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Can the ammo capacity be changed between weapons? So, while mines might have the average 70, much larger torpedoes might have less, and tiny counter measures might have even more.
Is the ammo cap. a universal thing, or can it be taliored to specific weapons?
Ammo capacity is universal. There is a single entry in the constants.ini file which controls it. Every ship, weapon and equipment has the same number of ammunition it can carry. The only way to change this is to add cargo restrictions on ammunition, which will allow you to carry more of some things and less of others.
Cargo restrictions would be a smart way to go.
Allows far more of a compromise system to be in play and also for the larger ships to carry supplies for others. (Which makes sense)
The Ammo capacity right now is universal as Nighthawk said.
There are probably ways around it, much like the cruise speed thing where everyone thought it was universal till someone put a 'cruise_speed =' for each engine in the game and found it worked.
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Sooo... If someone in the know could experiment a little on the ini.'s that'd be cool. So finding the line that determine the universal amount, then applying it to a torpedo launcher or something?
' Wrote:There are probably ways around it, much like the cruise speed thing where everyone thought it was universal till someone put a 'cruise_speed =' for each engine in the game and found it worked.
Which mod has this feature? I've never seen it before, and cruise speed is controlled by two entries in the constants.ini file. First line dictates the max cruise speed, second line dictates the fastest speed possible in the game short of a tradelane. The second line must be larger than the first line, or you will only travel as fast as the second line.
MAX_PLAYER_AMMO = 70
this line determines how much ammunition a ship can carry. I don't see a way around it except perhaps through FL hook.
It would be possible to limit ammo based on weapon type. There are several ways to implement this, the one of them based on flhook hacking. I may have even promised to do this for mjolnir...but I can't remember and I haven't done it yet.
Proud member of "the most paranoid group of people in the community"
Cannon another way of multiple cruise speeds was found by a pretty unknown modding site.
I completely forget where it was and who it was unfortunately and finding it was annoying to begin with. Not in a mod either it seems:(
Still, it was a simple entry for each engine type that changed the cruise speed, without any FLHook usage.
I'll go ahuntin again.
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Right, well I was thinking of a system that would overhaul bomber/everything else relationships, but I know for certain it'll never be implemented here because of the work load.
1) Bombers become closer to dedicated freighter looking bombers, like the Hades from Starlancer. They're limited to maybe two gun hardpoints, and not particularly high level ones at that.
2) They're given four torpedo slots and twelve torpedoes. These torpedoes will have ungodly killing power, enough to tag a battleship in maybe four-to-six hits, medium size explosion range though.
3) Give battleships slightly weaker shields and ungodly amounts of hull, so fighters can blow components off, but not actually scratch the hull in any meaningful way. Give fighters to option to mount incredibly slow anti-capital shield busting weapons.
This would encourage battle coordination with fighters tagging the shields, then maybe blowing off the shield generator (which would need a bigger model) and pulling back to cover the bombers for a strike. Defending fighters could also try to shoot the torps down, as could the battleship's flak.
As I said, not going to happen because of workload, but limiting the amount of torpedoes a bomber could carry would make for more realistic and potentially epic fights.
missiles were balanced to an ammocount of 70. - due to the countless complaints, they were nerft below gundamage now.
i daresay those that support that feature are not asking for increased ammo of the most popular weapons - like cannonballs or similar - but rather seek an "adjustment" to lower powerful ammo and boast weaker ones.
then the damage would need to be rebalanced to keep up with the prices and the effectivity.
' Wrote:Right, well I was thinking of a system that would overhaul bomber/everything else relationships, but I know for certain it'll never be implemented here because of the work load.
1) Bombers become closer to dedicated freighter looking bombers, like the Hades from Starlancer. They're limited to maybe two gun hardpoints, and not particularly high level ones at that.
2) They're given four torpedo slots and twelve torpedoes. These torpedoes will have ungodly killing power, enough to tag a battleship in maybe four-to-six hits, medium size explosion range though.
3) Give battleships slightly weaker shields and ungodly amounts of hull, so fighters can blow components off, but not actually scratch the hull in any meaningful way. Give fighters to option to mount incredibly slow anti-capital shield busting weapons.
This would encourage battle coordination with fighters tagging the shields, then maybe blowing off the shield generator (which would need a bigger model) and pulling back to cover the bombers for a strike. Defending fighters could also try to shoot the torps down, as could the battleship's flak.
As I said, not going to happen because of workload, but limiting the amount of torpedoes a bomber could carry would make for more realistic and potentially epic fights.
Freelancer is not Starlancer. I believe it is the Devs and Igiss' intention to keep Discovery as close to the Vanilla feel as possible, and completely revamping the combat system is not the way to do that.
However, limiting cargo could work for LFs and Bombers. LFs are far too small to carry the same amount of ammunition as VHFs... and missiles on bombers makes it far to easy for them to kill fighters, namely LFs.