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 Dynamic ammunition suggestion 
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Joined: Sat Jan 21, 2012 5:29 am
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Post Dynamic ammunition suggestion
Hi, I'm not sure if there's a certain thread, or regulation regarding suggestions, but I thought that I'd drop this off and see if I could get an opinion, since it came to mind just recently.

I've been playing the recent Cortex Command build since the end of October, 2011, and I have enjoyed the vast choices of load-outs that can be purchased from the Trade-Star interface, but recently; I have pondered about something that has intrigued me about this game, something that may add more variety to a person's loadout.

So I'll get straight to the point: What if there was an implementation in this game, that allowed weapons of certain categories, to be compatible with other applicable ammunition. This would be in the quota of customization, but I am not talking about attachments, I am talking about certain types of ammunition from one weapon, being able to be discharged from a weapon that's completely different.

This wouldn't be potentially useless, because there would be 2 major factors supporting the necessity of certain munitions being shot from a different weapon category, varying through accuracy of said weapon type, and the outcome of the ammunition that it fires. This could be arranged vice-versa by implementing an ammunition type to another weapon with different attributes, giving better advantage.

This would be somewhat unorthodox for most rifles, pistols, etcetera, and would most likely not be in the option of individual caliber's in the Trade-Star interface, but would be in types of ammunition. Magazines, etcetera. I wouldn't be so certain for opposing NPC factions, but would be beneficial to the player's faction, if in a group, or a single player.

This would be, if so; mostly primary in grenade launchers, or rocket-propelled grenade launchers.

tl;dr: Would dynamic ammunition between one weapon's ammunition being compatible with another, be considerable?

Just thought I'd drop this off based on curiousity, it'd be appreciated if you gave an opinion, corrected, or simply implemented additional ideals of your own.


Sat Jan 21, 2012 5:55 am
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Post Re: Dynamic ammunition suggestion
I'm... kinda not sure what you mean. Would one example be, say, armour piercing bullets for ARs? I say this because it, and other things, have already been done, sorta. There's not a few mods whose guns have variable ammunition types, like explosive, burning, etc.

Most bullets in CC within a faction have little variation, as far as I'm aware (Note: I may or may not be a noobcake), so if you're suggesting, say, use sniper bullets in a AR (Random example), I don't see why you'd want to. It doesn't seem like it would be much of an interesting addition to the game.


Sat Jan 21, 2012 6:45 am
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Joined: Mon Oct 25, 2010 5:51 am
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Post Re: Dynamic ammunition suggestion
It would be fair awesome to purchase a box of 9mm Mauser from the tools menu in order for the guns to fire...

That said, the idea would be quite hard to implement. Afaik the accuracy of the guns is a read-only variable, so you'd either need to make
A) A non-buyable copy of each gun for each applicable ammunition type,
B) Change every round in every magazine to be fired from an AEmitter, in order to access the spread, or
C) Have the rounds created and aimed using Lua scripts.

Having each ammunition type offer bonuses would be cool too, cheap ammunition could have the possibility to jam, and would be less accurate compared to high level (S.A.W ammunition, for example) ammo.

Of course, there would have to be different categories of ammunition for different categories of guns. And to clarify my thoughts, the ammunition only affects the properties of the weapon and round, it doesn't actually limit the amount of ammunition available to the user.

/brainstorming

EDIT: Universal compatibility with both vanilla and modded techs would be superb.

I want my Luger to fire bolts, I say! :pipe:


Sat Jan 21, 2012 6:51 am
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Post Re: Dynamic ammunition suggestion
Kettenkrad wrote:
-snip-



Ah, yes. Regarding the certain limitations based off of the scripting logistics of the game, having each modified ammunition model be listed individually, would have some kind of blackmarket-esque style to it's concept, complex and somewhat out of general perspective, but improvisational.

Also regarding the statement on round limits, is also something that I had forgotten to clarify, and I give kudos to you for adding that to this suggestion.

I appreciate your reply, and brainstorming of course. Thanks!


Sat Jan 21, 2012 7:05 am
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Post Re: Dynamic ammunition suggestion
There's already different ammunition in the ronin GL and coalition missile launcher.
Timed and impact for ronin GL, seeker and unguided for coa missile launcher.


Sat Jan 21, 2012 10:38 am
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Post Re: Dynamic ammunition suggestion
He wants more than alt-ammos, he wants to, for some reason, somehow, shoot the ammo of anything out of anything.

Personally, I think conventional alternate modes like we're already dabbling into makes more sense and does all that we need to.


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Sat Jan 21, 2012 10:56 am
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Post Re: Dynamic ammunition suggestion
Well, I was thinking more different ammunition qualities, that can be purchased individually per soldier. Although it makes no sense, let's assume I buy a Glock, but I don't want to spend money on high quality Coalition Pistol ammunition. Instead I buy a box of 9mm Parabellum from those nice Nazi guys down the road, and use it in my Glock. Or someting like that.

Bottom line is you can avoid jams and increase power / accuracy depending on which ammunition you purchase. Of course, you can't buy pistol ammunition for a rifle or shotgun ammunition for an SMG. I don't think that it should go into caliber-level detail, pistol ammo should just be pistol ammo.


Sat Jan 21, 2012 11:11 am
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Post Re: Dynamic ammunition suggestion
So let's say you've bought a desert eagle and a glock, and you've applied improved pistol ammo to both.
Under your idea, are they both exactly as powerful per shot as each other, now, shooting the same 'improved pistol' bullet at the same speeds, or is the ammo type just a modifier for the basic ammo a weapon would have, and the doogle is still more powerful?

Because as a modifier sort of thing, I can see that working moderately well, it'd make a neat mod, but I'm not certain I'd agree it should become standard for vanilla content.


Sat Jan 21, 2012 11:59 am
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Post Re: Dynamic ammunition suggestion
Preferably a modifier, otherwise, as you said, it would not make sense at all.


Sat Jan 21, 2012 12:06 pm
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Post Re: Dynamic ammunition suggestion
viewtopic.php?p=457882#p457882
Something like this?
Or would you want each ammo type bought to be its own separate item?
Or, on the contrary, would you want the ammo to not continually be an item cluttering the actor's inventory?
Or should it be totally automatic, rather than something you have to choose to apply?


Mon Jan 23, 2012 7:26 am
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Post Re: Dynamic ammunition suggestion
I haven't thought about it much, but

Azukki wrote:
Something like this?
Yes :)
Azukki wrote:
Or would you want each ammo type bought to be its own separate item?
Preferably, under various names with various visual characteristics, just to add character.
Azukki wrote:
Or, on the contrary, would you want the ammo to not continually be an item cluttering the actor's inventory?
Preferably it would alter the weapon, and then delete itself from the inventory.
Azukki wrote:
Or should it be totally automatic, rather than something you have to choose to apply?
Preferably automatic, the consequences depending on the ammo you choose.

Thanks for doing this, by the way, it was a very nice surprise :)

Also, some examples of what I was thinking of
Image
And then there could be different crates, cartridges, power casings etc for different mods and whatnot.


Mon Jan 23, 2012 8:15 am
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Post Re: Dynamic ammunition suggestion
Updated version should be pretty close to that, lacks good icons/graphics though, and only runs off of new weapons that have been coded for it.
This totally reversed layout of the feature makes it easy to add more magazine-based weapon mods. (mods changing capacity and rounds) Just make the mags, name them accordingly to the pattern, and add them to the lists.

Even after making happen it I'm still sure not sure if I agree that it'd be a good feature for all of CC to have. :P


Mon Jan 23, 2012 1:30 pm
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