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 Limited Grenades, unlimited ammo? 
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Post Re: Limited Grenades, unlimited ammo?
Hyperkultra wrote:
AGENT15 wrote:
What he said

I like option number 2 better than one, because if you run out of ammo at a critical moment, you're boned. With the other one, reload is much smaller, so you have more ammo, more quickly.)


Actually, the first would mean that once you run out of magazines, you could either switch to a second weapon or desperately fend off the enemeis with your single remaining magazine. The recharge time could be adjusted so that you will eventually have to switch weapons, thus making a secondary pistol much more necessary. I never mentioned "more ammo more quickly," so I'm not sure what you are referencing there.

Grif wrote:
AGENT15 wrote:
What if ammo and grenades both needed to recharge?


Standard US army soldiers carry seven magazines for their primary weapon. Two magazines is not very realistic for far future.

I know it's not realistic, but it would help balance it out. If you had seven extra magazines, it would take a very long time to run out of ammo, and you would be regaining magazines the whole time. With only two extra magazines, you would need to conserve to some extent.


Last edited by AGENT15 on Wed Jun 24, 2009 6:59 am, edited 1 time in total.



Wed Jun 24, 2009 5:31 am
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Post Re: Limited Grenades, unlimited ammo?
im really liking your ideas agent 15. possibly each gun could have several clips similar to the bar described in option 2 of your posts. HOWEVER, it would recharge if you were to pick up:

a gun you already have

ammo you can order(from tradestar[available in light, energy, explosive{also different sizes}])

possibly ammo refilling stations could also add a new tactical element to the game, making gold important but ammo also important.

this would also help ALOT with balencing out the game


Wed Jun 24, 2009 5:46 am
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Post Re: Limited Grenades, unlimited ammo?
What.

How does making micromanagement necessary balance anything? Balancing means that it's fair to use one thing against another, no matter what the two are. A limited magazine capacity only means that you have to aim better, not that the bullets are any less deadly.

PS clips go in M1s magazines go in everyting else.


Wed Jun 24, 2009 5:50 am
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Post Re: Limited Grenades, unlimited ammo?
what i should have been more clear on is that more powerful weapons such as the dummy annihilator, rocket launcher, etc would have more costly ammo. this balences it out because there would be a bigger reason to use smaller arms, such as rifles, instead of just using the minigun and rocket launcher which gives you more bang for your buck(currently).


Wed Jun 24, 2009 6:56 am
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Post Re: Limited Grenades, unlimited ammo?
Grif wrote:
PS clips go in M1s magazines go in everyting else.

Clips go in all (as far as I know) bolt action rifles and a very select few other rifles. I sometimes type "clip" instead of "magazine" because when I'm typing fast I sometimes mistake one word for another and my grammar becomes more poor than usual. Anyway...

What about a compromise between the ammo station thing and my idea of free, recharging magazines. Your mag-resupply bar would be constantly charging, resetting, etc. What if, whenever you are near a resupply station, the bar is either assisted (say, twice as fast as usual) or perhaps even instant (multiple grades of supply station? Grade 1 decreases resupply time by 50%, Grade 2 by 75%, and Grade 3 by 100%). This would help out base defenders by letting those in bunkers shoot non stop (except for reloads). You could have an "ammo drone" too, which functions like the medic drone except it assists resupply instead of health.

Also, I think that with magazine-recharge and reload-times, powerful weapons will be balanced as it is. The cost of the weapon is already proportional to it's power, so I don't see why individual ammo units would need to be implemented.


Wed Jun 24, 2009 7:04 am
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Post Re: Limited Grenades, unlimited ammo?
What would happen if the enemy ran out of ammo?
They'd be sitting ducks, it would make the game too easy.

I know how to fix that, give enemies unlimited ammo.
But wait, then it's unfair.

It just doesn't work, and finding a new magazine would be really hard. It's almost impossible to pick up a grenade, nonetheless a tiny magazine sitting on the floor. Not to mention the precious ammo could be easily crushed.
So you could do what many other games do, have ammo checkpoints. Floating ammo boxes. I just can't imagine that in CC, sorry.

Gun ammo is perfect the way it is.


Wed Jun 24, 2009 7:10 am
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Post Re: Limited Grenades, unlimited ammo?
IMO, to make stuff realistic and actually have every shot count, make ammo limited. This will make the game a little more strategic, and people wouldn't die as fast, making the match last longer. A way to regain ammunition, he could make a ammo refueler (there's a better word for it, just don't remember it) and limit its placement to 1, and you can set it in your main base w/ ur brain. Or in its own armory section, or wherever else you wanna put it. It would likely be vulnerable to attack, so you can't just put it on the front lines.

