Forums » Suggestions
A means to reload a players weapons from a Behemoth using turrets of some kind and onboard manufacturing of weapon payload.
+1
+2
+1
+ a lot
until more details are revelaed I'm -1.
Are we referring to shooting a player from a turret with some kind of energy that magically refills their ammo? and this is getting +1s?
Are you asking for a turret that refills a player's weapon stock? bleargh! Just dock with a station or capship; I feel this would be abused without some constraints.
Makes sense EMS would want this ability, and various people have advocated for a non-station-based method of reloading for ages. However, we now have tridents...which allow for free repairs/reloads anywhere you can park a dent. And the dent owners are always whining about how there's not enough unique/special about their hard-earned snowflakes, so I can see why they're against putting combat reloads in a smaller, easier to get package.
Still, it'd be nice to see more flexible gameplay and we already have magic repair guns. No reason we can't have magic ammo-building-nanite turrets.
+1
Still, it'd be nice to see more flexible gameplay and we already have magic repair guns. No reason we can't have magic ammo-building-nanite turrets.
+1
+1 , If shooting bots gives you magical green diamonds isnt magical and having a weapons turret is magical, I dont know what is anymore rar.
1) infinite TU mines / avalons on capships
2) aside from something else for EMS members to do, what purpose does this really serve? Allowing nefarious players to exist longer in hostile territory? That's about it. And there isn't really a good argument why that's needed.
3etc.) stats on how long it takes to "reload" are important...how many shots reloads how much ammo on which weapons? Should some weapons be unrefillable? Why in a turret and not a normal weapons port? Do reload guns reload reload guns?
2) aside from something else for EMS members to do, what purpose does this really serve? Allowing nefarious players to exist longer in hostile territory? That's about it. And there isn't really a good argument why that's needed.
3etc.) stats on how long it takes to "reload" are important...how many shots reloads how much ammo on which weapons? Should some weapons be unrefillable? Why in a turret and not a normal weapons port? Do reload guns reload reload guns?
1) infinite TU mines / avalons on capships
In what way is that broken mechanic an argument against the OP's suggestion?
One important tweak: the "reload gun" turret should i) have limited ammo like a repair gun, and ii) not itself be reloaded when on the receiving end of a "reload shot". Otherwise two players equipped with them will be an infinite source of reloads, which seems broken.
In what way is that broken mechanic an argument against the OP's suggestion?
One important tweak: the "reload gun" turret should i) have limited ammo like a repair gun, and ii) not itself be reloaded when on the receiving end of a "reload shot". Otherwise two players equipped with them will be an infinite source of reloads, which seems broken.
What broken mechanic? I'm just saying it might not be a good idea for Tridents to have easily reloadable TUs and avalons.
Otherwise two players equipped with them will be an infinite source of reloads, which seems broken.
"i)" is sufficient for preventing infinite reloads.
Otherwise two players equipped with them will be an infinite source of reloads, which seems broken.
"i)" is sufficient for preventing infinite reloads.
Wait; don't we have a mechanic for guns that are disposable - I.e. only one use AT ALL? IF this kind of weapon were made (which I hope it doesn't), have it be a single shot disposable heavy port object that restores a limited number of shots to the target's ports.
Even so, this kind of item defies logic; based on merely the ship's currently equipt weapons, nanites automatically know how to turn themselves into x/y/z weapon items? Missile fuel, etc?
Nahhhh.
Even rep turrets are hard to explain, other than "nanites don't really REPAIR the ship as much as they just become a patch job; they fill holes in your hull with their lives." that's just my view of it.
Even so, this kind of item defies logic; based on merely the ship's currently equipt weapons, nanites automatically know how to turn themselves into x/y/z weapon items? Missile fuel, etc?
Nahhhh.
Even rep turrets are hard to explain, other than "nanites don't really REPAIR the ship as much as they just become a patch job; they fill holes in your hull with their lives." that's just my view of it.
Rationalizing according to "real life" is not as important as according to gameplay. Of course it makes no sense that a gun could replace ammo... if that was the case then certainly someone would have discovered a way to make all guns self replace their own ammo, but then that would make all ammo based weapons OP. Can you imagine unlimited avalons???
But anyway, seeker missiles aren't refillable. Concussion rails used to also not be refillable but they changed that.
