Ammo Magazine
Weapons should not simply pull ammunition from any cargo container on the grid. Instead, we should have dedicated ammo magazine blocks that can store only ammunition, and weapons should draw ammo directly from these magazines.
The magazine and weapon should be connected with a conveyor tube, but the connection should be direct. No other cargo containers or other blocks should be allowed between the weapon and the magazine, not even another magazine. The weapon needs a direct conveyor connection to an ammo magazine in order to pull ammunition from it.
The empty magazines should be already a pretty heavy blocks. This is intentional. If you put too many magazines you have more ammo ready to be fired but a much heavier ship. You can still keep additional ammo reserves in regular cargo containers, but weapons won't automatically pull ammo from them.
This creates an important distinction between having ammo on your ship and having ammo ready to fire.
There could be 2 ways to load magazines. The fast way is to manually move ammo into them through the inventory UI. The other option would be using sorters, if we eventually get them. Sorters would be useful for automatically restocking magazines, but they should be relatively slow when moving ammunition.
This means that during a battle, relying on automated restocking from your cargo reserves would be slower than the firing rate of the weapon. Putting more sorters might help but sorters are not cheap PCU-wise, the same PCU you could have used for other things like weapons themselves. So it is possible to have fully automated ammo restocking but for the cost of additional PCU.
For bigger ships, especially capital ships, this could also give additional crew a real purpose. You might have dedicated crew members responsible for ammunition logistics, manually moving ammo from the reserves into the magazines and keeping different weapons supplied during combat. And we certainly need even more reasons for having additional crew on big ships, real players or NPC. (I have already in mind other ideas).
Right now, when weapons can simply pull ammo from generic cargo containers, ammunition is barely a consideration during combat or ship design. You can just fill a cargo container with ammo and forget about it. Additional mass from ammo magazines and related logistics changes this equation and becomes an additional dimension for the combat system.
We need some limitations and restrictions here so there is actually an engineering problem to solve. The basic solution is simple: put ammo into your weapon or magazine. Smart ship design can make it better. You might need to decide how many magazines to install, where to place them, how much ammo to keep in reserves, how to connect them to weapons, and how much additional mass you are willing to carry, whether to use sorters and how many. You still have a full flexibility for the creativity of the ship design, the line between weapon and magazine can be shorter or longer and take whatever shape, or you can decide to have exposed magazines, they will look cool. They have much bigger mass than regular cargo containers but they are also much harder to be destroyed.
The goal isn't to make ammo management annoying. It is to make ammo logistics matter. It makes ship design more interesting and challenging but you have ways to improve things by applying your engineering skills. A well-thought ammo logistics and additional crew members will now have a real impact on the combat.
There is one more game system that has to be tweaked for all the same reasons as described here - it is block repairing. But this will be its own topic ;)
Thx for reading, leave your thoughts below.
I like this feedback
This ofc is very tied to NPCs. Having an NPC on board doing logistics will give you a real benefit and justify spending money on hiring them.
This ofc is very tied to NPCs. Having an NPC on board doing logistics will give you a real benefit and justify spending money on hiring them.
What about this option?
Weapons in turrets should have an ammunition magazine (storage block) that is part of the turret. I can refer to this as a first-level dedicated ammunition magazine/storage.
All fixed weapons should also have a similar dedicated first-level ammunition depots. The depot should be connected directly to the weapon. A weapon must have a designated storage unit from which it draws ammunition when reloading.
A dedicated first-level storage unit should have limited capacity, and there should be a rule that the automated resupply system cannot retrieve ammunition from the dedicated storage unit for other weapons. This should only be possible in manual mode or in manual ammunition depot control mode.
A “dedicated second-level ammunition depot” should be located near weapons, turrets, or fixed installations.
Dedicated first-level depots have designated dedicated second-level depots from which they can retrieve ammunition. The control logic instructs the dedicated first-level depot to always replenish itself to full capacity or to a set ammunition capacity.
In “automatic mode,” a dedicated second-level ammunition depot allows only dedicated first-level ammunition depots to withdraw stored ammunition. Other withdrawals must be performed in manual control mode. The control logic instructs a dedicated first-level ammunition depot to always replenish itself to the set ammunition capacity.
A dedicated second-level depots can store specified types of ammunition in specified quantities. There should be an option to set what portion of the warehouse’s total capacity each stored type of ammunition can occupy.
There may be a dedicated third-level ammunition depot (“central ammunition depot”). The logic governing the automatic replenishment of dedicated second-level depots should ensure that the dedicated third-level depot monitors ammunition stocks in the second-level depots and distributes the available ammunition “evenly.”
