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Ammunition System?

Discussion in 'General Discussion' started by Rorik, Dec 24, 2013.

  1. Joram Joram Well-Known Member

    I don't want a copy of BF or PS2 system but we need a class with a consumable (1 maybe 2 per life) that supplies a limited ammount of ammo, maybe vehicles carrying ammo? something like you spawn a rhino and it has a limited ammount of ammo to resupply to your squad or to any friendly.
  2. Dark Knight Dark-Knight Nickname Change

    Christmas Truce: okay we've all got our own idea what can make this game great and what we'd like to see but we should all take a step back before an eruption of infighting happens enough to wake Malice from the dead.

    How about a feature that if two allies have the same weapon one can offer/give the other player a magazine. This would basically be an emergency measure, say if you're cut off or you've run out of ammo in the middle of a ferocious fire-fight and can't resupply somewhere else but the amount of ammo would be deducted from the giver and not give heavy weapon guys like Devs an unlimited source of ammo. Temporarily if you will.

    Or/and

    A Warcouncil member can call in a Drop pod/ Dakka cratez like those in Space Marine (The Jump pack ones) as a way of providing support to the ground forces. This might actually give the Warcouncil something to do. (That we know of).
  3. Rasczak Rasczak Subordinate

    Well you're supposed to run out sooner or later, especially if you're firing like the A-team and running around without support.

    If the group you're playing with couldn't think ahead far enough to bring extra ammo, then they have over-extended and they will suffer the consequences when they encounter an enemy with better logistics.

    If the enemy blows up your APC, then they have scored a tactical victory by taking out a high-value target and gained a temporary advantage.

    In dungeons, scarce ammo is part of the challenge. Make the best of whatever you can bring in, scavenge up what you can find, and make sure you bring a couple people with ammo boxes to get you through the last stretch rather than remove ammo as a factor and turn it into easymode.

    That's why I believe ammo boxes should have a limited supply, and need to be replenished from larger ammo sources. Infantry boxes<Vehicle Boxes<Base Supplies<Faction Main Base, in order of capacity (Main Base being unlimited). Each step in the supply chain can resupply from anything larger than it, since getting two ammo boxes out of one of the same size would be cheesy.
    Ahremer, Tornadium, Dowsor and 4 others like this.
  4. Krage Krage Prefectus

    Yep ^ let some classes carry extra ammo at the cost of a equipment slot, this extra ammo can be deployed and has a limit to the amount of ammo that can be consumed by friendlies or even a timer before it expires and is destroyed. IMO it would be best to have limited ammo instead of a timer so it can be picked up and moved when needed while tracking consumption rather than deploy, forget, and hope people use it.

    Ammo drops like this should not resupply other ammo deployables, and have limitations. The type of extra ammo should be considered and the quantity changed to balance the size of the munitions/weight. All crates can also resupply half a squad worth of secondary equipment consumables perhaps to make it a bit more simple...such as stim packs, auspex battery, etc.

    • So small arms ammunition tin= 1/2 squad worth of ammo (So if each player has 100 rounds for bolters, this ammo crate has 500 extra rounds for 5 of 10 squad mates). Heavy Bolter is in this category to make it easier.
    • Explosive munitions tin = 5-10 grenade, rocket, or full reload for Heavy Bolter pack. Can recharge one of each, or any combination of the three...whichever results in best balance.
    • Exotic ammunitions tin = Reloads for meltas, plasma guns, and other more unique ammo loads.
    • Exotic Explosive munitions tin = Lascannon, plasma cannon, multi-melta reload packs. Can recharge one of each, or any combination of the three...whichever results in best balance.
    Vehicles can upgrade to replace or reduce troop carrying capacity to carry extra supplies so you can specialize in troops or ammo, or even split it down the middle to carry half a squad and half a squad worth of ammunition for all munitions.
    Vehicles could also be traited out to carry nothing but supplies to re-supply objective stockpiles that players consume on spawn to avoid ammo depletion...also makes for some great logistic strategies and counters.
    TLDR:
    There should be resupply specialties, ammo resupplies should be consumed on use equipment and have a limitation on the amount of ammunition it can provide prior to its consumption.
    Ammunition can be added to create an extra layer of strategy through supply convoy protection and raiding.
  5. Brother Prophet Brother_Prophet Arkhona Vanguard

    Really like both ideas.
    My opinion is:
    1. Any supplies must be bought by RP.
    2. Fraction command can request supplies for any forpost/base but for RP.
    3. Unlimited supplies class - shall not exist.
    Why:
    If we want real war - we need supplies to be dificite.
  6. Supply deficit is vital, perhaps in addition to the main base having unlimited ammo there are factories (like the tech plants in PS2 only more rare) that also provide ammo, however perhaps destructible parts could allow retreating forces to render them temporarily useless. The ownership of these bases are going to linchpins in any assault/defense.
    E.g You're expanding from your home base but you can only get so far before your supply lines start to get stretched too thin. This means an all out assault is inevitable to ensure the continued advance of your forces. UNLESS you have been clever with your supplies and now attack from an unexpected angle.
    Just an idea.

    Having techmarines as a class for dropping infinite ammo is repellent to me . Limited ammo is a key part of warfare and extended engagements should only be possible because of organisation. It would also create a more dynamic battle line with sieges being determined by ammo reserves. It would also add the interesting fact that reserves/reinforcements deploying to a besieged base would be better off actually traveling to the base in force, on the ground, and attacking the enemy then driving them off rather than just spawning inside and making the ammo shortage worse.
    Unglory likes this.
  7. in dungeons you could loot fallen warriors
  8. Siveon Siveon Subordinate

    I do love the ideas shown in this thread, the consensus seem to be that ammo should be limited in general which I agree.

    I'm not that familiar with all the lore. I know that a Rhino can be configured to trade troop capacity for supply space(Rhino Advancer), but according to wiki these supply rhinos are no longer in use.

    Regardless, are there similar vehicles capable of supporting the troops for other races? For some reason I can't imagine CSM or Eldar carrying supplies.
  9. Unglory Unglory Subordinate

    Ah ha! The lore has an answer for that!
    CSM in some instances have the ability to get their ammo straight from the Warp. This opens up the potential for all kinds of interesting resupply ideas for Chaos
    Eldar are tricker yes (get it!?) but with their advanced level of tech and more importantly the type of ammo they fire and how its produced(energy based weapons) they can fit in addition ammo
    We have pretty good racial balance, so all races have some kind of APC, easily justifiable ammo (in realistic amounts)

    Now if your asking for the option to create supply vehicles whos only job is to bring people/bases ammo... i wouldn't. But if you had to then yes, remove the infantry space in a standard APC with the option for supplies. So you would have a driver and maybe gunner(s) but no troops in the back. Easily creates that supply vech, is fluffy, and now have that easily to aquire vech to supply Rasczak's bases
  10. Siveon Siveon Subordinate

    From what you said, some races wouldn't require a constant supply of ammo like the SM and Orks, which would mean some races had one less thing to do. This could have implication in both gameplay and balance.

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