Edit: And it'd likely be a shootable background object, making it so people can pass by it, but it's still killable. (If that's possible)


Wed Jun 24, 2009 8:08 am
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Post Re: Limited Grenades, unlimited ammo?
AGENT15 wrote:
Grif wrote:
PS clips go in M1s magazines go in everyting else.

Clips go in all (as far as I know) bolt action rifles and a very select few other rifles. I sometimes type "clip" instead of "magazine" because when I'm typing fast I sometimes mistake one word for another and my grammar becomes more poor than usual. Anyway...
And what you know is clearly wrong.

Think of a "clip" as a speedloader. It is something that you use to shove bullets into some sort of magazine. Some weapons (such as bolt action rifles) have integral, non-removable magazines that you can either reload by hand (round by round) or with a speedloading clip.

Alternatively, imagine a revolver. A revolver also has a magazine (integral, non-removable). To reload it, you put the rounds in one at a time, or you can use one of these to push all the rounds in at once.

tl;dr, clips are for loading magazines. magazines are for loading weapons


Wed Jun 24, 2009 1:44 pm
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Post Re: Limited Grenades, unlimited ammo?
Screw limited ammo, it would completely ruin the game.
If it was needed, it'd be done already.

The grenades are fine the way they are, but I agree they need to be slightly more powerfull, and merge in the inventory.

Look at the unlimited ammo this way: its the motherfukcing future, all soldiers and void pockets filled with unlimited ammounts of amunition, or just have magazine generators in their pockets, because carring ammo is so last millenium.

Also, this game is NOT meant to be realistic, nor was it meant to have any sort of tactics in the first place, if you want realism, go play Flashpoint or ArmA.


Wed Jun 24, 2009 2:55 pm
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Post Re: Limited Grenades, unlimited ammo?
I think the game is a blend of action and RTS. So there should be tactical elements added; however, limited ammo is not one of them.

I agree that limited ammo is too cumbersome for CC. That's too much to micromanage and severely hinders game play I think. Especially when maps has restricted landing zones, if your front line soldiers run out of ammo you will have a hard time resupplying or reinforce them. Besides, don't we have enough trouble with the buy menu? Now we have to add an ammo button too?

I don't support limited ammo.


Wed Jun 24, 2009 3:57 pm
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Post Re: Limited Grenades, unlimited ammo?
ProjektTHOR wrote:
Blah blah blah I'm arrogant.

That's fantastic.



To everyone else: I think this thread was originally discussing recharging grenades, and then recharging ammunition stocks, very few people are suggesting actual limited magazines.

My suggestion was recharging magazine supplies. It isn't limited; you don't need to go find more ammo or buy more. However, you do need to wait for a short duration while you "restock" if you happen to fire an excessive amount in a short time.

I would hate more specific micromanagement in CC, as there is currently just enough to not be annoying but still require careful planning, thought, and enable customization. Numerically limited magazine supplies would be too much management, as I think most people would agree.

I'm suggesting some sort of limit that would bring those "Oh crap what do I do I'm out of ammo oh crap" moments into CC, as well as making lighter, backup weapons more useful.


Wed Jun 24, 2009 7:32 pm
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Recharging grenades: Yes please. That would be neat.

Limited gun ammo: Dear God please no.

Recharging magazines: That sounds like it would amount to "occasional extra reload times". No thanks.


Thu Jun 25, 2009 5:09 am
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Post Re: Limited Grenades, unlimited ammo?
AGENT15 wrote:
ProjektTHOR wrote:
Blah blah blah I'm smarter than AGENT15.

That's fantastic.
ftfy.

And don't get mad because I called you out.


Thu Jun 25, 2009 2:06 pm
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Post Re: Limited Grenades, unlimited ammo?
i originally suggested limited ammo but i now realise that this would only really be fun for person vs person matches(and even then). so unlimited ammo seems to be the best way to go. however unlimited grenades is still tricky. they would need a long "reload" time for them to be balanced.

here are three things that would improve gameplay overall for cortex command
a bar that would replace the word reloading above each gun, this would make reload times more visable(not really necesary but would be nice)

having a maximum number of items an actor or craft could hold. this would make the dreaded "crab bomb" a thing of the past.(there is almost no way this could hurt gameplay[unless of course this limit is too low])

an ai "priority" for each weapon. this could simply be an ini variable. say every couple seconds an ai would check its inventory for the highest priority weapon. this would solve the small problem with the ai of them shooting you with a pistol, when instead they have an assault rifle and shotgun.


Fri Jun 26, 2009 12:11 am
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Post Re: Limited Grenades, unlimited ammo?
There needs to be some kind of ammo system.


Fri Jun 26, 2009 12:30 am
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