Ammo Pool Lists for Weapon Blocks/Handheld Firearms

Pleased shared this feedback 5 hours ago
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First suggestion, as per the title, is to treat ammunition added to weapons by mods as a list that any mod can add to without overwriting additions by other mods/vanilla ammunitions, such that, for instance, a server mod list containing vanilla plus five mods A thru E, could look like this;

-Vanilla Ammo

-Mod A ammo 1

-Mod A ammo 2...

-Mod B ammo 1, 2, 3 etc

-Mod C ammos

-Mod D ammos

-Mod E Ammos


The dream is that mods A thru E don't need to include patches for one-another or a sixth, seventh etc patching mod (like Mod Adjuster) to make sure all 27 ammo types are on the list for the one block. Instead, each mod is adding one or more items to a pool of concurrent ammos compiled during loading the server. You'd still need something like mod adjuster to change the vanilla ammo or any of those mods added ammos, but not simply to add them to the list as a possibility for the player to use in the block.


I would also suggest adding weapon precision, fire rate and reload time multipliers to ammo definitions, so for instance when ammo B is loaded into the weapon, it multiplies the shot deviation angle by .5, reduces rate of fire to .5, and extends reload time to 1.6. Maybe explore the possibility of letting a block fire either projectile-type ammunitions or missile-type ammunitions (it looks like the definitions in SE1 preclude either one or the other? I'm not experienced with making mods for this game in particular.)


To make distinguishing the ammo types easier for the player, I would also suggest a written breakdown of their behavior beside the ammo selection panel in the menu; describe how the ammo affects rate of fire, magazine capacity, accuracy, damage, projectile velocity, range, and overall DPS, other variables you can think of. This lets the player know what they're getting into.


I would also suggest considering popular mod capabilities added by mods like beam weaponry, target tracking/guided munitions, proximity detonation (flak or proximity-detonation missiles), submunition launching (permitting cluster munitions, shrapnel, or a "drone" "missile" that circles the target and fires several projectiles at it before divebombing it), using energy, oxygen or hydrogen, or other resources, as ammunitions (lasers and plasma weaponry, or permitting something as silly as a low-tech potato cannon launching chunks of rock or ice at moderate velocities.), flare/decoy munitions that break target lock on enemy guided munitions, EMP effects that disable certain blocks for a time, E-war effects like breaking grids' target locks, making grids harder or easier to lock onto with radar/laser designators or radar jammers.


Lastly, possibly allow different ammo types for handheld weapons.

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