- Joined
- Dec 20, 2014
- Messages
- 62
- Reaction score
- 45
Weapons that use ammunition should NOT inflict more damage per shot than weapons without.
-But they should be able to inflict damage faster, weapons are currently limited only by the rate at which ammunition is manufactured, but you could have the weapon system continue manufacturing munitions to have surplus that can be spent at the highest possible rate of fire with no cost to power.
-Surplus munitions would need to be stored in an inventory linked to the weapon a role that cargo space blocks seem to be made for.
Ammunition should not have to be produced in factory blocks.
-Having to return to base and restock in order to have functional weapons systems is a logistical nightmare and would be really annoying. You could argue that you could carry around so much ammunition that it wouldn't matter but that defeats the point.
-Manufacturing ammunition would also limit the variety of ammunition available and be less scalable than
the current setup,
Ammunition inventory management
-Link inventories of separate weapons of the same type and transfer munitions between them. If you have enough space in cargo to hold the munitions those munitions can be fired from any size weapon of the same type.
-You can produce capital ship size munitions and load them into anything with the storage capacity to hold it.
Example:
You have cannon cpu linked to a pulse cpu you fire it once and it takes 16000 milliseconds to manufacture the next volley. You can link cargo space blocks to the cannon cpu and every 16000 milliseconds a volley is stored in the cargo spaces until the spaces are full. The stored volley can be fired at the speed of a cannon cannon linked cpu until munitions are fully depleted
Other Example:
You have a planet cracking missile on your capital ship, you move it to a significantly smaller bomber. You can launch it from any launcher that is linked to the inventory that contains the missile
-But they should be able to inflict damage faster, weapons are currently limited only by the rate at which ammunition is manufactured, but you could have the weapon system continue manufacturing munitions to have surplus that can be spent at the highest possible rate of fire with no cost to power.
-Surplus munitions would need to be stored in an inventory linked to the weapon a role that cargo space blocks seem to be made for.
Ammunition should not have to be produced in factory blocks.
-Having to return to base and restock in order to have functional weapons systems is a logistical nightmare and would be really annoying. You could argue that you could carry around so much ammunition that it wouldn't matter but that defeats the point.
-Manufacturing ammunition would also limit the variety of ammunition available and be less scalable than
the current setup,
Ammunition inventory management
-Link inventories of separate weapons of the same type and transfer munitions between them. If you have enough space in cargo to hold the munitions those munitions can be fired from any size weapon of the same type.
-You can produce capital ship size munitions and load them into anything with the storage capacity to hold it.
Example:
You have cannon cpu linked to a pulse cpu you fire it once and it takes 16000 milliseconds to manufacture the next volley. You can link cargo space blocks to the cannon cpu and every 16000 milliseconds a volley is stored in the cargo spaces until the spaces are full. The stored volley can be fired at the speed of a cannon cannon linked cpu until munitions are fully depleted
Other Example:
You have a planet cracking missile on your capital ship, you move it to a significantly smaller bomber. You can launch it from any launcher that is linked to the inventory that contains the missile
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