Another idea that was emailed to me:Instead of going more niche and extreme, make an ammo that is pretty general with smaller buffs. This may make it more attractive for an Engineer to take a more general ammo than specializing in one thing or another when it's not really their job too. This may mean the existing ammo needs a healthy push into one niche or another to make it work. The idea is interesting is because it takes the opposite approach. Gunner = Specializes in situational damage dealing. Engineer = Specializes in situational repairs.
RE: Normal AmmoInteresting idea. Although it's kind of troublesome that all guns will be unloaded and you have to sit there and load everything in before a match. Guns like flare would be hideous to load at the start of the match. Basically what this may collapse to is racing towards each other, trying to load each gun (maybe even choosing guns that reload the fastest), and whoever loads their guns first wins. It almost sounds like a Western quick draw shootout at high-noon. I like the concept but I worry about how it'll affect the phases of combat. It's pretty dramatic. If there was a way for guns to be loaded when you start... guns are loaded randomly with the collective ammo that everyone has brought? I hate randomization but the captain choosing what ammo each gun takes based on the collective ammo of his/her crew would increase an already painfully long Readying time and make it excruciating—definitely don't want to do that.
RE: Loading gun at last secondWe've actually jumped back and forth between this. While the interaction is totally weird as it is now, we felt that it was less punishing and allowed players a degree of freedom to react. Reloading and locking the type of ammo means that if the combat situation changed with those 4-12s would mean you'd be really screwed... especially if ammo became more niche. It's a huge risk. Being able to switch ammo at the last second mitigates some of the risk; some of the risk still lies in the fact that the gun is reloaded (unusable) but at least you can recover and respond in a more meaningful way than not being able to use your gun because it has an ammo that doesn't work for the current situation.
This issue was one of the biggest decision issues we wrestled with. We're still willing to look at it again, though. This change would be required if we decided to have guns unloaded at the start of a match. This means the first thing that everyone does is:
- Pilot starts steering and setting up position
- Engineers buff or load ammo
- Gunners load ammo, but since they have more variety and don't have buffing responsibilities it'll likely be up to gunners.
So what it should be at the beginning/recoup phase:
- Pilot steers
- Engineers buff the ship
- Gunners load ammo
RE: buff hammerCan definitely look into this as well.
RE: the ideas so farI really appreciate the feedback and your ideas. There definitely a lot of crazy ideas out there... some you may think are totally jokes may actually be rather interesting.
The timing of when these changes drop will be... 'interesting'. It's like asking if I want to fight 20 five year olds or if I want to fight one five year old that is 20 ft tall. It definitely seems like highlighting the gunner means I have to nerf some engineer stuff too.