Ammo For Energy

Discussion in 'Mechanics' started by Lawlietvanlawsfort, Feb 3, 2015.

?

Would you prefer gun to use ammo or energy.

  1. Ammo

    50.7%
  2. Energy

    49.3%
  1. tehPhunnee

    tehPhunnee Title Not Found

    I voted for ammo. Ammo magazines should take up an inventory slot just like pickaxes & drills do. How much ammo per magazine? That's open to debate. Anywhere from 30 to 100 or 1000 like how dirt blocks stack?

    It will take a lot of balancing since guns in their current state work on a finite amount of energy in a fixed amount of time. Overuse energy & you have to wait for the recharge. A person could theoretically have many 1000 round capacity magazines, throwing their gun mechanic balance off from where they want it to go. Perhaps a middle ground could be a set number of ammo slots in the inventory UI where we're only allowed to carry ammo?

    The current gun mechanic demonstrates CF doesn't want players to be able to fire off thousands of rounds non-stop. Decisions, decisions :)
     
  2. Nightmaster

    Nightmaster Pangalactic Porcupine

    Actually if you pay atention to the guns descriptions, right bellow then there is a portrait that shows what type of projectile is shoot by the gun.

    So far I have seen lasers, bullets, plasma, grenades and explosive bullets, and those were on Assault Rifles.

    So no, the guns in Starbound are not only energy based weapons.[DOUBLEPOST=1423000077][/DOUBLEPOST]
    The best decision is to make a limited payload per weapon. This would be to simulate the energy bar usage of now (but that will not drain the energy bar).

    Then you have ammo in the inventory and everytime you empty the gun there will be a small delay while the character reload the gun (assuming there is ammo available). This process would have to be automatic.

    If the character changes weapons before that time pass the delay restart again the next time he equip that weapon again.

    That way you can have ammo in the game and at the same time keep the current balance.
     
    Last edited: Feb 3, 2015
  3. Lawlietvanlawsfort

    Lawlietvanlawsfort Scruffy Nerf-Herder

    Well firstly, most people are debating having ammo or not but well starbound is a futurist game so basically we can go with the old bullet clip or the future energy cell to charge the weapon. I don't really care about ammo type but for people who just started the game who manage to grab hold of a gun they can barely shoot like 6 bullet and become useless. Common people will just ditch the gun and go for melee which render the guns useless and not being used by many.

    Secondly, Who say when i want ammo i saying as long as u have a thousands bullets in your inventory u can just spam your bullet like it nothing. They can add a overheat meter or 50/- number so we have to reload. Back to mass effect, They may be in the future as well but they also have to reload gun from energy cell not like we can spam all we want.
     
  4. xan713

    xan713 Scruffy Nerf-Herder

    PvP is why guns use Energy, it's tied with Tech use, so that people can't just spam Tech and blast each other with guns.

    Guns tied to Energy use provides a more diverse incentive to rely on multiple tactics in case you run out of Energy rather than to just blast everything that moves without any consequence.
     
  5. SeaJay

    SeaJay Space Kumquat

  6. R_C_A^

    R_C_A^ Pangalactic Porcupine

    I prefer energy. However, i think that Magazine size can be added for non laser/plasma firing weapons. A game called Soldat worked like this. You had a max magazine for each gun, but you can reload as much as you want basically unlimited ammo. You still had to manage when the right time was to reload as it still took time to do so. Starbound could implement a similar system, in that energy is only consumed on reload, and not per bullet fired. This system could allow for more weapon types like Light machine guns, Carbines, ect ect.
     
  7. Valkyrie_pl

    Valkyrie_pl Big Damn Hero

    Personally, I'd go the first Mass Effect way of having a heat breakpoint, which could be different for every gun. This may not work with all gun types, but could be introduced to at least a few. This way we could have a choice - do we take inventory cluttering ammo needing weapons, guns that eat our energy supply or ones that don't do either, but are more limited in use due to overheating (after all you can influence your energy pool and recharge via food and armours, but you'd not be able to affect heat threshold of a gun). Pick your poison.
     
