So for a while Ive thought about ammunition and read a ton of threads about it on the forums.
Heres my takes on it:
Conditions:
=> Ammunition should not be required for all ships, nor should it be plainly better than energy fired shots.
=> Manufacturing should be intuitive.
=> It should be an additional weapon option that could be added to energy based ship but have its own downsides.
So:
=>2 types of shots, Energy and Ammunition.
=> Energy is what we have now, where large weapon systems convert energy into a weaponized form them immediately expel it from the ship.
=>Ammunition would be where the same weapon systems would produce the shot using energy (but with a penalty:?) and then essentially "bottle" it, with the number of required ammunition cases required being dependent on the damage of the projectile.
Manufacturing:
=>To manufacture, select the cargo container you wish the ammunition to go into with C, then press V on weapon system.
=>Whenever the Master computer recives a logic input, it will attempt to create projectiles at all out puts (if they have reloaded and there is enough energy) and then deposit them into the cargo container with each output creating a seperate "bottled" shot.
=>Each ammunition with different stats gets put into a separate slot.
=>Each "ammunition" is assigned certian stats:
--->>Damage {Taken from original output}
--->>Firing cost {Firing cost in energy, say 10% of original cost to produce}
--->>Reload {Taken from original output}
--->>Range {Taken from original output}
--->>Mass {Related to damage, lower damage projectiles have better mass efficiency}
--->>Launcher {E.g Missile, Beam ,Ion}
You can see these stats by mousing over the ammunition.
There could also be a total storage efficiency which is based off the total number of ammunition "groups" in the storage block, which multiplies the mass by (x%) if the number of different types of ammunition piles gets too high (so players dont have 500 slightly different types of ammunition in storage).
=>The major balancing factor of ammunition is its MASS
->To store ammunition, you need storage space. Ammunition will tend to require large amounts of storage, thus:
-->>The more ammunition, the heavier your ship becomes, and thus the slower it accelerates.
-->>High damage ammunition requires significantly more storage than low damage ammunition.
-->>Ammunition will only cost a fraction of the energy it cost to fire, however instead of requiring large power banks it will require large storage banks.
-->>Ammunition requires consumable "ammunition cases" to be built, more damage = more cases required to 'bottle' the shot.
-->>Ammunition is limited and does not replenish, energy does.
-->>If the storage is damaged, any excess mass will be ejected from the ship and ammunition lost.
Think of like instead of having a power bank that stores energy, you have a storage bank which stores ammunition.
Thus carrier based bombers could become viable!
They might only have enough storage for a few shots, but would give them a greater initial damage potential compared to energy based bombers. After fring off their shots, they would need to return to re-arm. Ammunition stored would be limited by storage provided, and when loaded would dramatically slow the ship.
Ammunition would also have a base energy cost (say 10% of original) to required a decent launching platform.
Firing:
To fire, create a regular weapon system, number of blocks in each part does not matter.
Select the Weapon system with C, then press V on the cargo container you want it to draw from.
When fired, the system will use compatible ammunition in whatever order they are arranged in the storage block, with the Weapon system having the reload time of the selected ammunition applied before it can be fired.
______________________________________________________________________________
So thats my take on ammunition ^_^
Quick summary,
-2 types, Energy weapons (current), Ammunition (new).
Energy requires stored power, Ammunition requires storage + small energy cost.
-Stored ammunition contributes towards a ships total mass.
-Simple way to manufacture
-Simple way to fire
-Ammunition will weigh down a ship, if storage space gets destroyed and doesnt have enough, ammuntion will be lost.
What do you guys think:?
Heres my takes on it:
Conditions:
=> Ammunition should not be required for all ships, nor should it be plainly better than energy fired shots.
=> Manufacturing should be intuitive.
=> It should be an additional weapon option that could be added to energy based ship but have its own downsides.
So:
=>2 types of shots, Energy and Ammunition.
=> Energy is what we have now, where large weapon systems convert energy into a weaponized form them immediately expel it from the ship.
=>Ammunition would be where the same weapon systems would produce the shot using energy (but with a penalty:?) and then essentially "bottle" it, with the number of required ammunition cases required being dependent on the damage of the projectile.
Manufacturing:
=>To manufacture, select the cargo container you wish the ammunition to go into with C, then press V on weapon system.
=>Whenever the Master computer recives a logic input, it will attempt to create projectiles at all out puts (if they have reloaded and there is enough energy) and then deposit them into the cargo container with each output creating a seperate "bottled" shot.
=>Each ammunition with different stats gets put into a separate slot.
=>Each "ammunition" is assigned certian stats:
--->>Damage {Taken from original output}
--->>Firing cost {Firing cost in energy, say 10% of original cost to produce}
--->>Reload {Taken from original output}
--->>Range {Taken from original output}
--->>Mass {Related to damage, lower damage projectiles have better mass efficiency}
--->>Launcher {E.g Missile, Beam ,Ion}
You can see these stats by mousing over the ammunition.
There could also be a total storage efficiency which is based off the total number of ammunition "groups" in the storage block, which multiplies the mass by (x%) if the number of different types of ammunition piles gets too high (so players dont have 500 slightly different types of ammunition in storage).
=>The major balancing factor of ammunition is its MASS
->To store ammunition, you need storage space. Ammunition will tend to require large amounts of storage, thus:
-->>The more ammunition, the heavier your ship becomes, and thus the slower it accelerates.
-->>High damage ammunition requires significantly more storage than low damage ammunition.
-->>Ammunition will only cost a fraction of the energy it cost to fire, however instead of requiring large power banks it will require large storage banks.
-->>Ammunition requires consumable "ammunition cases" to be built, more damage = more cases required to 'bottle' the shot.
-->>Ammunition is limited and does not replenish, energy does.
-->>If the storage is damaged, any excess mass will be ejected from the ship and ammunition lost.
Think of like instead of having a power bank that stores energy, you have a storage bank which stores ammunition.
Thus carrier based bombers could become viable!
They might only have enough storage for a few shots, but would give them a greater initial damage potential compared to energy based bombers. After fring off their shots, they would need to return to re-arm. Ammunition stored would be limited by storage provided, and when loaded would dramatically slow the ship.
Ammunition would also have a base energy cost (say 10% of original) to required a decent launching platform.
Firing:
To fire, create a regular weapon system, number of blocks in each part does not matter.
Select the Weapon system with C, then press V on the cargo container you want it to draw from.
When fired, the system will use compatible ammunition in whatever order they are arranged in the storage block, with the Weapon system having the reload time of the selected ammunition applied before it can be fired.
______________________________________________________________________________
So thats my take on ammunition ^_^
Quick summary,
-2 types, Energy weapons (current), Ammunition (new).
Energy requires stored power, Ammunition requires storage + small energy cost.
-Stored ammunition contributes towards a ships total mass.
-Simple way to manufacture
-Simple way to fire
-Ammunition will weigh down a ship, if storage space gets destroyed and doesnt have enough, ammuntion will be lost.
What do you guys think:?