Weaponsmith Archive

Thread: On Ammunition. Ideas/Responses welcome.

Thodious
Sat Oct 25, 2003 1:36 pm
#1

KauraMonser wrote:


crafters need ammunition clips to give them more diverse weaponry, not to mention this gives another money sink.


--------------------------------------------


You don't seem to understand what a money sink is. Instead of removing creds from the game, this just moves it from player to player.



IMO ammunition is both unwanted, and unneeded.



Thodius






JAJTSTQ
KauraMonser
Sat Oct 25, 2003 1:59 pm
#2

oh, ok. i see what you mean by money sink now...



anyways, even if it isn't a money sink, the only reason ammunition is unwanted is because people dont want it required to use the guns. my post is about using ammunition to give guns different damage types, so if you want to use your FWG the way it is.. fine, but it will do heat damage. with ammunition, the FWG can shoot cold damage or acid, or whatever you want.



you are right, ammunition is not really needed, but we do need *something*, whether it is a looted componentor a crafted item that allows guns to have different damage types.



thanks for your input.




kaurak
RyeunDharow
Sat Oct 25, 2003 2:16 pm
#3

Adding different damage types would make the guns that are less useful now ie tangle, striker even less useful, causing players to simply go with the guns that have the bigger numbers even more.
EasyMcRhinopants
Sat Oct 25, 2003 2:39 pm
#4

For a while there, I was thinking about the idea of ammunition. And I have since decided it's a bad idea. Unless you allow damage types to be changed, there are really two reasons to have an ammunition system:



  1. To add a resource/money sink

  2. To add a "reloading" consideration to combat, affecting strategy.

The downside of ammo is thatit's a hassle (even if easily stackable). It would also add to the database load, which would probably crash the game


There are many other ways to add resource/money sinks, like, for instance, crazy decay penalties on death. So the real consideration would be the tactical consideration. Problem here isshots come so quickly, so reloading would probably befrequent. And if the reloading time is really long, then players are going todie after causing 1% damage toa rancor, and that wouldn't make anyone happy. If the reloading time is quick, then, that it would just get overshadowed by the refire rate of the weapon. Besides, if the devs wanted to make a certain weapon, or a certain class of weapon, slower, they could just change the refire rate (oh wait, they already are different).



EdOWar
Sat Oct 25, 2003 3:31 pm
#5

To make it so weapons can do different types of damage, instead of ammo maybe new types of power-ups can be implemented. Instead of giving bonus damage, speed, whatever, the power-up does Cold, Stun, Acid type damage, whatever. More or less the same difference I suppose, but it might be an easier sell if it was packaged as a new type of power-up instead of a new type of equipment called 'ammo'.


The only way I think ammo would be acceptable to combat players is for heavy weapons only. That way their disposable heavy weapons can simply be reloaded with a 30-40 round magazine instead of disappearing completely. It might also give novice weaponsmiths something they can sell other than WUK's, provided experimentation is notrequired to make the ammo clips.


Slim Vargo, Rori

LLJK_Griz
Sat Oct 25, 2003 4:02 pm
#6

Expendable mandatory ammunition is a Bad Thing.


Powerup-like items that offer different bonuses and drawbacks could be a good addition though. They could change damage type, armor rating, area effect, etc. To keep them from being too overpowered, they'd need some significant balancing factor like reduced speed, accuracy, range, or increased decay rate.




POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
KauraMonser
Sun Oct 26, 2003 12:31 am
#7

ok, please read all of it, ignore any confusing areas, and post your ideas. thanks.


to begin, combat professions will not like the idea of having to replace ammunition to use their weapons... so we need to find a way around this. we need them to WANT ammunition...


personally, ihate the idea of having ammunition required, but i think that it shouldbe in the game... with a different purpose.


first, ammunition should be stackable.if you haveever gotten 10 powerupsfroma vendor or bazaar, you understand why this is important. havinga crate of ammunition is not enough, the clips need to be stackable the way resources are. now, ammunition clips also need to have a limit... say 50 charges.. possibly less (read on to see why.)


second, we need to consider whether we are going to make every gun have a different ammunition clip or they will all use a standard clip. (ie, fwg is a heat weapon but striker is like a bullet weapon...).


for the sake of simplicity for weaponsmiths and combat players, weapon clips should only come in 4 main types.


1- carbine clip


2- rifle clip


3- pistol clip


4- melee (yeah, not an ammunition clip, but they need something none the less.)


(i left heavy weapons out, but they could also be put as a 5th type)


now that that is out of the way, i think ammunition should provide different EFFECTS for guns, rather than being something required to use a gun. the ammunition clips would allow guns to have different damage types, and this is why thecharges need to be limited.after a weaponsmith creates one of the main clips listed above, he/she would then decide on a damage type that will be applied to the clip. for instance:


acid,poison,thermite/napalm, stun, ETC.


all damage types, and even having armor piercing up to3 would work.


to keep the guns in line from being overpowered,the specialized armor piercing clips would have a slow reloading period, adding a base of 1 for ap1, 2 for ap2, and 3 for ap3. (needs tweaking, but you get the idea.)


armor piercing clips might need to be limited to ap1-2, or require high level certificates for using...(we dont want noobies with an ap 3 cdef )


the ammunition clips could beexperimented on for damage, ham usage, etc.


anyways, you guys get the idea of where i am going with this. after playing combat and crafting professions, i do see there is a need for something like ammunition clips. combat players need this so they have something to use against mobs with certain resistances, without having to stop using theirfavorite krayt weapon. crafters need ammunition clips to give them more diverse weaponry, not to mention this gives another money sink.



please post replies and tell me if this is a good or bad idea.




kaurak
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