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Ulysses Knapse
Nuevo Atlas Corporation
73
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Posted - 2012.12.28 12:03:00 -
[1] - Quote
Pointlessly tedious? Not really. Explain how it would be so tedious to customize your weapon with ammo or use infinitely free militia ammo. |
Ulysses Knapse
Nuevo Atlas Corporation
73
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Posted - 2012.12.28 20:21:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:Ulysses Knapse wrote:Pointlessly tedious? Not really. Explain how it would be so tedious to customize your weapon with ammo or use infinitely free militia ammo. Please read the full post before commenting. I did, and your idea is quite different to what I imagine ammo being. Ammo packs? Ammo regeneration? I think for not. That would turn it into basically a module. |
Ulysses Knapse
Nuevo Atlas Corporation
73
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Posted - 2012.12.29 06:36:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote: Ammo will only regenerate AFTER the battle IF you survive. I see no problem with it being like a module.
Except, ammunition shouldn't be like modules, because it's ammunition.
KAGEHOSHI Horned Wolf wrote: Like I said, bullets are easily replenished by manufacture nanites after the battle ends. Vehicle/dropsuit shields and armor regenerate after battle if they survive, so there is no reason to make ammo an exception.
Shields regenerate all the time, and armor is repaired. You cannot repair something that gets used up. It makes sense for ammo to run out when you use it, and it would give some incentive to conserve ammo. It's just like the cost of hi-tech dropsuits, except instead of being reckless with your life, you're being reckless with your bullets.
KAGEHOSHI Horned Wolf wrote: Having it to run out even when you don't die, not only wouldn't make sense, but would be tedious because it would mean you would always need to restock even when you don't die. So much time in the game is just spent managing fittings instead of actually doing battles, depleting ammo would only add to that.
Managing fittings? All you would have to do is restock ammunition, compared to your idea, so it really is very minimal.
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Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2012.12.29 08:47:00 -
[4] - Quote
KAGEHOSHI Horned Wolf wrote:Ulysses Knapse wrote:KAGEHOSHI Horned Wolf wrote: Ammo will only regenerate AFTER the battle IF you survive. I see no problem with it being like a module.
Except, ammunition shouldn't be like modules, because it's ammunition. KAGEHOSHI Horned Wolf wrote: Like I said, bullets are easily replenished by manufacture nanites after the battle ends. Vehicle/dropsuit shields and armor regenerate after battle if they survive, so there is no reason to make ammo an exception.
Shields regenerate all the time, and armor is repaired. You cannot repair something that gets used up. It makes sense for ammo to run out when you use it, and it would give some incentive to conserve ammo. It's just like the cost of hi-tech dropsuits, except instead of being reckless with your life, you're being reckless with your bullets. KAGEHOSHI Horned Wolf wrote: Having it to run out even when you don't die, not only wouldn't make sense, but would be tedious because it would mean you would always need to restock even when you don't die. So much time in the game is just spent managing fittings instead of actually doing battles, depleting ammo would only add to that.
Managing fittings? All you would have to do is restock ammunition, compared to your idea, so it really is very minimal. Actually, you can manufacture it with nanites. I said this before. You can manufacture things with nanites, that is how nanohives work; they manufacture bullets to replace the ones that got used up within seconds. Go read the nanohive (hive of nanites or nanobots) full description in the market. Just to make sure we're clear, nanites (self-replicating microscopic machines) can construct ammunition to replace depleted rounds within seconds. If its replenished that easily, there is no reason why it can't just behave like a module. Because it's ammunition, and that's just to make a lore-friendly reason for a gameplay feature. I don't even like nanohives. |
Ulysses Knapse
Nuevo Atlas Corporation
73
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Posted - 2012.12.29 11:15:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:Ulysses Knapse wrote: Because it's ammunition.
Like it or not, the lore is already established. You realize that's not a valid argument right? "Why can't X be a subcategory of Y? because its X" Apply that same logic to anything else "Why can't a crow be a subcategory of birds? because its a crow" "Why can't a cat be a subcategory of animal? because its a cats" All of these counterexamples show this line of reasoning is invalid, therefore you can't just say "because its ammunition". You can't just restate something is what it is as proof as why it can't fall into a broader category. Ammunition is not a subcategory of modules, so don't play that card.
Also, what you are suggesting (basically just another facet for weapon customization) would be much easier to accomplish if it worked like any other weapon customization feature, and not a separate sub-module. It would work identically to what you are suggesting, but be much simpler. I don't support it terribly, but it's better than nothing. I would much rather prefer a normal ammunition feature, but this alternative, so long as it was implemented as a customization configuration and not as a module, would be acceptable. |
Ulysses Knapse
Nuevo Atlas Corporation
73
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Posted - 2012.12.29 11:44:00 -
[6] - Quote
Anyanka Shadowmane wrote:Currently ammunition isn't a subcategory of anything.. That was my point. |
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