  8. Ekoto

    Ekoto Big Damn Hero

    This poll made me log in. Ammo all the way!
    I definitely wouldn't mind crafting my own bullets arrows and perhaps energy capsules for laser guns.
    but the only thing id be against is if the high DPS guns (like 20 bullets per second) consumed a bullet for every pew pew it pew'd. instead it should just consume one of its bullet types per second or something.... unless aeigisalt armor gets a 50% chance of not consuming ammo bonus like terraria has... which would totally make aegisalt worth it for gunners. I hear most gunners just use rubium.
     
  9. MithranArkanere

    MithranArkanere Space Kumquat

    I'd rather have both.

    Being able to have several types of ammo that do not take equipment slots and use a bit less energy while you have ammo, and when you run out of ammo, use only energy, but a bit more.

    Weapons are a bit like in Borderlands, and we have fixed types. So ammo could be a bit more similar.
    Both the outpost and crafting stations would be able to make ammo.
     
  10. lusername

    lusername Scruffy Nerf-Herder

    Dunk it in some water or ice. A traditional method of cooling an overheated machine gun in real life is to use your...onboard water supply.
     
  11. Lawlietvanlawsfort

    Lawlietvanlawsfort Scruffy Nerf-Herder

    Well that break the weapon since it future tech and in the gun there might be computer chip in it which u just screwed up your life and your gun :rofl:
     
  12. The Alonne

    The Alonne Ketchup Robot

    Nah, energy balances out melee vs ranged combat.
     
  13. Nerva

    Nerva Parsec Taste Tester

    If there was one thing I hated about Terraria, it was managing as many as six different types of ammo for ranged weapons. Gel for my flamethrower, two different types of rockets for my launcher, bullets for my gun, arrows for my crossbow, then one or more exotic ammo types (stynger bolts, sand blocks, snowballs, etc.) for whatever exotic weapons I may carry.

    Starbound, thankfully, eliminates that problem by having all ranged/magic weapons fueled by energy; a regenerating resouce that never has long-term storage or availability problems, yet presents an interesting tactical challenge by being easily depleted in the short term by excessive shooting or tech usage.
     
  14. The | Suit

    The | Suit Agent S. Forum Moderator

    Hey - that is a great idea.
    But remember each section has its own category and how you word your argument pretty much determines where it goes.

    If your discussion was - The Downsides of the Energy System for Guns. I could have kept it in general discussion as it is "Feedback" to an existing mechanic.
    But as you are suggesting a completely new mechanic instead, it will need to go into suggestions.
    ==
    Anyway don't let that stop you from discussing the topic though!
     
  15. lusername

    lusername Scruffy Nerf-Herder

    Nah. Any weapon that breaks that easily is absolutely worthless as a weapon, field conditions are always going to be tough: Blowing sand, rain, and constant mud are things that all weapons both now and in the future will always contend with. Seeing as the weapons in this game put up with being immersed in lava and exposed to the vacuum of space, I'd say they're pretty robust.
     
  16. Milan Mree

    Milan Mree Ketchup Robot

    I would prefer weapons all use different resources like energy weapons use energy and ballistics use bullets, but since that is not going to happen, I just want my ammo and tech energy bars to be separate.
     
  17. Lawlietvanlawsfort

    Lawlietvanlawsfort Scruffy Nerf-Herder

    Well it won't be so bloody OP in starbound since 50% of the enemy have guns! AND OP one for new player+normal player
     
  18. Lawlietvanlawsfort

    Lawlietvanlawsfort Scruffy Nerf-Herder

    Well it not op here since most of the bloody enemy have a bloody gun which do damn lot of damage to new players
     
  19. Gendor

    Gendor Void-Bound Voyager

    To me the only reason for people to not go over to ammo is PvP reasons, so have an exception for that then.
    Ammo all the way! That wont leave you with a run like a girl or melee and hope you wont die first as only options.
     
  20. Darklight

    Darklight Oxygen Tank

    Except that also means you never run out if you fill your fucking inventory with it. Making you completely OP. Ammo is the WORST idea.
     

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