Forums » Suggestions
Damn sounds like Ray's doing all the hard work, you guys better be kissing his ass.
If the mass of the ammo is separate from the launcher, will we get the option to not reload it fully? For example, a sunflare launcher with 50% ammo is one third (?) lighter than a full one, so I could get a lighter initial ship at the cost of ammo..?
:D
:D
<sigh> All my ideas are too hard/time-consuming to implement. DAMN!
Although I think maybe you could only equip ammo if it's been jettisoned.
Although I think maybe you could only equip ammo if it's been jettisoned.
How about a simpler approach ala Quake and other FPS:
Picked_up_cargo_crate()
{
if (crate_has_ammo_based_weapon()) &&
(crate_weapon() == equiped_weapon()) &&
(crate_ammo() >= weapon_capacty() - current_ammo())
{
set_equipped_weapon_ammo(current_ammo() + crate_ammo());
destroy_crate();
...
}
...
}
Picked_up_cargo_crate()
{
if (crate_has_ammo_based_weapon()) &&
(crate_weapon() == equiped_weapon()) &&
(crate_ammo() >= weapon_capacty() - current_ammo())
{
set_equipped_weapon_ammo(current_ammo() + crate_ammo());
destroy_crate();
...
}
...
}
These suggestions are looking more and more like Escape Velocity at every turn. You buy weapons and ammo separately, your ship cargo is scanned by the feds, you have fuel for your ship (which is absurd, by the way)...
What about having them only stackable when you buy them from the store. In other words, when they have already been stacked on the store shelves, meaning they are already stackable. But once you "open the package" and install your weapon into your weapons port, they are no longer stackable.
What about having them only stackable when you buy them from the store. In other words, when they have already been stacked on the store shelves, meaning they are already stackable. But once you "open the package" and install your weapon into your weapons port, they are no longer stackable.