The dedicated third-level warehouse should be able to replenish dedicated second-level warehouses beyond a set limit, while respecting the types and proportions of stored ammunition.
Dedicated ammunition depots should have configurable settings for the types of ammunition they store and in what quantities. It should not be possible to store other items in dedicated storage units.
Dedicated ammunition storage units would not need to differ from normal storage blocks—the entire configuration logic could be handled in the storage block settings menu.
What about this option?
Weapons in turrets should have an ammunition magazine (storage block) that is part of the turret. I can refer to this as a first-level dedicated ammunition magazine/storage.
All fixed weapons should also have a similar dedicated first-level ammunition depots. The depot should be connected directly to the weapon. A weapon must have a designated storage unit from which it draws ammunition when reloading.
A dedicated first-level storage unit should have limited capacity, and there should be a rule that the automated resupply system cannot retrieve ammunition from the dedicated storage unit for other weapons. This should only be possible in manual mode or in manual ammunition depot control mode.
A “dedicated second-level ammunition depot” should be located near weapons, turrets, or fixed installations.
Dedicated first-level depots have designated dedicated second-level depots from which they can retrieve ammunition. The control logic instructs the dedicated first-level depot to always replenish itself to full capacity or to a set ammunition capacity.
In “automatic mode,” a dedicated second-level ammunition depot allows only dedicated first-level ammunition depots to withdraw stored ammunition. Other withdrawals must be performed in manual control mode. The control logic instructs a dedicated first-level ammunition depot to always replenish itself to the set ammunition capacity.
A dedicated second-level depots can store specified types of ammunition in specified quantities. There should be an option to set what portion of the warehouse’s total capacity each stored type of ammunition can occupy.
There may be a dedicated third-level ammunition depot (“central ammunition depot”). The logic governing the automatic replenishment of dedicated second-level depots should ensure that the dedicated third-level depot monitors ammunition stocks in the second-level depots and distributes the available ammunition “evenly.”
The dedicated third-level warehouse should be able to replenish dedicated second-level warehouses beyond a set limit, while respecting the types and proportions of stored ammunition.
Dedicated ammunition depots should have configurable settings for the types of ammunition they store and in what quantities. It should not be possible to store other items in dedicated storage units.
Dedicated ammunition storage units would not need to differ from normal storage blocks—the entire configuration logic could be handled in the storage block settings menu.
"The empty magazines should be already a pretty heavy blocks."
-Why would a magazine block need to be heavy? I get that a metal box meant to limit ammo-explosions on a tank/battleship/anything that isn't concerned with staying light enough to fly is going to be beefy, but requiring an ultra-heavy magazine for paper-weight air and space-fighters that live and die on evading fire instead of tanking it is just silly.
"...Sorters..."
They exist already (I forget if they're functional yet). If you start telling people "You can either manually move ammo, multi-crew, npc-crew, or use sorters that cost pcu." people will still take the sorters, if you tell them "you'll need multiple sorters" they'll have them before you finish explaining. In SE1 turrets pull their own ammo, and people use sorters with them anyways to keep local magazine-containers topped up in case a feed line from a main container gets cut. PCU is not a balance mechanic, its a "don't overburden the game engine" mechanic, and I very much expect running on an engine that isn't a decade old and being pushed to do things it was never originally intended to do will allow much higher "pcu caps" for simple things like automatically moving stuff through a conveyor system.
"...ammunition is barely a consideration during combat or ship design. You can just fill a cargo container with ammo and forget about it."
-You and I design things very differently. I'm guessing you favor massive large-grids that push up against pcu caps? Backup feed lines, adequate storage without making a ship too heavy, and the possibility of ammo explosions are all important considerations in smaller SE1 combat ship design. That said I doubt things will change much, people will just replace the container named "magazine" in their designs with an actual magazine, small ships will make sure its the container closest to the gun and load it with a few sorters, and if there isn't some arbitrary cap on the distance from the magazine to the weapon then large ships will just make sure they don't interrupt the conveyor network with something else and will make 40K jokes about having to have crew manually reload guns.
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I can appreciate the intent, but this doesn't sound like it will do much aside from making lightweight ships heavier, and adding "ammo manager" to the list of jobs one or more npcs can have aboard a much larger ship.
"The empty magazines should be already a pretty heavy blocks."
-Why would a magazine block need to be heavy? I get that a metal box meant to limit ammo-explosions on a tank/battleship/anything that isn't concerned with staying light enough to fly is going to be beefy, but requiring an ultra-heavy magazine for paper-weight air and space-fighters that live and die on evading fire instead of tanking it is just silly.
