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Author Topic: Slow infinite magazine reloads. Or an arsenal ship mod.  (Read 4697 times)

evil713

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Slow infinite magazine reloads. Or an arsenal ship mod.
« on: November 24, 2015, 08:09:09 PM »

What I am proposing is that for weapons such as projectiles and missiles they have a clip or magazine of ammo, burn through that, then spend time reloading from a near infinite supply.

So for example the srm pods, would still have their normal ammo of 12, and their normal fire of 4 at a time, but when those twelve were gone the launcher would start a reloading bar to load a new dozen missiles, and that would take time.

by having a slow infinite reload this gives pauses in the output of fire that can be exploited by others to attack. Tying it to the ships endurance countdown would also be effective, when your ships effectiveness hits zero, the ammo well dries.

This slow reload would also make single missiles viable rather than a one off pray for a magic bullet.

#####

option 2 would be a new ship mod "arsenal bays". The mod would increase the missile ammo storage to 400% normal and reload time would be half, but ship health would be reduced by 65%. Using the aforementioned pod its ammo would be increased to 48, since missiles are the only ammo weapon left (mostly) it would give an option of staying power vs weakness.

could be graded to ship size ie 200%/300%/400%/500% ammo size. half reload time and ship health -65% would stay the same overall.
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Abradolf Lincler

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #1 on: November 24, 2015, 08:51:07 PM »

What version are you playing???
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Midnight Kitsune

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #2 on: November 24, 2015, 10:01:23 PM »

What I am proposing is that for weapons such as projectiles and missiles they have a clip or magazine of ammo, burn through that, then spend time reloading from a near infinite supply.

So for example the srm pods, would still have their normal ammo of 12, and their normal fire of 4 at a time, but when those twelve were gone the launcher would start a reloading bar to load a new dozen missiles, and that would take time.

by having a slow infinite reload this gives pauses in the output of fire that can be exploited by others to attack. Tying it to the ships endurance countdown would also be effective, when your ships effectiveness hits zero, the ammo well dries.

This slow reload would also make single missiles viable rather than a one off pray for a magic bullet.

#####

option 2 would be a new ship mod "arsenal bays". The mod would increase the missile ammo storage to 400% normal and reload time would be half, but ship health would be reduced by 65%. Using the aforementioned pod its ammo would be increased to 48, since missiles are the only ammo weapon left (mostly) it would give an option of staying power vs weakness.

could be graded to ship size ie 200%/300%/400%/500% ammo size. half reload time and ship health -65% would stay the same overall.
We had magazines for ballistic guns but it was not well liked and was shot down. As for missiles? YeaNO. Missiles are balanced by their low ammo pool
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Serenitis

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #3 on: November 25, 2015, 12:35:24 PM »

As for missiles? YeaNO. Missiles are balanced by their low ammo pool
Counterpoint: Missiles are balanced by being a royal pain to fight against in any number, and the AI is pretty smart about using them to cause you maximum grief.

Regenerating missiles help the AI more than it helps you, and it just so happens to (imo) make battles that little bit more fun.
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Abradolf Lincler

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #4 on: November 25, 2015, 01:11:19 PM »

As for missiles? YeaNO. Missiles are balanced by their low ammo pool
Counterpoint: Missiles are balanced by being a royal pain to fight against in any number, and the AI is pretty smart about using them to cause you maximum grief.

Regenerating missiles help the AI more than it helps you, and it just so happens to (imo) make battles that little bit more fun.

My wolf that escorts my flagship is so stupid when it comes to missiles, it dumps all 8 of its harpoons on the first thing it sees, really annoying.
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Thaago

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #5 on: November 25, 2015, 01:45:01 PM »

As for missiles? YeaNO. Missiles are balanced by their low ammo pool
Counterpoint: Missiles are balanced by being a royal pain to fight against in any number, and the AI is pretty smart about using them to cause you maximum grief.

Regenerating missiles help the AI more than it helps you, and it just so happens to (imo) make battles that little bit more fun.

My wolf that escorts my flagship is so stupid when it comes to missiles, it dumps all 8 of its harpoons on the first thing it sees, really annoying.

