[Suggestion] Add Rearming Functionality to Refueling Limpets

Currently a Refueling Limpet restores one ton of fuel on the target ship. I propose the Refueling/Rearming Limpet transfers one ton of fuel or rearms one hardpoint based on the system that's sub-targeted on the target ship.
 
Fuel cannot be synthesized, ammunition can be. I suppose you could have the synthesis materials deducted to do this.
 
Currently a Refueling Limpet restores one ton of fuel on the target ship. I propose the Refueling/Rearming Limpet transfers one ton of fuel or rearms one hardpoint based on the system that's sub-targeted on the target ship.
I love this idea. AX pilots could use this for sure as they blow through ammo like crazy especially with the flak cannon.
 
Fuel cannot be synthesized, ammunition can be. I suppose you could have the synthesis materials deducted to do this.
I don't see the synth cost as really necessary, do you? Someone is already paying for the cost and space of the limpets. I suppose you could introduce an Auxiliary Fuel/Ammo Unit. Implement it as a replacement for the Fuel Tank and give it a refuel/rearm capacity like an AFMU's "Repair Capacity." 1 ton of Hydrogen = 1,000 CR worth of ammunition reloads = 1,000 "refuel/rearm capacity." With that model, it'd take about four limpets to rearm one weapon. I think that's overly complex.
 
It's hard to imagine a scenario where a CMDR would want to re-arm another ship, or even theirs, with limpets when everyone can synth ammo quickly and easily without having to use up multiple module slots for limpet controllers and cargo.
 
It's hard to imagine a scenario where a CMDR would want to re-arm another ship, or even theirs, with limpets when everyone can synth ammo quickly and easily without having to use up multiple module slots for limpet controllers and cargo.
Maybe to avoid having to synthesize?
 
You'd give up multiple module slots and possibly lose the ability to rearm during combat in order to save a little g1 raw mats? Not being snarky, actually curious.
Its a fair question. Personally I avoid synthesis as much as possible - I don't care for the mechanic. I also fly in a wing and roughly 90% of my combat missions are anti-thargoid.

If I were to synth ammo, I'm looking at 6 Guardian materials plus 2 grade three Focus Crystals and 3 grade two manganese. That's quite a bit more time intensive than synthing a little Iron and Vanadium for my Rails.

Currently, the limiting factor on our Thargoid sorties is Ammunition, so if Frontier follows through on actually fixing the invincible heart bug, it would absolutely be worth designating two module slots on each of two ships in the wing for rearm and repair functions.
 
If I were to synth ammo, I'm looking at 6 Guardian materials plus 2 grade three Focus Crystals and 3 grade two manganese. That's quite a bit more time intensive than synthing a little Iron and Vanadium for my Rails.

AXI synth costs are so bad, my condolences. This is why the Shock Cannon is never used as well. I can't blame ya for your suggestion, though I think it'd be better if the synth costs were simply brought down from orbit. I personally would never make trips out to the Guardian sites just for synth mats. Ludicrous.

o7
 
I don't see the synth cost as really necessary, do you? Someone is already paying for the cost and space of the limpets.
This is known as, Begging the Question.

I certainly see something wrong with a PFM solution which produces ammunition, especially with the additional information you add later in the thread that you want a type of premium ammunition to be provided, on the cheap.

I have suggested in the past that magazines should be part of the game, and I could certainly see the role of an Ordnance Auxiliary (AE class in nav-speak) being a legitimate usage, but it would need to carry, or synthesize, the munitions, not produce them out of vacuum.
 
This is known as, Begging the Question.

I certainly see something wrong with a PFM solution which produces ammunition, especially with the additional information you add later in the thread that you want a type of premium ammunition to be provided, on the cheap.

I have suggested in the past that magazines should be part of the game, and I could certainly see the role of an Ordnance Auxiliary (AE class in nav-speak) being a legitimate usage, but it would need to carry, or synthesize, the munitions, not produce them out of vacuum.
You've misquoted me sir. I certainly don't want premium ammunition on the cheap. Basic ammunition on all of the guardian weapons come with a higher synth cost than non-guardian weapons. The reload (at a station) cost for guardian weapons is not similarly inflated. The suggested module would not produce premium ammunition: it would rearm the targeted hardpoint with standard ammunition just as you would get from a station.

Example:
Railgun Basic Ammunition SynthesisGuardian Gauss Cannon Basic Ammunition Synthesis
2︎ Iron3︎ Manganese
1︎ Vanadium2︎ Focus Crystals
2︎ Guardian Power Conduit
4︎ Guardian Wreckage Components
Rearm Cost: 6,075 CRRearm Cost: 6,075 CR

Given the wide range of ordinance, I don't think its reasonable to have to carry different types of ammunition (the realism isn't worth the trade-off). You could get most of the way there with an AMFU-style module providing the "ammunition" for on-the-fly synthesis of fuel and ammunition.

To recap:
  • Rearm and Refuel Limpet Controller to replace the existing Fuel Transfer Limpet Controller
  • Auxiliary Fuel and Ammunition Synthesis module to replace or augment the existing Fuel Tank
  • AFAS Module has a capacity like an AFMU
  • You'd need a Cargo Module for limpets, and AFAS Module, and the Rearm and Refuel Controller
Ammo/reload prices aren't very internally consistent so there's a lot of latitude on how much capacity reloading a given hardpoint might take, and how expensive reloading an AFAS Module would be. For simplicity you could use the same capacity scale as an AFMU and treat each capacity unit as 10 CR worth of Rearming (and the identical scale of cost for reloading the AFAS). A class 2 AFAS could reload a single Torpedo, my AX Krait would get two full reloads out of a class 4 AFAS plus 12 limpets to deliver the goods.
 
You'd give up multiple module slots and possibly lose the ability to rearm during combat in order to save a little g1 raw mats? Not being snarky, actually curious.
This is known as, Begging the Question.

I certainly see something wrong with a PFM solution which produces ammunition, especially with the additional information you add later in the thread that you want a type of premium ammunition to be provided, on the cheap.

I have suggested in the past that magazines should be part of the game, and I could certainly see the role of an Ordnance Auxiliary (AE class in nav-speak) being a legitimate usage, but it would need to carry, or synthesize, the munitions, not produce them out of vacuum.
This may allow for cannons to be buffed or improved in some ways (damage wise, belt/strip-size wise, at an obvious expense of overall ammo being stored) without seriously impacting the total fighting capability of say a group of ships in question.

(for instance, introducing minengeschoss, or HEF-I rounds for Multicannons, or APHEBC-rounds for Canons or Railguns, these things being purchasable at stations that have the right factors, (sold-shots being more commonly available))

as always I'm saying I like what the OP is saying I'd just like it to be part of a broader series of changes..
AX projectile weapons don't make much sense when other canons are considered.
 
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