"...Sorters..."
They exist already (I forget if they're functional yet). If you start telling people "You can either manually move ammo, multi-crew, npc-crew, or use sorters that cost pcu." people will still take the sorters, if you tell them "you'll need multiple sorters" they'll have them before you finish explaining. In SE1 turrets pull their own ammo, and people use sorters with them anyways to keep local magazine-containers topped up in case a feed line from a main container gets cut. PCU is not a balance mechanic, its a "don't overburden the game engine" mechanic, and I very much expect running on an engine that isn't a decade old and being pushed to do things it was never originally intended to do will allow much higher "pcu caps" for simple things like automatically moving stuff through a conveyor system.
"...ammunition is barely a consideration during combat or ship design. You can just fill a cargo container with ammo and forget about it."
-You and I design things very differently. I'm guessing you favor massive large-grids that push up against pcu caps? Backup feed lines, adequate storage without making a ship too heavy, and the possibility of ammo explosions are all important considerations in smaller SE1 combat ship design. That said I doubt things will change much, people will just replace the container named "magazine" in their designs with an actual magazine, small ships will make sure its the container closest to the gun and load it with a few sorters, and if there isn't some arbitrary cap on the distance from the magazine to the weapon then large ships will just make sure they don't interrupt the conveyor network with something else and will make 40K jokes about having to have crew manually reload guns.
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I can appreciate the intent, but this doesn't sound like it will do much aside from making lightweight ships heavier, and adding "ammo manager" to the list of jobs one or more npcs can have aboard a much larger ship.
Thinking about this, I wouldn't restrict ammo in normal containers, I would expect the magazine block to be an armored cargo block (itself more resistant to damage), plus with built in fire suppression capabilities to prevent catastrophic failure of the magazine's contents. Meaning even if damaged, it's less likely the magazine will go off explosively compared to a normal cargo.
That would be the tradeoff/benefit. You could store your missiles in a normal unarmoed cargo container but they could go boom if something hits the container had enough and if that happened it would be catastrophic to all the surrounding structure. Storing in a magazine would make it much more resistant to damage to surrounding blocks, and if it did go boom, it might be greatly reduced damage and designed to direct the explosion away from critical systems as is done on some magazines currently. It wouldn't go boom in a circle around it, it might explode out one panel of the ship towards external surfaces instead of critical systems.
Thinking about this, I wouldn't restrict ammo in normal containers, I would expect the magazine block to be an armored cargo block (itself more resistant to damage), plus with built in fire suppression capabilities to prevent catastrophic failure of the magazine's contents. Meaning even if damaged, it's less likely the magazine will go off explosively compared to a normal cargo.
That would be the tradeoff/benefit. You could store your missiles in a normal unarmoed cargo container but they could go boom if something hits the container had enough and if that happened it would be catastrophic to all the surrounding structure. Storing in a magazine would make it much more resistant to damage to surrounding blocks, and if it did go boom, it might be greatly reduced damage and designed to direct the explosion away from critical systems as is done on some magazines currently. It wouldn't go boom in a circle around it, it might explode out one panel of the ship towards external surfaces instead of critical systems.
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I will break down this suggestion into a few key points that are mostly independent features and make separate comments about each one. So you can vote on them individually :)
Hers is the list of major topics we have touched in here:
I will break down this suggestion into a few key points that are mostly independent features and make separate comments about each one. So you can vote on them individually :)
Hers is the list of major topics we have touched in here:
Ammo storage and transportation
Ammo can be stored in any universal cargo container, but it is dangerous. Shooting upon cargo containers with ammo inside, even with a simple pistol or rifle, has a decent chance of making it explode. The same can happen if you accelerate too fast. If you are going to transport ammo using regular universal containers, you need to be extremely careful. For warships, you will need dedicated reinforced ammo containers.
Ammo storage and transportation
Ammo can be stored in any universal cargo container, but it is dangerous. Shooting upon cargo containers with ammo inside, even with a simple pistol or rifle, has a decent chance of making it explode. The same can happen if you accelerate too fast. If you are going to transport ammo using regular universal containers, you need to be extremely careful. For warships, you will need dedicated reinforced ammo containers.
Dedicated ammo magazine(s)
To securely store ammo, you will use dedicated reinforced ammo containers. There can be various sizes and shapes. They will protect ammo inside from exploding caused by shooting on them or high accelerations. The space inside is significantly reduced compared to universal cargo containers of the same size and their net weight is also bigger. This is due to having additional support and protection for the ammo stored inside.
