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Ammo that changes the secondary damage type of a gun..
Sarabelle Marlowe:
--- Quote from: Indreams on March 10, 2015, 06:27:00 pm ---Like, incendiary ammo should just change the secondary damage to fire, instead of adding chance for fire. Heatsink should change secondary fire damage to something else. Stuff like that.
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Ahh, something like that I can see potential. I thought like putting in new ammo types that would outright change things instead of tweaks.
Dementio:
Because it is relevant, awkm already voiced his opinion on that changing damage type thing:
--- Quote from: awkm on July 15, 2014, 10:43:54 am ---RE: Changing Damage Types
I've thought about it but realized it is incredibly risky. Why? It's because of information and response. As a Captain, I can generally understand what kind of strategy you're going to employ by your ship, its loadout, and your crew's loadout. If suddenly your guns are doing something not what I expected then it can become unpredictable (in the bad way). Even if I know that your Gunner has these ammo types, each gun could potentially have 4 functions. Multiple that by the number of guns then you get a possibility space that is almost impossible to predict.
If you imagine Poker, it's like if you had your hand and also a supplementary 2-3 cards where you could switch a card in your hand with a supplementary card whenever you wanted. Poke suddenly becomes very difficult.
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--- Quote from: awkm on July 15, 2014, 05:41:35 pm ---Even with the ammos we have now. The gun and its damage types defines much of its role. The ammo only augments their uses slightly.
I fear that if we completely change the role of each gun just because we have this or that ammo, then why bother looking at your enemy's loadout? Why bother having different guns in the first place? Ammo will become the defining element.
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Caprontos:
--- Quote from: Dementio on March 10, 2015, 09:14:28 pm ---Because it is relevant, awkm already voiced his opinion on that changing damage type thing:
--- Quote from: awkm on July 15, 2014, 10:43:54 am ---RE: Changing Damage Types
I've thought about it but realized it is incredibly risky. Why? It's because of information and response. As a Captain, I can generally understand what kind of strategy you're going to employ by your ship, its loadout, and your crew's loadout. If suddenly your guns are doing something not what I expected then it can become unpredictable (in the bad way). Even if I know that your Gunner has these ammo types, each gun could potentially have 4 functions. Multiple that by the number of guns then you get a possibility space that is almost impossible to predict.
If you imagine Poker, it's like if you had your hand and also a supplementary 2-3 cards where you could switch a card in your hand with a supplementary card whenever you wanted. Poke suddenly becomes very difficult.
--- End quote ---
--- Quote from: awkm on July 15, 2014, 05:41:35 pm ---Even with the ammos we have now. The gun and its damage types defines much of its role. The ammo only augments their uses slightly.
I fear that if we completely change the role of each gun just because we have this or that ammo, then why bother looking at your enemy's loadout? Why bother having different guns in the first place? Ammo will become the defining element.
--- End quote ---
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Well that's a sensible reply. It would probably have a lot of unintended? consequences. - As someone above said balance would be difficult - if only because of so many different kinds of guns to consider.
Also it maybe fall in to just making guns even better at what they do.. by giving them the same secondary.. so they pop balloons easier, or break armor quicker.. or a part or the hull.. etc.. Which wouldn't actually help so much.
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