Mine definitely does not! What personality are you running with it?
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Alex

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #6 on: November 25, 2015, 01:48:15 PM »

My wolf that escorts my flagship is so stupid when it comes to missiles, it dumps all 8 of its harpoons on the first thing it sees, really annoying.

(99% chance you've got that weapon group on autofire.)
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evil713

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #7 on: November 25, 2015, 04:24:10 PM »

I'm playing the most recent version.

And regenerating mags can be balanced with a really long reload time. To be honest I don't care about the projectile weapons, I am way missile focused.

It's worked for salamanders. Kindof
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Megas

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #8 on: November 25, 2015, 04:30:37 PM »

The problem with clip ballistics is either the clip is big enough that it did not matter or it was small enough that your DPS was roughly half max DPS in any prolonged battle.
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Midnight Kitsune

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #9 on: November 25, 2015, 04:45:43 PM »

My wolf that escorts my flagship is so stupid when it comes to missiles, it dumps all 8 of its harpoons on the first thing it sees, really annoying.

(99% chance you've got that weapon group on autofire.)
Nope, just took a wolf escort with Haxpoon racks on it and it dumped about 5 or 6 of them on a fresh Enforcer. I see the AI doing this alot as well on the enemy side. I THINK it has to do with shield coverage as they seem to go after ships that have like 300 or so shield arc
Edit: Yep, but I think the problem is only with destroyers and below. Here is how I tested it:
Grabbed my Medusa which has a front shield and extended shields giving it a total of 300 arc
Challenged a sim hammerhead and it dumped 6 harpoons at me as soon as it got in range. Looks like these ships are blowing around half their missile loads at ships that they THINK are vulnerable (exposed armor) but really aren't
« Last Edit: November 25, 2015, 04:54:13 PM by Midnight Kitsune »
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Wyvern

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #10 on: November 25, 2015, 07:48:39 PM »

The problem with clip ballistics is either the clip is big enough that it did not matter or it was small enough that your DPS was roughly half max DPS in any prolonged battle.
The problem with clip ballistics is that they were all set to reload at half the firing rate, and there was no hull mod to increase that reload rate.  In other words, it wasn't given a sufficient try.  It'd be as if Alex had implemented CR, and then backed it out in the next bug fix patch.
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Wyvern is 100% correct about the math.

BillyRueben

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #11 on: November 25, 2015, 08:17:46 PM »

The problem with clip ballistics is either the clip is big enough that it did not matter or it was small enough that your DPS was roughly half max DPS in any prolonged battle.
The problem with clip ballistics is that they were all set to reload at half the firing rate, and there was no hull mod to increase that reload rate.  In other words, it wasn't given a sufficient try.  It'd be as if Alex had implemented CR, and then backed it out in the next bug fix patch.
The problem with clip ballistics was that it was a solution looking for a problem. The gameplay hardly changes with or without them, so might as well get rid of it.
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Voyager I

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #12 on: November 25, 2015, 11:54:24 PM »

The problem with clip ballistics is either the clip is big enough that it did not matter or it was small enough that your DPS was roughly half max DPS in any prolonged battle.

I think there's definitely design room for a ballistic weapon that functions somewhat similarly to the Autopulse, but we definitely don't need every ballistic weapon to work that way.
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Abradolf Lincler

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #13 on: November 25, 2015, 11:59:12 PM »

My wolf that escorts my flagship is so stupid when it comes to missiles, it dumps all 8 of its harpoons on the first thing it sees, really annoying.

(99% chance you've got that weapon group on autofire.)

The ship in question is AI driven.
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Serenitis

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Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« Reply #14 on: November 26, 2015, 11:48:06 AM »

Mine definitely does not! What personality are you running with it?
Agreed.
I have two Wolves, one with a "cautious" captian and one with no captain. Both of them are always save thier missiles for shieldless targets, which is the exact same behaviour they had in the previous release.
I have never seen an AI ship fire harpoons at a live shield. They always wait for the shield to drop before dumping 4 or 5 missiles on your face.

For all it's quirks and failings, the AI is very smart about when to use missiles. (Except annihilators, which it does spray everywhere like a kid with a squirt gun.)

I always set my missile groups to non-autofire though even for AIs. I wonder if I changed them it would replicate this trigger happy behaviour?
If it does it seems like a pretty useful switch between "surgical strike" and "burn everything".
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