I see that nano repair and ship repair have an ‘ammo’ counter. I’d like to extend that further.
I need two ‘generic’ modules : small and large ‘ammo’
Example : small mass container= 1000 count, 2 weight, large mass container= 100 count, 2 weight.
This would enable weapons that have specific attributes, but are limited by ammo.
The weapons/systems I have in mind are like :
Mass Driver: Low energy requirement, Bypasses shields, Low armor penetration, Lightweight, fast moving
Drone Launcher Hangar : Automated factory with robotic welders. Each hangar launches waves of 3 drone fighters every x seconds that are automatically given orders (escort me, protect me)
Antimatter Bomb: medium speed, no tracking, detonates proximity, AE damage, very long minimum range
ECM Decoy flare: when fired, attracts enemy missiles. Takes damage from them until it is destroyed.
in general though, ammo would add a balance factor. Think mechwarrior, where ammo weapons have desirable traits but are limited in that they consume ‘slots’
I’ve thought about adding ammo for quite a while. It definitely does open up the possibility of having weapons that dominate the start of the battle, but then become useless. tbh, having unlimited missiles is clearly a bit silly.
On the other hand, it’s also pretty gratuitous…
I don’t know about entire modules being dedicated to ammunition. It doesn’t seem right to have an entire portion of the ship dedicated to ammunition. Ships don’t fire enough shots in a battle to warrant it. The ships are quite big too. But how about a slider for ammunition weapons that allows one to increase ammo at the expense of cost and weight?
I don’t think this game needs an ammo system. It would be a restriction on being gratuitous! Obviously this does does not mesh with the spirit of the game! :).
I was thinking that the ammo is an obvious tradeoff for other stats. That’s a balance question, of course.
The diversity I am looking for are weapons that bypass shields, are low on energy use, and lightweight. We don’t have anything that is first-class that is both low on energy and weight. Someone might want a fast ship that had hitting power, at the expense of it running out of ammo.
The area I’d most like to see ammo implemented is in conjunction with the fighter bay idea that’s been mentioned elsewhere. Rocket/torpedo bombers would have to dock and reload, and any damaged fighters could come back for repairs. It would make deploying fighters a little more strategically complex, and most importantly it would add to the cinematic feel of the game.
that could be a way to balance fighters - they could have fuel and have to land and reload. That would mean that your fighters would have to have enough bays to service them. If you made a ton of fighters and no carrier space, they would run out of fuel and die.
Yup, it would at least slow down the rate at which fighters/bombers can chew through an enemy fleet, and essentially force you to bring along a respectable supporting fleet of larger ships if you want your fighter swarm to have any staying power. At the same time, allowing damaged fighters to repair would give them a little more longevity, meaning you’ll see the scenario where all the fighters are gone by the end of the battle less often. Which I think would be more fun, anyway.