Info > Feedback and Suggestions
Call for Gunner Ammo Ideas
awkm:
Again, we do not want to introduce any more exceptions than we have to. This is not a 'no'.
No conclusions can be made without proper testing. This means that these kinds of passives, tools, etc... could be the solution. However, they're definitely not going to be tested first because of the time it would take to implement them. The thing that can be easily implemented and tested is more ammo or tweaks to ammo.
Again, I'd like to hear ideas for new ammunition or changes to current ammunition... or even changes to Engineer tools (like buff) to increase the desire of Gunners on a ship.
If tests prove that ammo doesn't solve anything, I'll take suggestions on new mechanics.
Richard LeMoon:
Trying to keep with awkm's base, easy-to-change criteria, yet keep things useful. Pros and Cons color coded.
Lesnagar (Rail Ammo):
+100% damage
+200% projectile speed
+50% projectile lift
+20% ignition chance
Removes arming time (DONT USE ON MINES!).
Single shot.
50% proportional damage to gun per clip.
Adds 10 stacks of fire to your gun, chem or not.
-120% rotation speed
Hyper velocity ammo. From the insane minds that brought you Lochnagar, we now have Lesnagar! All the benefits of Lochnagar and Lesmok, with twice the danger! This devastating ammo requires both a gunner and engineer to use, and pilot to aim.
Anti-gravity rounds:
+[whatever it takes]% lift to make arcing rounds go up instead of down.
"What goes up must take them down."
Aries Clip:
+1000% damage.
Removes arming time.
Single shot.
Destroys gun. (could it automatically fire as soon as loaded?)
Range reduced on all guns to <5 meters.
"Why did you name this infernal contraption the Aries?"
"Simple, sir. Aries' symbol is the ram."
Ammo types that don't fit so well in the easy to do restrictions, but would make gunners far more desirable:
Buff Rounds:
100% buff over the progression of the clip.
-20% damage.
"She don't do much now, but wait till you see what comes next.
Tinker Clip:
Gun is fixed (options below) by this clip.
Gun fixes itself when broken?
Damage modifiers? Reduction in firing speed? Fewer rounds?
"Engineers? We don't have time for bloody engineers!"
Going with gunners needing to fix their own guns, make a special mechanical clip that fixes the gun while firing. Opposite of the DevApp special damage modifier ammos. This frees the gunner up to take something other than pipe wrench.
Options:
Rate of repair? 50-100% repair over full clip? Would greatly benefit low ammo, fast reloading guns. Not so great on high ammo or slow loading guns.
-OR- Instant fix when reloaded, like heatsink or a pipe wrench tap. More beneficial to all but long reload guns.
-OR- Constantly repairs guns while loaded. Would benefit large clip, long-firing guns, as well as load and forget. Would require more code changes.
Richard LeMoon:
Is there possibility of having ammo types that change the turning range of guns? Another player asked as well, I think. If there is, I would add:
Overclock:
+ X% turning range.
Damages gun while firing.
"We didn't need these safety stops in the first place."
Lefties/Righties:
Shifts the gun's entire turningrange left or right. -10% left, + 10% right, for example.
Con is that you lose range in the other direction, and use normal ammo.
awkm:
Test for experimental ammo is now on Dev App for brave testers.
SirNotlag:
--- Quote from: awkm on May 21, 2014, 02:55:56 pm ---RE: Instant/Passive Effects
Yeah, it fits in the overall design paradigm of when what skills are used when. However, the other thing to note is that while it is a Gunner item, it behaves differently from ammo. Now, something that's in the same class of items (the Gunner slots) doesn't do the same thing as the others. So far, the only exception are the two Spotting tools... they're Pilot tools but are used while running around.
In the case of an instant/passive gunner skill that is activated while on a gun, the item doesn't force a reload. Having this item activated will also produce a strange interaction with reload. Under the current reload mechanics, you will reload to whatever ammo you have selected. However, I won't necessarily have an ammo selected now. What do I reload? It would make sense to reload whatever was previously in the gun if I have that ammo... but how do I know what was in the gun? You can see where this goes. Not that we can't solve the issue, it's already steepening the uphill battle that we're trying to fight in making choosing Gunners more desirable than Gungineers.
A lot of the difficult issues end up being clarity of behavior and how to tell players what is going on in a way that is clean (UI) and intuitive. Intuitive and clean usually mean as simple as possible.
Just to make it clear, I'm not shutting anything down outright. I want to let everyone know all the considerations that need to be taken into account before things are set into motion, and then to steer the feedback into a direction that is more immediately actionable. There are numerous good ideas so far that I'm working into this big change.
--- End quote ---
So my previous example for the "auto loader" does not run into a lot of these problems, selecting it would force a reload and having it selected would just start another reload. I'm not the only one to suggest something like this either, but my favorite part about it is its simple with no affects except when the gun is reloading.
Anyway enough about that there are plenty who agree with me( just look at the number of suggestions for something that does this effect, I can't clam it as my own idea anymore :) ) and those that don't as i would argue that there may be some builds that would take the third ammo choice over faster reloads but I cannot think of any so i have to agree that it would likely become a mandatory gunner tool.
I find it really hard to come up with new ammo types that would be useful in very specific situations but ill give it another try.
How about Flash power Clip:
drastically reduce range by -70% or something, arming time is reduced by 80%, rotation speed of the gun is doubled, reduced damage by -35% ( basic idea for this ammo would be if you were fighting point blank, it allows weapons with arming times to still be very effective)
As for previously mentioned ammo i like the idea of some sort of acidic ammo that does more damage on each subsequent hit, and i also love the idea for ammo type that adjust the arcs, even if one adjusts it right and another adjusts it left, it would make gunners ability to carry three ammo types very nice.
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