The implications are obvious. Ammo reserves on your moving grid is now a real tradeoff. More ammo means more mass and size. Small-caliber ammo might not be a big problem due to their small mass/volume, but big shells and rocket/missile reserves are going to be a major factor now for ship design and warfare as a whole. At the same time, static bases will have a clear advantage; they can have practically infinite ammo reserves. Capital ships will gain an additional role of supplying other vessels in the fleet.
Dedicated ammo magazine(s)
To securely store ammo, you will use dedicated reinforced ammo containers. There can be various sizes and shapes. They will protect ammo inside from exploding caused by shooting on them or high accelerations. The space inside is significantly reduced compared to universal cargo containers of the same size and their net weight is also bigger. This is due to having additional support and protection for the ammo stored inside.
The implications are obvious. Ammo reserves on your moving grid is now a real tradeoff. More ammo means more mass and size. Small-caliber ammo might not be a big problem due to their small mass/volume, but big shells and rocket/missile reserves are going to be a major factor now for ship design and warfare as a whole. At the same time, static bases will have a clear advantage; they can have practically infinite ammo reserves. Capital ships will gain an additional role of supplying other vessels in the fleet.
Ammo loaders and logistics
Ammo loaders are basically incorporated with weapons. Every turret or fixed weapon can automatically pull ammo from any connected inventory. This is simple and straightforward. Yet it leaves almost no room for any meaningful improvement you can make as a ship designer or during the battle.
Here are some ideas of how this can be more interesting.
One can easily load a weapon's internal magazine to its full capacity either by manually interacting with it or by using an inventory UI terminal. Once it is depleted, it should not be eagerly refilled the way it is now. It might take one ammo box or one shell at a time at a speed significantly slower than the weapon's fire rate, or simply have an additional cool-down before they can pull ammo. So it will not stop firing, but the fire rate will decrease.
In order to keep them loaded and ensure maximum fire rate, you can also use sorters. This is already what mindful ship designers were doing to ensure specific ammo type reserves nearby weapon systems, so in case of major damage, when a conveyor line is broken between central ammo storage and weapons, you will still have some ammo reserves in magazines nearby that are topped with sorters. The thing that gave you marginal benefit in those rare circumstances, now will be much more important for the damage per second (DPS) you can inflict on your enemy at all times.
Sorters are one way of solving this. Putting a sorter leading to every weapon or group of weapons is nice and automated yet requires an additional PC to be reserved for them, consumes additional power and makes the conveyor system more complex and with limitations (one way only). Engineers on board could do it instead. They can be real players, occasionally keeping an eye on magazines and toping them from time to time, or you could hire an NPC to do it for you. The crew can also do additional tasks on board, like repairs or increasing some stats of the grid and individual blocks. So you will not only save on sorters, but also have additional benefits. On bigger ships, having additional crew will make even more sense, of course.
Ammo loaders and logistics
Ammo loaders are basically incorporated with weapons. Every turret or fixed weapon can automatically pull ammo from any connected inventory. This is simple and straightforward. Yet it leaves almost no room for any meaningful improvement you can make as a ship designer or during the battle.
Here are some ideas of how this can be more interesting.
One can easily load a weapon's internal magazine to its full capacity either by manually interacting with it or by using an inventory UI terminal. Once it is depleted, it should not be eagerly refilled the way it is now. It might take one ammo box or one shell at a time at a speed significantly slower than the weapon's fire rate, or simply have an additional cool-down before they can pull ammo. So it will not stop firing, but the fire rate will decrease.
In order to keep them loaded and ensure maximum fire rate, you can also use sorters. This is already what mindful ship designers were doing to ensure specific ammo type reserves nearby weapon systems, so in case of major damage, when a conveyor line is broken between central ammo storage and weapons, you will still have some ammo reserves in magazines nearby that are topped with sorters. The thing that gave you marginal benefit in those rare circumstances, now will be much more important for the damage per second (DPS) you can inflict on your enemy at all times.
Sorters are one way of solving this. Putting a sorter leading to every weapon or group of weapons is nice and automated yet requires an additional PC to be reserved for them, consumes additional power and makes the conveyor system more complex and with limitations (one way only). Engineers on board could do it instead. They can be real players, occasionally keeping an eye on magazines and toping them from time to time, or you could hire an NPC to do it for you. The crew can also do additional tasks on board, like repairs or increasing some stats of the grid and individual blocks. So you will not only save on sorters, but also have additional benefits. On bigger ships, having additional crew will make even more sense, of course.
