Hello, I posted this in another thread, but I don't know if the Devs are reading it, so I made a dedicated thread for it.
IMHO, (and apparently many others) believe the magic additional damage from premium ammo synthesis is a bad idea.
So, my first, and most basic suggestion is to;
Replace Standard and Premium Ammo Synthesis Options, with Larger Ammo Reloads
A basic example, using made up numbers;
If a basic multicannon ammo synthesis rearms 1,000 rounds, standard rearms 2,000 rounds, and "premium" rearms 10,000~ rounds (Premium will reload any entire weapon)
With the proposed changes to synthesis taking time, you would be better off using premium ammo synthesis to rearm larger weapons fully, rather than reloading little and often, but it'll cost you more materials.
All excess ammo beyond the weapons maximum capacity is wasted.
This means, small hardpoints can be efficiently rearmed using basic reloads, where as larger hard points will take more basic reloads, or you can use 1 Premium reload to reload the entire thing.
Thoughts on this?
The next part is likely to be unpopular with everyone.
Remove Weapon Special Effects From Engineers
The wheel of fortune for special effects is the only remaining issue I have with the Engineers. I don't think I've ever actually landed on the one I wanted. Lol
My suggestion is remove just the special effects from Engineers, and instead add them as "Special Effects Synthesis" for weapons.
No additional grades necessary, just 1 for each type of special effect, some obviously limited to certain weapons, like the current system.
The effect, for ammo based weapons, will effect the rest of the ammo in the weapon(clip+total), any other ammo synthesis, or station rearm will reset it to standard.
For energy weapons, a second bar can be added to that weapons HUD display, that shows how much charge it has before reverting to standard.
Then, when fighting an opponent, you can tailor your weapons to match the situation, instead of turning up to a fight, realising you have the "wrong" mods to do the job, and flee.
It also means you can apply things like healing lasers to your ship, when winging up on the fly, rather than returning to base to dig out your healing laser.
Obviously, the synthesis for these special effects would need careful balancing.
That's about all!
CMDR Cosmic Spacehead
IMHO, (and apparently many others) believe the magic additional damage from premium ammo synthesis is a bad idea.
So, my first, and most basic suggestion is to;
Replace Standard and Premium Ammo Synthesis Options, with Larger Ammo Reloads
A basic example, using made up numbers;
If a basic multicannon ammo synthesis rearms 1,000 rounds, standard rearms 2,000 rounds, and "premium" rearms 10,000~ rounds (Premium will reload any entire weapon)
With the proposed changes to synthesis taking time, you would be better off using premium ammo synthesis to rearm larger weapons fully, rather than reloading little and often, but it'll cost you more materials.
All excess ammo beyond the weapons maximum capacity is wasted.
This means, small hardpoints can be efficiently rearmed using basic reloads, where as larger hard points will take more basic reloads, or you can use 1 Premium reload to reload the entire thing.
Thoughts on this?
The next part is likely to be unpopular with everyone.
Remove Weapon Special Effects From Engineers
The wheel of fortune for special effects is the only remaining issue I have with the Engineers. I don't think I've ever actually landed on the one I wanted. Lol
My suggestion is remove just the special effects from Engineers, and instead add them as "Special Effects Synthesis" for weapons.
No additional grades necessary, just 1 for each type of special effect, some obviously limited to certain weapons, like the current system.
The effect, for ammo based weapons, will effect the rest of the ammo in the weapon(clip+total), any other ammo synthesis, or station rearm will reset it to standard.
For energy weapons, a second bar can be added to that weapons HUD display, that shows how much charge it has before reverting to standard.
Then, when fighting an opponent, you can tailor your weapons to match the situation, instead of turning up to a fight, realising you have the "wrong" mods to do the job, and flee.
It also means you can apply things like healing lasers to your ship, when winging up on the fly, rather than returning to base to dig out your healing laser.
Obviously, the synthesis for these special effects would need careful balancing.
That's about all!
CMDR Cosmic Spacehead