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Making ammo type determine damage type

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Barbariandude:
I was talking to Seamus S, and he had the most interesting idea which would fix the problems of galleons being underpowered with anything other than lumberjacks, gatling + flak being mandatory on almost every ship as they have the highest anti-armour damage and highest anti-hull damage, respectively, and gunners being underpowered compared to engineers as you don't need more than 1 ammo type for the vast majority of guns. Just make ammo type determine damage type.

This would make which guns you take largely a stylistic choice depending on your playstyle, and would allow far more options for loadouts other than just gatling + flak for brawling. It would also allow heavy weapons to actually strip armour, which would make brawling galleons viable, and it would make gunners much more needed as you could switch from anti-armour to anti-balloon to anti-hull ammo type as needed.

Opinions?

NikolaiLev:
This was an idea I had long ago, but deemed it too radical to bother suggesting.  I'm pleased someone else has considered it though.

An ammo type could change direct, AoE or both to a certain type.  It could also just turn a certain % of total damage into a given ammo type.

Any way you slice it, this would make gunners very interesting, and would help bring more weapons into the spotlight.

It'd take some careful tweaking so that, say, dual light flak with one/both using piercing ammo isn't as good as a dedicating piercing weapon + a dedicated explosive weapon.  But still.

Barbariandude:

--- Quote from: NikolaiLev on May 26, 2013, 05:39:16 pm ---It'd take some careful tweaking so that, say, dual light flak with one/both using piercing ammo isn't as good as a dedicating piercing weapon + a dedicated explosive weapon.  But still.

--- End quote ---

Well, the flaks with piercing ammo would lose the explosive damage type, so they wouldn't do much damage to the hull, just strip the armour, meaning it wouldn't be terribly OP. This idea kind of throws away "dedicated" explosive/piercing/flechette weapons, except as the damage the default ammo type does.

Seamus S:
I just think this makes more sense for most of the guns. A cannon is just a tube after all. It can fire explosive rounds, flechettes, AP rounds, incendiary rounds, etc. I think this would also make gunners much more valuable to a ship's crew.

Squidslinger Gilder:
I like this idea. Would make gunners very viable for competitive play. You could have them changing between armor piercing and other types for any gun which would extend the usage of others. I'd really love to see shatter added to the regular mortar. I think the burst from it would be crippling at close range. Which would be doable if there was ammo types like this.

Really this wouldn't be a radical change but more of a refinement of the gun system.

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