|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.12.29 22:53:00 -
[1] - Quote
I like the idea of ammo types in dust, like the types in eve. I don't think the eve system of buying individual rounds would work here, due to fps specific issues and lack of cargo hold/backpack space. Something like EvE's Scripts would work, this was a item that was fit on top of a already fit module to alter it.
EvE's ammo basically worked
- Hybrid ammo(plasma blaster and rails) had low damage long range and short range high damage types, forming a spectrum between extremes.
- Projectiles ammo varied in range and damage. Only 3 ranges available
- Laser had long range low damage, and short range high damage types, in a spectrum like the hybrids. The shorter ranged ammo did more armour damage, but still did more to shields then armour.
- rockets and missiles had the same stats, but came in different damage types
The op's idea seems like it is would work well.+1 The ammo replenishing after battle makes sense for simplicity and lore. It wouldn't make anybody more of a one man army, it just lets them select there niche with a little more options. The current ammo is the most general purpose, somebody making a weapon do a specialized damage type would make them need teamwork more, not less. For example I could see a team use a emp mass driver logi to drop a groups shields before a heavy with armour piercing bullet fit hmg takes out the armour. Lone wolf players would need to use the more general purpose damage type ammo, maybe just adjusting range to their preference. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.12.29 23:20:00 -
[2] - Quote
The weapons having separate slots makes sense. They should just have a free default item in most of them.
For example the ar should have iron sights in scope slot and lead charge in the ammo slot when you by it the way militia lav came with militia missile already in turret slot. The number of other things attached would depend on the number of tactical rail slots the weapon has.
EvE had both ammo types and modules affecting the weapons. There are...
- ammo types
- tracking enhancers(range and tracking speed, low slot)
- tracking computer(range and/or tracking speed, mid slot)*
- damage mods(rate of fire and/or damage, low slot)*
- rigs to increase the damage, rate of fire, optimal range, fall off range, cpu needed to fit, capacitor used, and the tracking speed.
*can have scriptes added to remove one of the bonus in exchange for
There is room for weapon upgrade modules, ammo types, and weapon mods. A scope taking up a high or low slot would be kinda silly, makes more sense for a scope slot on the weapon.
|
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.12.30 09:20:00 -
[3] - Quote
Vehicles with ammo options would be good, I don't know if vehicle scopes would be useful. The vehicle weapon mods would be nice on infantry weapons too. More mods for melee would also be nice.
So, my position is pro-ammo, scope, weapon customization, and more modules for weapons on both infantry and vehicles.
Except vehicle weapons shouldn't have attachments, choice of barrel length/rate of fire would work fine. A tank with a under-barrel grenade launcher on main gun would just be strange, and probably useless. |
|
|
|