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 Author Ammunition Multipliers
Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2005-05-30 15:58   
Seeing the whole hull multiplier things, and my own thoughts have suddenly turned up an interesting idea. Hull Ammunition Multipliers.

Basically, rather than a weapon having the same ammunition regardless of what ship its in, be a scout or dreadnought, each weapon would have variable ammunition depending on the shipclass. Also, different weapons may yield different ammunition counts. heres a rather crudely done snippet of code to simulate such things. Its not nearly as sophisticated but it gives an idea. Everything is done in multipliers.

ammoCount("ICCMissileDreadnought")
SetAmmo("ITMissile") = *5
SetAmmo("ARMissile") = *5
SetAmmo("Fusion Torpedo") = *.2
SetAmmo("Torpedo Fighter (Anti-ship fighter)") = *1
SetAmmo("Fighter") = *.8
SetAmmo("Bomber") = *2
EndAmmoCount;

Also, it can be used to set resources limits for devices like Reloads, so, say, A light supply only has 1000 resource units of reload per reload. Wheras a Station has over 10 thousand per reload.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2005-05-30 16:23   
would make more sense, but those numbers are a bit high O.o;;...I don't think any MD will last that long to fire them all...and whats the point of supplies if dreads can hold like 50x more ammo?..but it's a good idea
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Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2005-05-30 16:38   
Quote:

On 2005-05-30 16:23, Fattierob (x2 Pistolet Makarov) wrote:
would make more sense, but those numbers are a bit high O.o;;...I don't think any MD will last that long to fire them all...and whats the point of supplies if dreads can hold like 50x more ammo?..but it's a good idea




actually 5x Is pretty decent for IT missiles, and you got to remember, Dreads are supposed to last a REALLY Long time.... not to mention id like to give the ability for larger ships to at least be independant of a resupply for some time, rather than having to force a supply to be at his side at all times.
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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2005-05-30 16:58   
Meh, I suggested that from the very beginning, but for some reason Tael thinks big ships should have less ammo.
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Enterprise
Chief Marshal
Raven Warriors

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2005-05-30 17:06   
Bigger Ships = More Room = More place to put stuff, including ammo.

Hello, simple logic would tell us, if there can be more, there probably would be more.




-Ent
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2005-05-30 17:20   
Quote:

Hello, simple logic ...



You're obviously thinking of a different game.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2005-05-30 17:58   
Quote:

On 2005-05-30 17:20, Shigernafy wrote:
Quote:

Hello, simple logic ...



You're obviously thinking of a different game.




Best. One-liner. Ever.
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2005-05-30 18:04   
There is no extra space on bigger ships. It is all full of cheese supplies
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rnrn
DarkSpace Developer - Retired

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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-05-30 18:33   
Tael says the dread is full of weapons and systems, so it cant fit that much ammo. But I also think that dreads should fit 2-3x more ammo.
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Erk
Grand Admiral

Joined: October 14, 2003
Posts: 40
Posted: 2005-05-30 21:57   
Logic you say? QST. QS is what happends at the core of blackholes. Which ripps the fabric of exestince apart. In other words what on this game makes sense we have dreads and stations docking on planets like Luna which are fairly smaller than dreads and station by the way. All i'm saying is dont take this stuff with logic.
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Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2005-05-30 22:11   
Move back on-topic please.

In my opinion, it just doesnt make sense for a Lvl 8 Torpedo to have the same amount of ammunition on a destroyer as on a Dreadnoght. Considering especially that Dreadnoughts dont have weapon damage/weapon reload multplier advantages like hull.
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Thorium
Grand Admiral

Joined: August 05, 2004
Posts: 185
Posted: 2005-05-31 07:34   
no... what dreads have is more power not more space... where a lesser class has less power...

lvl8 wepons not as good on smallers ships do to the inabliaty to keep up a sustaned fire long enough to do a high amount of damage...

that is the way i heard it exsplaned... though i too am unhappy with the realy low ammo count at higher lvls...
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Erk
Grand Admiral

Joined: October 14, 2003
Posts: 40
Posted: 2005-05-31 10:27   
My ship has killed Dreads easy. With plenty of power to spare.
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Erk
Grand Admiral

Joined: October 14, 2003
Posts: 40
Posted: 2005-05-31 10:55   
But theb again I wasn't doing to much moving. Just got behind him and blew him away got to love cruiser speed.

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Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2005-05-31 15:35   
Not to mention missile ammunition is pathetic anyway. You should have at least enough ammunition to last for a battle. I dont think anybody ever imagined space combat as having every fearsome 'dreadnought' with a supplyship at it's side because the Dreadnoughts never had enough ammunition themselves.
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