Steering this back on track...
It is highly unlikely that we will implement tools, passives, or non-ammo related changes to the gunner in the near future. None of those would be testable until several months out, and don't forget the several months of testing that comes with new things. Furthermore, it breaks several design paradigms that are in place:
- Pilots tools can only be used on helm (aside from spotting, which are the only unique cases)
- Engineers tools can only be used while running around and on components
- Gunner ammo can only be used on a gun, while on a gun
There's a lot of inertia to stay that way because of how many of our systems are architected from UI, code, to design. Introducing tools will also introduce confusing and unclear interactions. Don't let this discourage you, though. Remember that we can put many of the effects of the proposed tools into ammo types.
If it really seems like we need to move towards breaking our own rules, we will. However, at this point there are other options (more diverse ammo) that are much faster to start testing on (next week even) and don't require us to strip out larges portions of the system.
RE: Unique behaviors per gun (linked/combo shot)
Interesting ideas sprinkled through those proposals. However, we can't do unique behaviors for each gun with 1 ammo type. Not only would it be unclear from a player to figure out what the ammo actually did (aside from testing each gun on their own or providing a wall of text to explain it), the code is not set up to handle those very specific cases, but the reasons not to do it have more to do with clarity and opacity of what the ammo is supposed to do rather than the actual implementation.
However, there may be something interesting about rewarding accuracy and consistency of shots. How a piece of ammo knows that and explaining that is another story
Ah, game-isms.