Forums » Suggestions

Ammunition-based weapons equipped on player capships should auto-reload.

Sep 29, 2011 abortretryfail link
Ammunition-based weapons equipped on player capships should auto-reload. It seems silly to me that they don't.

Consider this: You can re-stock Ragnaroks with 134 missiles over and over in the docking bay... for free, but you can't reload your own FireCracker turrets and Chaos Swarm launcher? Gimme a break!

A good way to implement this could be to work off of a timer, say 5 minutes after the last bit of ammo is fired, the launcher reloads. It won't be nearly as cheap and exploitable as the leave-and-re-enter-turret trick that works on the NPCs, but it would make it more practical to carry ammo-based weapons on a ship that can only be docked to reload in 1 place.

Also: FireCracker turrets need bigger magazines. They hardly do any damage at all, and concussion blasts aren't game-breaking.
Oct 27, 2011 abortretryfail link
Shameless bump, because I think the way it works now is silly as hell.
Oct 28, 2011 Pizzasgood link
Yes, do this.
Oct 28, 2011 tarenty link
So, infinite biocom mines. Or would it only apply to turrets?

+1.
Oct 29, 2011 Pizzasgood link
Turrets should reload for free. Normal weapons should cost the same as if you were one of the docked people clicking "reload".

Question: Does reloading on a player-owned cappy cost money? If not, it should. Also, the owner should get all or a portion of that money (except when he reloads his own weapons, of course).
Oct 31, 2011 Alloh link
+1 for turrets, but why not make it infinite ammo, with constant reload rate?
Why can a cappie infinitely reload any weapon for docked ships, for not for itself?

Best world would be that capship owner must purchase and load as many ammo crates as desired, within cargo capacity, then every reload (docked ships, turrets, pilot weapons) comes from these crates, reducing the cargo. Owner must pay for ammo, but can charge other ships for reload, with automated procedure.

But since it is way more complex, and now Repair and Reloads for docked ships are infinite, we should have also infinite Repairs and Reload for cappies' turrets and pilots weapons... (Cappie repair is off-topic, but related, cappie should self-repair slowly when parked and not being attacked.)
Oct 31, 2011 abortretryfail link
Self-repair is lame. Spaceships don't heal, and besides, you can have one of your gunners undock and use a repair module. Repairs in the field aren't a problem, we have a way to do that already.

I really think this should apply to all of the weapons equipped on the ship. Why limit it to only turrets? The capship pilot might not always be using a biocom mine, they might have chaos swarms or prox mines instead.

If there's an issue with balance i guess different types of weapons could have different reload times, say 180sec for chaos swarms and 10min for the biocom mines?
Oct 31, 2011 Pizzasgood link
Alloh, it can repair docked ships because the docked ships can be moved into a repair bay or whatever. The repair facilities are inside, not outside, so it makes sense that it can't repair itself. Also, that way it's consistent with repair guns, which don't allow a fighter to repair himself either. Repairs require a second ship. Kill the cappie's repair ship and it can no longer rep (until he returns of course).