-Protecting ammo from "high acceleration"
Explosives as sensitive as you seem to think ammo or warheads are to things like acceleration haven't been used since before World War 1. "Ammo may detonate suddenly during hard maneuvers (like trying to evade incoming fire)" is the kind of thing that gets an immediate fail from military procurement. As the game isn't supposed to be a parody, a space-faring society rolling back such safety requirements would just break immersion and annoy people who's fleet-tenders suddenly turned themselves and the ships they were docked in to space-confetti to because something somewhere in the universe bogged down the game engine just enough that a sub-grid-interaction briefly looked like 37.4g of acceleration.
-"This also matters for the lightweight fighters you mentioned. Instead of covering fragile ammo storage with (heavy) armor..."
...So its just a flat nerf to fighters? As was previously stated fighters don't rely on tank, they rely on evasion, trying to suggest that a new effectively mandatory extra heavy container means you don't have to heavily armor armor something you already aren't heavily armoring (if you armor it at all) isn't solving the problem, its just nerfing a build style that already sits at a combat disadvantage against most other build styles.
-"Sorters are one way of solving this. Putting a sorter leading to every weapon or group of weapons is nice and automated yet requires an additional PC to be reserved for them..."
...This bit is just confusing, and I'm not entirely sure what you're even trying to suggest here. It looks like you are suggesting you can automate things with sorters, but that someone must manually operate each sorter. At that point I'm not even sure why you'd call them sorters, as the NPC or player would be doing all the sorting and your only real use for it would be as a 1-way conveyor path.
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I like the idea of adding a bit of complexity to make the game more interesting, but this isn't that. This is a solution in search of a problem unintentionally nerfing things that don't need to be nerfed and creating a single unintuitive catastrophic-failure point that nothing else in the game shares or even indirectly suggests is possible. Sorry, I like the intent, but the idea itself is just bad.
-Protecting ammo from "high acceleration"
Explosives as sensitive as you seem to think ammo or warheads are to things like acceleration haven't been used since before World War 1. "Ammo may detonate suddenly during hard maneuvers (like trying to evade incoming fire)" is the kind of thing that gets an immediate fail from military procurement. As the game isn't supposed to be a parody, a space-faring society rolling back such safety requirements would just break immersion and annoy people who's fleet-tenders suddenly turned themselves and the ships they were docked in to space-confetti to because something somewhere in the universe bogged down the game engine just enough that a sub-grid-interaction briefly looked like 37.4g of acceleration.
-"This also matters for the lightweight fighters you mentioned. Instead of covering fragile ammo storage with (heavy) armor..."
...So its just a flat nerf to fighters? As was previously stated fighters don't rely on tank, they rely on evasion, trying to suggest that a new effectively mandatory extra heavy container means you don't have to heavily armor armor something you already aren't heavily armoring (if you armor it at all) isn't solving the problem, its just nerfing a build style that already sits at a combat disadvantage against most other build styles.
-"Sorters are one way of solving this. Putting a sorter leading to every weapon or group of weapons is nice and automated yet requires an additional PC to be reserved for them..."
...This bit is just confusing, and I'm not entirely sure what you're even trying to suggest here. It looks like you are suggesting you can automate things with sorters, but that someone must manually operate each sorter. At that point I'm not even sure why you'd call them sorters, as the NPC or player would be doing all the sorting and your only real use for it would be as a 1-way conveyor path.
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I like the idea of adding a bit of complexity to make the game more interesting, but this isn't that. This is a solution in search of a problem unintentionally nerfing things that don't need to be nerfed and creating a single unintuitive catastrophic-failure point that nothing else in the game shares or even indirectly suggests is possible. Sorry, I like the intent, but the idea itself is just bad.
Let me just repeat:
- a dedicated ammunition depot = a standard depot with a whitelist of permitted materials
- the depot’s whitelist specifies the permitted materials and the depot capacity reserved for the permitted material type (as the total weight of the material type or as the number of calculation units of the material type)
- the automatic flow of material is controlled by the settings for the source and the authorized recipient
The solution is versatile and can be used for other types of materials as well, not just ammunition
Translated with DeepL.com (free version)
Let me just repeat:
- a dedicated ammunition depot = a standard depot with a whitelist of permitted materials
- the depot’s whitelist specifies the permitted materials and the depot capacity reserved for the permitted material type (as the total weight of the material type or as the number of calculation units of the material type)
- the automatic flow of material is controlled by the settings for the source and the authorized recipient
The solution is versatile and can be used for other types of materials as well, not just ammunition
Translated with DeepL.com (free version)
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