Info > Feedback and Suggestions

Instant-ish Ammo Switching [New mechanic]

<< < (2/4) > >>

Queso:
Never judge an idea's merit based on difficulty to code. It's almost impossible to judge that from the player side standpoint unless you are familiar with what's going on. It also distracts from the idea itself, which is a pretty interesting one.

Crafeksterty:
Yeah thats the thing, we always over or underestimate developers ability to do things.
The big Go for Question is, Should they do it?

On this idea, the only things if put simply would be to "code" is. Ammo-Switch-reload of the like Dementio mentioned, pluss keeping track of ammo in a proportionate way. Now im probably underestimating.

What this changes is flexability to the gunners loadout. It feels like it can be at the very best spot of how engineers will wish they were gunners when gunning on a gun. As much as gunners would wish they were engineers when repairing. Atleast thats how i imagine it :P

obliviondoll:
I'm not entirely clear on the logic/lore being able to explain how you can swap what kind of ammo is in the gun without reloading it.

That said, however, the idea does seem like it has merit, and I can see simple solutions to a couple of the other objections here:


--- Quote from: Ceresbane on December 06, 2014, 10:23:06 am ---hard to keep track of in a HUD.
--- End quote ---

The HUD only has to show the current ammo count for the ammo type you're using. If the gun is at 50% ammo and you have an ammo type with 6 shots per reload, it will display 3 shots. If you switch that to a different ammo type with 10 shots per reload, the HUD will show 5 because it's still at 50% capacity.


--- Quote from: Dementio on December 06, 2014, 10:32:48 am ---Lochnagar might screw it though, since the gun will have 1 shot, which could be interpreted as 100% so within maybe 3 seconds you could have a fully reloaded burst hwacha, but that depends on how good the code is written, I suppose.
--- End quote ---

If the Lochnagar round can't be loaded into a less-than-full gun without a full reload, this would negate the problem entirely. Switching to Loch after firing even a single round with some other ammo type would automatically force a reload.

It could be a special feature of Lochnagar rounds, OR it could be a function which kicks in any time the ammo count on a gun would drop below 1 on a reload. If we use the reverse of the example from above, If you're using an ammo type with 10 shots per reload, then unload until there's only one left, maybe you wouldn't be able to switch to an ammo type that only gets 6 shots per reload. Or doing so will force a reload because you don't have a full unit of ammo in the chamber. It could just "discard" any amount of ammo below a full round. So while 5/10 -> 3/6 is a simple whole-number conversion, 6/10 -> 3.6/10 = ???. Which do you think? If it's above 0.5 do we "round up" and give them the bullet unless it's the last round in the clip? Or round down so ammo swapping with less than full ammo could be costing some of the clip as well as time?

Personally, I'd rather see forced rounding down on the ammo count (truncation is the mathematical term, but it's likely nobody cares). But hey, discussion point! Anyone else got ideas?

Also, another point of interest... if you decide to switch ammo types, but select the wrong type in the first instance, does the ammo-swap timer work like a reload timer where it's only locked in at the last second? Or would you reset the timer every time you switch ammo types?

Again, I have my own opinion, and that is that, for simplicity's sake with the current controls (I sometimes use the scroll wheel for ammo swapping), they should apply the current reload mechanics here as well. Switch ammo type to begin the timer, but until it ends, you can freely swap. This would also mean that cancelling a quick-swap and reverting to your already-used ammo type wouldn't cost extra time, just the 1.5s *IF* you notice before the swap completes.

When looking at the idea from a "realistic" perspective, my own suggestion for solving this issue would make a little more sense. Unlike this proposal, it explains how new ammo types make it into the gun, which this idea doesn't. That said, looking at things in relation to fun, game balance and user-friendliness, I think this suggestion is probably the better option. (Yes, I like someone else's idea more than my own. Problem?)

Also, because I can't remain 100% on-topic without saying SOMETHING to spoil it...

It's "amount" not "ammount" and "flare" not "flair". Although at least "flair" is a real word, just not the one you were looking for.

Crafeksterty:

--- Quote ---Personally, I'd rather see forced rounding down on the ammo count (truncation is the mathematical term, but it's likely nobody cares). But hey, discussion point! Anyone else got ideas?
--- End quote ---

That would fix some of the ammo bugs i mentioned.
But then it would also take away how one can churn out as many strong shots as possible in HF and Carronade/lumberjack. Which is something i personaly want to keep :P
Tbh it would be a better idea to have rounding down of the ammo count anyway to keep a consistency going.

SirNotlag:
its an interesting idea, would definitely increase the potency of gunners and the overall power of guns. I am personally not for it though its is just a massive boost to overall offence in the game. I'd have to see it in effect in the game but I feel that a chain gun that can switch quickly between incendiary and grease rounds would be able to whittle down armour incredibly fast with very little counter play.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version