MC Ammo in Cargo Slot?

That was implied. You'd have to select it and transfer it. Autoloading from there should only be possible with a crewmate, which would give them something to do to earn their money besides fly in telepresence as a distraction.



Yeah I don't like the handwavium either, but really such a suggestion would toss a wet towel on the smaller ships lacking extra module space. I do like my Med and Small ships too.
 
Old argument this one.
Reason and logic are out with regards to ammunition in ED.
We can't have ships magazines, but we can have multi tonne Gatling guns that use clips!
R.I.P ammo belts in the 3300's.
My advice is to try to not think of these inconsistencies in the game. There are a great many. All sorted to accomplish balance. A balance that sailed in 2.1 and has never been seen again.
Still at least we got Multi-Canon's that use clips, honest they're super effective :)



Ultimately, this
 
Limpets can’t kill people, MC ammo can, so there is a natural reticence in giving players a significant advantage in “staying power”.
Enter the healing beams where players can stay until they run out of fuel... so... Plus the implications of what you'll do with it has nothing to do with the physics of it. As I said, hand wavium.
I believe all kinetic style weaponry is balanced by a limited amount of ammo as well as reload. Synthesis gives players ability to restock without returning to a station, but faffing about with dedicated Magazine compartments might take a lot of balancing with little reward.
I didn't suggest dedicate magazine compartments. I suggested being able to use a military slot. So you'd have to give something up in order to have more ammo at the ready. You say "little reward" but isn't that up to the player? How much reward is there from carrying the hull or module repair equipment when you're not doing anything to need it?
Howmany rounds can you fit in a 1Tonne cargo slot? 1000? 10,000? 1,000,000? What amount of damage should a player receive if a rail gun NPC hits and penetrates that cargo module - insta death even with 1,000 rounds in it. So it’s safer, less likely to cause player anger and easier to balance to give synthesis the way to replenish such stuff rather than having to tote around a highly explosive magazine module in a ship.

This would be decided by FD. Do you receive damage to your food cartridges if a round hits it? How about to your limpets?

I didn't see any legit roadblocks in any of your concerns.
 
I would agree except that we inhabit a universe where you can fit a module that can "3D print" a fully-functional space-fighter... but not a dune-buggy.

Fickle sort of place, eh?



Heh heh, yeah that one has bugged me for awhile.
 
Yeah I don't like the handwavium either, but really such a suggestion would toss a wet towel on the smaller ships lacking extra module space. I do like my Med and Small ships too.
You should need a wing to have a chance at killing a large ship like an Anaconda if you're flying something less than say an FdL. I get it with balance and all, but in the name of balance all ship builds have been made vanilla and engineering was introduced and again castrated to try to keep it from being really bland.

Heh heh, yeah that one has bugged me for awhile.

You also cannot use telepresence in the SRV nor can your crewmate go out and find mats with you, in a 2nd SRV.
 
Having material traders you can easily get unlimited amounts of those three basic elements to refull your ammo as often and wherever you want.
Why would you want a storage for pre manufactured ammo when you can make them from elements everybody litterally drowns in from the sheer amounts available.
It allows you the exact same as bigger ammo capacities to begin with and if you view nickle, sulphur or iron as valuable engineering materials you are doing something very wrong.
A single planetary prospector roundtrip awards me with enough raw materials to haul a Cyclops to death with.
 
You should need a wing to have a chance at killing a large ship like an Anaconda if you're flying something less than say an FdL. I get it with balance and all, but in the name of balance all ship builds have been made vanilla and engineering was introduced and again castrated to try to keep it from being really bland.


Yep, I agree and for the most part a full wing of smaller ships have no chance against one of my "Big 3". Obviously top shelf PvP excluded. The general outcry against what would be called a buff for big ships will elicit nothing but buckets of forum bile and vitriol.
 
Having material traders you can easily get unlimited amounts of those three basic elements to refull your ammo as often and wherever you want.
Why would you want a storage for pre manufactured ammo when you can make them from elements everybody litterally drowns in from the sheer amounts available.
It allows you the exact same as bigger ammo capacities to begin with and if you view nickle, sulphur or iron as valuable engineering materials you are doing something very wrong.
A single planetary prospector roundtrip awards me with enough raw materials to haul a Cyclops to death with.


Only real advantage I can see is if there is a belt-feed to the hold (and elimination of handwavium) and that dog is not going to hunt.
 
Having material traders you can easily get unlimited amounts of those three basic elements to refull your ammo as often and wherever you want.
Why would you want a storage for pre manufactured ammo when you can make them from elements everybody litterally drowns in from the sheer amounts available.
It allows you the exact same as bigger ammo capacities to begin with and if you view nickle, sulphur or iron as valuable engineering materials you are doing something very wrong.
A single planetary prospector roundtrip awards me with enough raw materials to haul a Cyclops to death with.

You're missing the point. It's not about the materials.

You're basically saying "magically transfer these rounds to my ship for these cannons" or "make these autonomous limpets out of just a few raw materials, including fuel btw" when you cannot synthesize fuel for your ship.
 
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You should need a wing to have a chance at killing a large ship like an Anaconda if you're flying something less than say an FdL. I get it with balance and all, but in the name of balance all ship builds have been made vanilla and engineering was introduced and again castrated to try to keep it from being really bland.



You also cannot use telepresence in the SRV nor can your crewmate go out and find mats with you, in a 2nd SRV.



Now here's some real hokum; you get blown up in SRV and you are magically transported back to your ship! Is it telepresence or not? Elements of both it would seem...

Yet if the ship blows up, your stuck. Is it a wave or a particle (or both).
 
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Now here's some real hokum; you get blown up in SRV and you are magically transported back to your ship! Is it telepresence or not? Elements of both it would seem...

You get blown up in your ship and you're transported back to the station.

I think, when you kill an NPC, there should be an escape pod you can collect and turn in for the bounty (because you actually have the criminal in your possession). If it was a clean ship, you should get some rep points back for saving the commander's life although penalized for attacking in the first place. That would create some interesting scenarios.
 
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You get blown up in your ship and you're transported back to the station.

I think, when you kill an NPC, there should be an escape pod you can collect and turn in for the bounty (because you actually have the criminal in your possession). If it was a clean ship, you should get some rep points back for saving the commander's life although penalized for attacking in the first place. That would create some interesting scenarios.



Yep, there's lot of small things that would add up to fun game play. I hope they concentrate on adding them.
 
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