The belt system could be balanced the same way most shooters do: Via overheating of the multi-cannons. But as I originally said, a reload option would be better for my tastes.
Overheating is defeated by heat sinks. Plus, people will get upset at the added heat.
I always thought the concept of magazine changing on a ship mounted weapon was the height of silliness. Far too FPS gamey a concept for a simulation orientated game imo.
Most, if not all modern guns haven't used clips for decades. It's hard to imagine any of the weapons in Eusing clips at all, much less with the fact that it's like three thousand years in the future.
A bit nit-picking here: The game takes place 1286 years in the future
Why is the concept of magazine changing in a sim game the "height of silliness"? It's just as realistic as anything. And it would make for much smoother gameplay.
OK lets look at modern parallel's, I can't think of one vehicle weapon system larger than a machine gun which uses clips. Can anyone?
From a coding point of view (I'm a non-FD game-dev) at least, that would be awkward. Looking at the multi-cannon, I am pretty sure that they store it as 2 values; current magazine (X) and reserves (Y), which is why the last magazine on a multicannon contains 30 rounds. To do that, you suddenly have to store one value for each magazine. On a multicannon with 2100 rounds in 90-round magazines, that means storing 24 (or more) different values per gun in use in the game rather than just two.One way that you could have reloads without waste and without magic:
When you press reload the current clip is moved to the back of the rotation and the next clip (presumably filled) will slide into place. It would act similarly to magic ammo until you reach the end where you have a bunch of clips with a few bullets each. Better than being completely out of ammo I guess.
Swedish S tank,
US Dragonfire mortar
Those are just off the top of my head.
Edit: If I recall the S tank was expected to be a handful of bad news. It had a pretty high rate of fire and that meant it had a decent chance of hitting you with 2 or 3 rounds in the time it took a manually loaded gun to fire. The Dragonfire's a nasty piece of work, too. Same deal there: 10 120mm rounds in the air, they more or less hit at the same time; it's a huge amount of hurt.
It really sometimes is annoying to fly around with like 3 bullets left in your 90 bullets clip and having to shoot these three either randomly into space or fire that three shots at an enemy and then instantly need to wait for it to reload itself.
My ha'p'orth: the last gun mountings that I maintained that had a magazine would've been 20mm Oerlikon 7A's, over 20 years ago, they had a 60 round drum magazine. They got replaced with GAM-BO1's that were belt fed from a replaceable ammo box on the front.Looked into those, all the references I found mentioned auto loaders and firing single shots. The auto loaders primary purpose was to increase rate of fire and reduce human crew requirements. None mentioned burst fire modes before auto loaders having to engage (ie clip concept). But please prove me wrong![]()
So have it built into the gun, have it automatically pause to cool for a bit after 5 consecutive shots. You'd still get the same effect as clips but you'd always have a "full clip" when you started shooting.
I hate this too, also the reload time can seem long when you are taking punishment and can't shoot back.
If it has the same effect, then whats the point?.
My ha'p'orth: the last gun mountings that I maintained that had a magazine would've been 20mm Oerlikon 7A's, over 20 years ago, they had a 60 round drum magazine. They got replaced with GAM-BO1's that were belt fed from a replaceable ammo box on the front.
I've had 2 different 30mm systems that were belt fed from an ammo bin - I think these would be a better example for the in-game system - where even though I had several thousand rounds in the ship's magazine (stored in boxes of 30 belted rounds) only 200 could be slapped into the mounting at a time. Normally you'd blat them all off before reloading, but it would've been possible to top-up the bins during a lull in the action by cracking the links and popping in some extra belts (a bit like magically reloading magazines I suppose, just a lot slower).
I love how ridiculously complicated some people make these posts, some of the over-thinking is hilarious. How the ammo is stored in the game isn't coded because it dosent need to be, further more a reload feature is already implemented hence when we run out of ammo, our guns reload. All we need is a button/option that we can press and it forces that reload to occur. No role-play responses no discussion its a no brainer really. Its a Sci-Fi space sim but we cannot manually reload our multi cannons on a ship that has the feature, to reload its multi cannons......Its really simple.