|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
M3DIC 2U
RED COLONIAL MARINES Covert Intervention
13
|
Posted - 2013.02.27 15:18:00 -
[1] - Quote
After reading a few other posts I realized something. Vehicles and installations do not require reloading but have unlimited ammo. While I understand the need to not reload, the concept of unlimited ammo seems... off.
Having been in the military, logistics can make or break any battle. Also, no asset either human or mechanical is assumed to have unlimited ammo. Planes have limited ammo and ordinance, same for artillary and armor. Refuel and resupply points are required and often calculated before any assault takes place.
For installations, the idea of a ready supply depot or stockpile makes sense and thus near unlimited ammo; however, in regards to vehicles, I believe an ammo supply would enhance the playing dynamic.
Foot soldiers currently have limited ammo in regards to swarm missles, grenades, and charges, etc. Once expended a supply depot or nanohive can refill the expended rounds. In contrast, vehicles can stake a position and fire away without concern of ever running out of ammo. Add a limit and suddenly drivers/pilots must be as concerned about resupply as the footsoldier. I don't believe fuel should become an issue as it can be explained through fission/fusion reactors and such. But ammo is still ammo.
Existing supply depots and nanohives can refill them same as they do footmen. Future development could see ammo expansion modules enabling larger volumes but reduced speed due to weight. Following similar coding that exists in game for increasing supply and speed reduction from armor plates should quicken coding as well.
I ask for this not because I feel vehicles are overpowered, but to give them similar mechanics to the infantry and enhance the realism of Dust. Also, I think this change would enhance tactics and strategy through asset denial becoming an option to change the course of battle and making all players ammo aware.
|
M3DIC 2U
RED COLONIAL MARINES Covert Intervention
14
|
Posted - 2013.02.27 16:21:00 -
[2] - Quote
Ruxven wrote:I'm in favor of this so missiles can be denerfed.
Maybe a new piece of equipment that works like a nanohive, but is only for vehicles and installations?
I don't think one specific to vehicles/installations is needed. Think of the tech behind the science and making one specific doesn't seem necessary. If anything a vehicle would just deplete a standard hive faster because of the large drain it would require to fill.
Think of it as a crew served M256 or M260B versus a squad carried. Both use the same weapon and ammo, but the crew served carries more bullets in his vehicle compared to the man. Also, your squad weapon will reduce the stock, barrel length and weight as much as possible while sacrificing heat dissipation, range, and some accuracy. |
M3DIC 2U
RED COLONIAL MARINES Covert Intervention
14
|
Posted - 2013.02.27 16:23:00 -
[3] - Quote
Iskandar Zul Karnain wrote:Im not against this idea but I'm worried CCP would go overboard and gimp tanks even more with this.
Trick is to figure what the standard loadout would be for ammo. So long as it isn't too emaciated I think the balance wouldn't be destroyed, only the tactics modified. |
M3DIC 2U
RED COLONIAL MARINES Covert Intervention
14
|
Posted - 2013.02.27 16:34:00 -
[4] - Quote
Takahiro Kashuken wrote:Give me a cargo hold and diff ammo types
Then give me the ability to kick out useless gunners so they do not waste my ammo
Then give me the ability to be able to fit a tank with no turrets on if i wish to do so
Then you can give vehicles ammo
I think ammo supplies should be seperate for each turret. Perhaps the smaller turrets drain the supplies of the gunner? Nanite breakdown of ammo into the new weapons? Large turret is based off of driver and supply of the vehicle?
I agree the driver should be able to no fit turret slots or replace with ammo, making it so you could equip additional plate or shield could push tanks to being too strong though. Also a thought in regards to technology and modules, a seat/turret yanked for ammo makes more sense... sort of a nanohive module slid into the gap. |
M3DIC 2U
RED COLONIAL MARINES Covert Intervention
14
|
Posted - 2013.02.27 17:01:00 -
[5] - Quote
Canari Elphus wrote:I think the thing to keep in mind is that what you describe requires organization and planning. While I think that this is an awesome idea for Corp battles, it would just add to the chaos of a PUB match where, as we know, organization and communication is somewhat 'limited'.
True, but not much beyond what it requires now for anyone who rolls as a heavy or MD and has to think, "Where will I resupply? Do I bring my own or hope someone is nice and drops them."
Also, nothing prevents a driver from loading his low slots with hives, dropping them in a safe zone and then remaining mobile while coming back to them to restock.
It would also require some thought from high level drivers beyond run and gun with the occassional duck to recharge to now consider ammo just as anyone who pulls out an AV fit must consider it to counteract the vehicle. |
M3DIC 2U
RED COLONIAL MARINES Covert Intervention
14
|
Posted - 2013.02.27 17:32:00 -
[6] - Quote
I see the point of a randumb destroying your ammo supply. This is why I think the ammo for it should come from them... would also force them out to refill potentially at times too and maybe cause more to carry hives to begin with.
As I stated in first post, installations wouldn't need a hive or anything but I do like the idea of a reload or restocking delay for turrets too.
In regards to being switching ammo, that might be a topic for its own thread. For now I think just adding the supply dynamic would enhance things. |
M3DIC 2U
RED COLONIAL MARINES Covert Intervention
14
|
Posted - 2013.02.27 19:09:00 -
[7] - Quote
Charlotte O'Dell wrote:+1. But nanohives have to work too and i want diff ammo types
Think it can be phased in this way:
Vehicles: 1. ammo limit and need for resupply. Hives/supply depots work, so same mechanics as restocking infantry, just potential to drain hive quicker. Supply depot radius for vehicles created but only to allow for fill and not force vehicle to ram installation
2. Small turrets are fed by gunner and drain his ammo, not the vehicles. Explained by nano deconstruction fed into vehicle system.
3. Modules to increase ammo storage AND/OR increase via turret skill upgrade (debateable which is better/worse)
4. Different types of ammo similar to EVE are integrated in. Different ammo has different loadout to compensate for type/size/explosive vs capacity of the vehicle (not all ammo is equal). Could be done as seperate purchase or as turrent type via increase in options in marketplace. Potential to have some only obtainable by build through EVE corporations/market ties into existing mechanics of EVE as well.
Installations: Blasters: 1. Ammo supply created with limit
2. Restock mechanic/cooldown created to simulate changeout by automatic system within installation. Self contained so no external hives/resupply necessary.
3. Way down road: OMS installations have limited internal resupply and can be filled with logistics vehicle to keep online. Those not brought in maintain infinite capability due to being a more "hardened" resource.
Supply Depot: 1. Potential: OMS Supply Depot has limited quantity of nanos thus making it a super huge nanohive vs infinite stream of gear. Base installations again are more "hardened" and thus infinite supply. Would increase reliance on EVE players to utilize resources consumed by DUST counterpart and increase OMS utilization in major corps battles. (Gives 'em something to do and reason to exist beyond Precision Strikes). "We've pushed the frontline and need resupply, drop it here." |
M3DIC 2U
RED COLONIAL MARINES Covert Intervention
18
|
Posted - 2013.02.28 14:49:00 -
[8] - Quote
Which makes more sense?
A: small turrets are supplied by the tank
B: small turrets are supplied by the gunners loadout
Main turret is supplied by the vehicle... no debate here. |
M3DIC 2U
RED COLONIAL MARINES Covert Intervention
20
|
Posted - 2013.02.28 22:26:00 -
[9] - Quote
Sloth9230 wrote:I like to think tanks have built in nanohives.
But even nanohives run out eventually |
|
|
|