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Robert JD Niewiadomski
NULLIMPEX INC
685
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Posted - 2013.11.07 12:15:00 -
[1] - Quote
TL;DR I would like to be able to take with me into battle, various types of ammo clips. For tactical reasons and bring more flavors into DUST. Of course not all weapons should be viable to use various types of ammo clips. Like energy weapons (LR, PC, FG). But projectile weapons like AR, HMG, MD, SR or SL etc would be fine imho. Energy weapons could benefit from beam/pulse modulation adjustments covered in this idea as well.
New skills to sink your ISK/SP into Use of additional ammo types/beam modes could be enabled via sub-skills for particular weapons. Levels of additional ammo types sub-skills would control available ammo types (if only one sub-skill for unlocking 5 additional ammo types for a given weapon) or particular ammo properties for every new type (if each ammo type would be unlocked by distinct ammo type sub-skill)
For energy weapons there could be various pulse modes available determined by something like "Beam modulation" and "Pulse modulation" sub-skills. Subsequent levels of those skills give more options to control beam/pulse modulation.
And now for the fitting. If you train additional ammo types clips skills and you select your weapon while in dropsuit fitting editor you are presented with additional window for changing ammo clips types in your ammo clips pool. Your ammo clips count and capacity is determined by your skills. So there are clips "place holders" in your ammo cache. You can the assign which ammo type clip (availability deterimned by your ammo types skills) particular ammo clip place holder will hold. You can assign same type of ammo to all ammo clip placeholders or half to one type and another half to second type or whatever you like. But you have as many placeholders to assign as your skills grants you right to. And so many types of ammo for a given weapon as your skills enable you to.
Let's cover in-battle mechanics. To change ammo type, hold reload button until ammo selection wheel appears. It will display available types of ammo clips for active weapon to load up. Some indication of ammo type would be necessary ofc in ammo/clip counter in the lower right corner.
For energy weapons "hold reload" could be used for changing energy beam properties: like pulse/beam for LR, or lower charge time and DPS of the pulse but higher ROF for PC or FG and so on. Sometimes a PC, FG pulse is an overkill. So it would be nice to have a control over charge time. This would also cause to increase ammo in the clip. But DPS would stay the same. Reload time for changing ammo clip type could be made double of the time necessary to just reload the current clip type.
Tapping reload button will use current ammo type clip. Just like it is now.
An ammo clip type example: Say i want to use MD or SL. I have additional ammo skill trained for each of that weapons - Flux round ammo clip. It does what it says. Wipes shields out. I assign half of my clips in ammo cache to flux and the other half stays default ammo clips. Now when i get into battle i can first load up flux clip into my MD/SL and flush shields on my targets and then load up regular clip and chew into armor. The cost and risk is in the "idle" time between reloads for me. And it's an opportunity for the victim to retreat or try to take me out. If i am solo. But not so when i am in a squad. It actually gives even more incentive to work in teams. As one merc could rain fluxes and the others regular rounds. The more the merrier. So the saying goes I could also like to load up nanites rounds to be able to heal at the distance For SL only friendly vehicles could be locked on when this clip is loaded up into SL.
Beam modulation example For Laser Rifle One of the beam modes could be "laser pointer" mode. When set to this mode LR would project wide and very low intensity laser beam to paint targets. It would not overheat in this mode it would be zero DPS but would use up ammo clips - very very slowly. It could also be used to temporarily blind infantry/drivers/pilots. The other beam modes could be pulse. Lower DPS, takes longer to overheat and ammo lasts longer.
Pulse modulation example For Plasma Canon or Forge Gun it boils down to manipulating charge time. It enables you to charge quicker and shoot faster but at the cost of reduced DPS. Your ammo count is affected to. Shorter charge time results in lower pulse energy and increases number of charges per clip.
Some additional ammo types i came up with
- Mass Drivers ammo
- flux rounds (skill lvl determines shield % wiped out in 20% increments)
- nanites repairer rounds (skill level controls HP % restored in 20% increments)
- scanner jammer rounds (skill lvl lowers active scanners sensitivity or range or duration in 5% increments)
- webifier rounds (skill lvl controls speed reduction of the target in 5% increments- duration is constant or vice versa - tbd)
- active scanner rounds (skill lvl controls scanner range or scan sensitivity or scan duration - tbd)
- Swarm Launcher ammo
- beacon swarm - sticks to vehs send signal for all to see (skill lvl controls signal duration)
- nanites repairer swarm (skill level controls HP % restored in 20% increments)
- webifier swarm (skill lvl controls speed reduction of the target in 5% increments)
- Assault riffle ammo
- standard grenade launcher - looks like a weapon attachment when assigned to your cache, holds one or two rounds (skill lvl increases range in 2% increments)
- flux grenade launcher - looks like a weapon attachment when assigned to your cache, holds one or two rounds (skill lvl increases range in 2% increments)
F.E.A.R. stands for False Expectations Assumed Real
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Robert JD Niewiadomski
NULLIMPEX INC
685
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Posted - 2013.11.07 12:16:00 -
[2] - Quote
Afterthoughts The degree of freedom to modulate charge time or pulse width and lowest setting limits should be carefully adjusted so not to allow us to shoot PC/FG/LR like an AR or SMG Ammo clips and hive interaction brings some interesting issue with priority which clips types to replenish first. Logically would be to start with an active ammo type clips and rest ammo type clips could be picked up randomly. Also different types of ammo clips would have same nanites capacity for same weapon but would possibly hold different number of rounds per clip. If i'd picked grenade launcher clip for my AR it would act like a weapon atachement (with adequate animation) and would hold just one or two rounds with total HP equal to total HP of standard ammo clip.
I know I have not covered every weapon available in DUST with this. It's just due to my current weapon focus. Feel free to add your own ideas for other weapons not mentioned in OP.
F.E.A.R. stands for False Expectations Assumed Real
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Robert JD Niewiadomski
NULLIMPEX INC
685
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Posted - 2013.11.07 20:18:00 -
[3] - Quote
Another ammo type for MD or AR (when used underbarrel attachment is visible): smoke and flasbang rounds.
Vehicles could use different ammo types too. Especially that we are going to have limited ammo for turrets SOON.
F.E.A.R. stands for False Expectations Assumed Real
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Robert JD Niewiadomski
NULLIMPEX INC
685
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Posted - 2013.11.07 20:36:00 -
[4] - Quote
Godin, we don't have to buy ammo. Yet. But we have to buy hives or use supdeps. Nanites know what ammo assemble for us. If you define what ammo type clips you want to take into battle with you, nanites will know what to do with this info too
I used term "energy weapons" cos you have to charge them first to shoot.
F.E.A.R. stands for False Expectations Assumed Real
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