But anyway, seeker missiles aren't refillable. Concussion rails used to also not be refillable but they changed that.
+1
I just like EMS.
I just like EMS.
What about a lootable cargo that after a small timer reloads your ships ammo and then is ejected empty?
Reasons not to implement something:
1. It is game breaking.
2. It contradicts Incarnate's vision.
3. It doesn't make sense.
Reasons to implement something:
1. It makes gameplay better.
2. It makes sense.
3. It fixes a broken design.
This suggestion in no way breaks the game by providing a turreted player a way to reload a TU or avalon of another player. The worst that can happen is the player can use them more often for less expense. It's not like a deployed TU can be picked up by a passerby and reused.
This makes sense because we already have repair functionality. To have repair functionality but not reload functionality, is a broken design, which is a reason to implement this.
1. It is game breaking.
2. It contradicts Incarnate's vision.
3. It doesn't make sense.
Reasons to implement something:
1. It makes gameplay better.
2. It makes sense.
3. It fixes a broken design.
This suggestion in no way breaks the game by providing a turreted player a way to reload a TU or avalon of another player. The worst that can happen is the player can use them more often for less expense. It's not like a deployed TU can be picked up by a passerby and reused.
This makes sense because we already have repair functionality. To have repair functionality but not reload functionality, is a broken design, which is a reason to implement this.
It can be argued that enabling TU and Avalon refills upon tridents without re-docking them removes a balanced and accepted tradeoff. The same notion applies to all ammo-based weapons, but is more potent in regards to the higher damage ones, as it almost completely negates the purpose of their low ammo limit (again, specifically in regards to Tridents).
Add to this the fact that a reload gun could be refilled limitlessly inside a player-owned trident, it effectively grants a two-man team (or a person and their alt account) the ability to provide unlimited TU and Avalon use from a Trident captain. As a trident captain myself, I'm not sure that this would be a good thing. As it stands now, when a Trident drops both TUs, the attack strategy against it alters since they know it will remain "out of ammo" until it manages to dock somewhere. If, instead, someone in a Trident could jump to an empty sector, reload themselves, and then be just as dangerous as before with a full load of TUs or Avalons, then the balance is tipped further towards the Trident Captain. I don't see any gameplay/sensical/fixing reason for this.
This makes sense because we already have repair functionality.
No, it doesn't. That one portion/aspect of a player's status can be replenished from a lower state does not automatically mean that all portions/aspects of a player's status should be.
Add to this the fact that a reload gun could be refilled limitlessly inside a player-owned trident, it effectively grants a two-man team (or a person and their alt account) the ability to provide unlimited TU and Avalon use from a Trident captain. As a trident captain myself, I'm not sure that this would be a good thing. As it stands now, when a Trident drops both TUs, the attack strategy against it alters since they know it will remain "out of ammo" until it manages to dock somewhere. If, instead, someone in a Trident could jump to an empty sector, reload themselves, and then be just as dangerous as before with a full load of TUs or Avalons, then the balance is tipped further towards the Trident Captain. I don't see any gameplay/sensical/fixing reason for this.
This makes sense because we already have repair functionality.
No, it doesn't. That one portion/aspect of a player's status can be replenished from a lower state does not automatically mean that all portions/aspects of a player's status should be.
-1 is where I'm going after reading this discussion.
Greenwall is right. Tridents, like the X1s, are already overpowered .
For example... unlimited reloads when there should be a repair and reload stock to keep inside the trident to reload and repair the ships and their weapons.First, let trident captains carry repair materials and reloads for the weapons that they want reloaded in the quantities they want to reload them. Fix my example and maybe come back to reload turrets and I'd +1 it.
There should be tradeoffs for the dent owner... how many gems, swarms, jacks, flares and reload turrets they want to reload before anything like this is done.
Greenwall is right. Tridents, like the X1s, are already overpowered .
For example... unlimited reloads when there should be a repair and reload stock to keep inside the trident to reload and repair the ships and their weapons.First, let trident captains carry repair materials and reloads for the weapons that they want reloaded in the quantities they want to reload them. Fix my example and maybe come back to reload turrets and I'd +1 it.
There should be tradeoffs for the dent owner... how many gems, swarms, jacks, flares and reload turrets they want to reload before anything like this is done.