions about whether or not carrying the commodity Explosives had an effect like that, but I don't think they currently do.
 
I don't see extra ammo storage as overpowered or "unlimited" in any way. All it does is give players a choice to sacrifice a slot in exchange for not needing to dock as often or fiddle around with synthesis as much. I for one have no desire to break off combat, run and hide, spend precious materials and time staring at the synthesis menu. This game already has us plodding around the menus enough, thank you; I'd be willing to trade space for something that lets me focus on the ACTUAL gameplay a bit more. As far as module size? There are already easy solutions for that.
1: limit the module size to a class 1 or 2. I agree that a size 8 ammo rack WOULD be overkill, no matter the build or number scaling. I'd never burn a size 8 on ammo anyway, but that's a moot point.
2: limit the ammo supplied based on module size and weapons equipped. Everything gets a percentage more ammo. Maybe like...25/50% for size 1/2? Testing and tweaking needed, obviously.

Of course, I honestly feel like cargo racks should only be needed for precious, fragile cargo that needs to be kept delicately in place anyway and empty slots should just be innate cargo space to begin with...but that's another discussion entirely. I could see ammo racks having a place in ED...provided there's some intelligent playtesting of course.
 
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