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Ripley Riley
Incorruptibles
3948
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Posted - 2014.10.20 19:33:00 -
[1] - Quote
I've been tinkering with an idea revolving around modules that increase your maximum ammo capacity for a given weapon. Originally, I attempted to draft an idea for a module that grants flat percentage increases to all weapons; this was very difficult to balance as 10% more ammo for an HMG is significantly more useful than 10% more ammo with a mass driver.
In the end, I separated the modules into the core weapon types: explosive, laser, hybrid - rail, hybrid - blaster, projectile. Weapons that feature small ammo capacities (explosives) were given a flat increase in the number of carried rounds. The CPU/PG requirements were taken from tanking modules' PG/CPU with a 25% increase. The Extended Ammunition Module skill then reduces the fitting requirements.
Submitted for your approval...
My advice to you, playa...
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Ripley Riley
Incorruptibles
3949
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Posted - 2014.10.20 20:17:00 -
[2] - Quote
Killar-12 wrote:PG/CPU requirements should be low/nonexistent for something like this... Why? Weapon damage modifiers have CPU/PG costs. Not a perfect parallel, but you get the idea.
The skill could grant a 10% reduction to CPU/PG requirements for these modules.
My advice to you, playa...
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Ripley Riley
Incorruptibles
3949
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Posted - 2014.10.20 20:35:00 -
[3] - Quote
Fizzer XCIV wrote:Way too weak, but good idea. I wouldn't use an entire module slot for an extra magazine, especially when it uses that much resources. Needs to be A LOT more powerful, so that Nanohives don't make them useless. At least 75% for Basic Tier. A Compact Hive is way better than even your the complex suggestion. I made some adjustments. Using the combat rifle + proto ammo module as an example: 65 more rounds. That is more than an extra clip from one module.
Fizzer XCIV wrote:Shouldn't use that much CPU/PG. Maybe this could be the first PG-only Module,in the same way that some modules don't use PG, this might not use CPU? Check out column F of the document now. Tell me what you think.
My advice to you, playa...
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Ripley Riley
Incorruptibles
3950
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Posted - 2014.10.20 20:52:00 -
[4] - Quote
Fizzer XCIV wrote:You have to remember that modules like this would be competing with things like HP modules, Regen Modules, and even Nanohives. They have stiff competition, and they'll need to be really useful to actually be worth equipping. Not a niche thing. Hmm... those are some large percentage increases. I see where you are coming from though; unless the increase in ammo capacity is significant then it won't be worth fitting over a nanohive. I'll adjust the spreadsheet with some much higher percentages.
I'm taking the Rattati approach: increase something, wait for data to roll in, if it is underperforming then we will increase the percentages. Sound fair?
Llast 326 wrote:Could you fit Flaylock into the Explosive weapon category as well. It seems to be missing, unless I missed why it is missing. I didn't completely forget about the flaylock... I don't know what you are talking about... eh heh heh
My advice to you, playa...
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Ripley Riley
Incorruptibles
3950
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Posted - 2014.10.20 20:58:00 -
[5] - Quote
UPDATED OP WITH THIS...
I have also considered the idea of making this module fit into the sidearm slot: instead of carrying a sidearm, you are opting for even more ammo for your light/heavy weapon. Would like your feedback on this.
My advice to you, playa...
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Ripley Riley
Incorruptibles
3960
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Posted - 2014.10.21 02:40:00 -
[6] - Quote
Denchlad 7 wrote:0 CPU 0 PG, just like the Vehicle Variants. Then im happy for this.
Only issue would be the point of the Ammo Capacity Skillbook. Why get that when I can use a module? The module provides more capacity but costs a slot. The skill is "always on". Also, imagine combining the two.
My advice to you, playa...
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