Forums » Suggestions

Replenish Ammunition by Scooping Weapon Drops

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Aug 12, 2018 neon black link
Allow for the reloading of ammunition by scooping dropped modules of a like ammo type.

Example: A SkyProm destroys a dual-Sunflare CorMaud in Sedina B8, the ammo remaining in the CorMaud pilot's dropped sunflare modules can be scooped by the SkyProm pilot to replenish his own Sunflare ammo.

- [TRI] Neon Black
Aug 12, 2018 Dilan Rona link
+1
Aug 13, 2018 scared star link
+1
Aug 13, 2018 Whistler link
Whoa, it's 2002 again!

Sorry, I don't have any images from back then. There used to be powerup cargo crates with different weapons.
Aug 13, 2018 scared star link
Whistler link?
Aug 13, 2018 Niki link
space quake power ups!
Aug 13, 2018 Roda Slane link
So, I can fly a skyprom with a cargo load of sunflares, and when I go into battle I drop the cargo of sunflares, and every time I get low on flares, I run back to the cargo drop and reload?

Sunflares are already extremely powerful, and an all energy fighter generally will make a point to run an opponent out of flares before moving in close. This change could considerably increase the utility of ammo based weapons. On one hand, capships are already doing this, by being utilized for reloading ammo based weapons. So to some extent, you are only evening up the score for people without capships.

I think I just talked myself into it.

+1
Aug 13, 2018 Aryko link
Yes but only after this https://www.vendetta-online.com/x/msgboard/3/35030 is implemented.
Aug 13, 2018 Pizzasgood link
+1. Would make fights more interesting, and could provide a bit more reward for quickly dispatching an opponent.
Aug 14, 2018 Nyscersul link
I think this is a good idea, even the mention of carrying a cargobay full of weapons to dropand reload... Im not sureof a mauds' cu capacity offhand, but lets guess thirty - if they did choose to do this, they'd be fighting with 30,000kg of additional cargo in the hold... and suffer the appropriate consequences... Which kinda suggests that this would include its own anti-exploitative behaviour naturally.

The other option would be that upon encountering an opponent you immediately eject said cargo, which could seem exploitative... until you think that those weapons are also available to the opponent.

+ 2 just to be different :D
Aug 15, 2018 neon black link
Noting what has been said so far, I would agree that destructible cargo crates should go hand in hand with this change.

Thanks for all your feedback! I try to find small improvements that wouldn't be insane to implement in a timely manner. Something like a toggled function that picks up module drops as ammo doesn't seem crazy, granted I know nothing about VO dev time :]

I like the idea of hauling out extra Sunflares to pile up in Sedina for all the good girls and boys shooting eachother's faces!
Aug 15, 2018 greenwall link
Also how about a slight delay between when said replenishments are acquired to when they are available? 3 seconds maybe, for "loading"?

How would partially used ammo be refilled?
Aug 16, 2018 Aryko link
How does it work though? Will each launcher drop their regular ammo? That would be too OP...
Aug 16, 2018 PaKettle link
Major exploit written all over it...

One of the big points for the power of ammo based weapons is they are in fact limited by their supply.
You people think the flares are bad - we use to have a very accurate rail gun user who could easily kill you from 1000m away. Should we talk missile rags running around?

No You really do not want this...

-1
Aug 16, 2018 Pizzasgood link
I'm thinking each crate should only restore 5% of your ammo, rounded up.
Aug 16, 2018 draugath link
First of all, the original suggestion speaks about two different objects in the same context: the launcher module and the remaining ammo of the launcher.

There is currently no ammo object in the game. I've always been of the opinion that kinetic weapon modules are launchers only and that they are transported empty. After all, you can only (re)load them at stations.

If the game were to dynamically create an ammo object containing some amount of the remaining ammo, this would be cool.

If you're thinking to use the launcher modules themselves (assuming they are transported with ammo), then this is highly abusable, and frankly falls outside of what should be feasible considering current ship configuration mechanics.

Second, how would you differentiate between the desire to scoop for reload versus scoop for transport?
Aug 16, 2018 Roda Slane link
Ammo based weapons are fully loaded when purchased new.
Ammo based weapons know how much ammo is loaded, even while they are stored in a station or carried as cargo.

They only unknown is how partially loaded weapons record their ammo count when mixed with same weapon type with other ammo count.

Yes, this would be highly exploitable, in the same way that reloading in your capship is highly exploited. I think we should do away with reloading in your capship. But short of that, this sounds like it might even things up a bit.

I could get behind greenwall's idea of a loading delay, if capships also had a loading delay.

The cases where you might pick up weapons and not wish to reload your own weapons are difficult to imagine, and can safely be ignored. Picking up the appropriate weapon type should always reload your weapons.
Aug 16, 2018 Pizzasgood link
The one situation where you'd want it to go to inventory is if you're trying to profit by selling the loot (especially if it's a TU or Avalon). If the launchers refill 100% of your ammo, then it's not really an issue the rest of the time except to very fresh newbs who need every credit. Anyone who's been at it for more than an hour won't care. If something like my 5% suggestion were used, on the other hand, auto-reloading could be annoying. In that case, maybe making it optional and adding a /reload_from_cargo command (and UI button in the PDA somewhere) would be warranted.
Aug 17, 2018 Xeha link
hahaha, i did think the same as niki when i saw whistlers post.
+1 for space quake powerups!
Aug 18, 2018 TheRedSpy link
1+