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Aeon Amadi
Maverick Conflict Solutions
1003
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Posted - 2013.01.14 15:02:00 -
[1] - Quote
This is featured in the Eve Online Lore but I figured I'd take a slight twist to it as a means of addition toward the coming (soon?) weapon customization.
Borrowing from Eve Online's damage type system, the different ammunition types change the damage function of the weapon itself. Ammunition types should be entirely optional and if someone wants to use the weapon's base, they should be more than welcome to do so. Of course these can be named whatever is preferred but the names are just examples.
Ruin - EM - Mostly shield damage with some armor damage. Spoil - Thermal - Predominantly shield damage with more armor damage than ruin. Ravage - Kinetic - Predominantly armor damage with more shield damage than havoc. Havoc - Explosive - Mostly armor damage with some shield damage.
This isn't to say that you shouldn't be able to carry different ammunition types, just be able to use a particular ammunition for the job at hand. Facing a lot of Heavies? Havoc ammo might be the best bet. Mostly Assault Type-II's? Might want to go Ruin.
Not sure how this would work out with the different weapon types however, as Laser weaponry (in Eve Online) is always EM/Thermal. Hybrid is always Thermal/Kinetic.
I wrestled with the idea as to whether or not ammunition should affect things like weapon range as it does in Eve but that would be something more for Barrel Extensions and the like.
Feel free to discuss. |
Qubot Sendai
Sanmatar Kelkoons Minmatar Republic
2
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Posted - 2013.01.14 16:35:00 -
[2] - Quote
i like where you're going with this but for a front line guy such as myself switching ammo might as well be a skill in itself. the 2 seconds that it would take to change it might cost your team a clone. snipers are at range so they might have use of taking the time to play around with ammo types, but things happen real fast where i stand |
Nightbird Aeon
Brimstone Tactical Covert Intervention
86
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Posted - 2013.01.14 16:41:00 -
[3] - Quote
I really like the ability to change ammo types... perhaps not on the fly, but on the loadout screen? |
G Torq
ALTA B2O
88
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Posted - 2013.01.14 18:05:00 -
[4] - Quote
Aeon Amadi wrote: Ruin - EM - Mostly shield damage with some armor damage. Spoil - Thermal - Predominantly shield damage with more armor damage than ruin. Ravage - Kinetic - Predominantly armor damage with more shield damage than havoc. Havoc - Explosive - Mostly armor damage with some shield damage.
Wouldn't mind if some (small!) amount of damage made it through the shields to cause a bit of armor-damage even when shields are still up. Sorta indicate that shields arent perfect.
Would have to be very little damage, untill the shields are beaten down. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2013.01.14 18:36:00 -
[5] - Quote
G Torq wrote:Aeon Amadi wrote: Ruin - EM - Mostly shield damage with some armor damage. Spoil - Thermal - Predominantly shield damage with more armor damage than ruin. Ravage - Kinetic - Predominantly armor damage with more shield damage than havoc. Havoc - Explosive - Mostly armor damage with some shield damage.
Wouldn't mind if some (small!) amount of damage made it through the shields to cause a bit of armor-damage even when shields are still up. Sorta indicate that shields arent perfect. Would have to be very little damage, untill the shields are beaten down.
Eh, doesn't take much to bring them down though. The small amount of damage that would pierce wouldn't really be noticable in Dust 514. In Eve Online it makes sense because HP values are in the thousands rather than dozens. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2013.01.14 18:37:00 -
[6] - Quote
Qubot Sendai wrote:i like where you're going with this but for a front line guy such as myself switching ammo might as well be a skill in itself. the 2 seconds that it would take to change it might cost your team a clone. snipers are at range so they might have use of taking the time to play around with ammo types, but things happen real fast where i stand
Change state ammunition (in the Lore) reacts to certain things. Some will grow blades when they make contact with skin, for instance. If you're using a particular type of ammunition it's going to do more damage to what it's designed for, but still act as it normally would on anything else. The four damage types are just to match the Eve Online style =P |
Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2013.01.17 06:02:00 -
[7] - Quote
I approve of this. Although lore explaining what faction this is would be recommended, Change-state ammo is a good way to explain this versatility. As for how one "loads" this ammo, it would probably be a fitting-based system, as we've kinda ran out of buttons to swap ammo with (unless grenades were changed to select-able weapons). Just like EVE, you'd simply attach the ammo to your given weapon, in this case it is more likely railgun or projectile weapons that use this. In a battle, you can choose an option at your local Supply Depot to switch ammo types, which would pull a pack of ammo from your Assets.
Although being able to choose between all four damage types on a single weapon might be a little OP, change-state ammo should eventually find its way into our hands, even if we have to invade another Sleeper complex to do it. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.17 06:20:00 -
[8] - Quote
How I want ammo types to work
"[Request] Ammo types treated as weapom customization modules"
https://forums.dust514.com/default.aspx?g=posts&t=49104&find=unread
KAGEHOSHI Horned Wolf wrote:I hate the idea of having to buy ammo just to use a gun, or having to pay for every round of ammo; it seems like it would make things pointlessly tedious. I would however like to have a variety of optional exotic ammo types to equip and use though. There a way to have it both ways. When reading this, keep in mind gun customization is coming soon. Anyway, this is how it should work. All guns should come pre-fitted with a FREE basic ammo pack, much like how like how a vehicle comes with free turrets already equipped. This means if you don't care about ammo types and all that, and you just want your gun to work, then you don't have to have to buy ammo.
When a gun (and the rest of the fitting) is destroyed in battle, so is the ammo pack as well. If the fitting survives the battle then the ammo pack should stay even if all the shots were all depleted in the battle; a surviving ammo pack should be resupplied back to its maximum capacity after the battle ends (since nanites can just replenish them).
Non-basic ammo packs should not come pre-equipped in a gun, but should have to be purchased seperately, and fitted into the gun in place of the basic ammo pack.
Nanohives should still work as usual, and replenish ammo of any type (basic, or non-basic).
Purchasable non-basic ammo packs could include, but not limited: anti-shield rounds, anti-armor rounds, extra range rounds, faster swarm launcher missiles, incendiary mass driver rounds to light things on fire, stasis webifier mass driver rounds to slow enemies. There could also be non-basic ammo packs for higher round capacity and no other special effects.
EDIT: Like it has been pointed out, this idea is basically having ammo packs as weapon customization modules, and not as a regular depleting resource like bullets in real life. Bullets are easily replaced by manufacturing nanites (like ones in nanohives), so it wouldn't make sense to have them work like real life bullets. This means if you finish a battle with an ammo pack not destroyed in the battle, but depleted of bullets, next time you deploy in a new battle you will start off with a full pack of ammo (yay for nanites). Thanks for reading.
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