Ammo

Post your brilliant ideas here, or complain about how nothing works.
Locked
TheUnicornOfJustice
Registered user
Posts: 15
Joined: 10 Nov 2016, 20:10
Byond: ExpoStealth

Ammo

Post by TheUnicornOfJustice » 15 Nov 2016, 22:32

Summary (a quick, 2-3 sentence summary): Im hoping this doesnt fall under weapons, cause it not a weapon, but idk... I think they should add ammo boxes that say the RO gives out to marines, for guns like the Pulse rifle and the submachine gun. (Shotgun already got boxes)

Benefits (How this will benefit the server and game as a whole): This would take pressure off RO's having to send down ammo. The people who have the ammo boxes can just leave them in a room in FOB or something, and when a marine runs out of ammo, they can go and load there magazines up. Also it would help with the amount of magazines left around.

Details (Description of how you think this would work, the benefits, etc): Like i said, just have like Boxes for each gun that uses magazines. When marine needs ammo, they can click their empty magazine onto the box and it will be fully reloaded. They could add a timer if they wanted to, like the 'You begin filling you magazine with ammunition.

User avatar
Casany
Registered user
Posts: 1555
Joined: 06 Jun 2016, 09:18
Location: US of A
Byond: Casany
Steam: Casany

Re: Ammo

Post by Casany » 15 Nov 2016, 22:41

And so it isn't OP each box only has 500 bullets and tgere are only 2
"He killed me with a SADAR and it was bullshit. We should ban him for ERP because of how VIOLENTLY HE FUCKED ME" - Biolock, Saturday 15 October 2016

"Sometimes you need to stop and enjoy the little things in life, for one day you'll look back and realize they were big things"

"To quote Suits A cop follows a car long enough, he's gonna find a busted tail light. And even if he doesn't, he's gonna bust it himself." - Awan on being an MP

User avatar
Doc
Registered user
Posts: 61
Joined: 15 Oct 2016, 22:14
Byond: TheDocOct

Re: Ammo

Post by Doc » 15 Nov 2016, 22:44

I actually give this a +1. I don't think it should be infinite, but rather function like the power-pack on a much larger scale. Cargo would be able to order one or two 500-round boxes that could be dragged around on the surface and used to refill magazines on the fly. I also agree with the timer, meaning a marine won't be able to just sit there and spam all 500 rounds by immediately reloading magazines as soon as they empty. This allows more strategy on a team scale rather than individual inventory management- which will still matter, because knowing the marine team, I doubt these will get far without being lost to mismanagement or a rush.

EDIT: Casany ninja'd me on most of my points...

User avatar
Renomaki
Registered user
Posts: 1777
Joined: 22 Jul 2016, 18:26

Re: Ammo

Post by Renomaki » 15 Nov 2016, 23:08

So, boxes of unsorted bullets that you can use to refill your empty mags?

Seems like a decent idea, would encourage marines to save their magazines to refill them later on the field, rather than having to waste time hefting it back to the sully (which most marines don't even bother to do).
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

User avatar
Butterrobber202
Registered user
Posts: 652
Joined: 15 Mar 2015, 22:52
Location: In a Super Secret Nerd Underground Bunker

Re: Ammo

Post by Butterrobber202 » 16 Nov 2016, 16:04

I see no issue as long as it has a defined limit

+1

I can see Marines wasting ammo on each other to get to the Ammo Box
the alien drone (848) has been robusted with the emergency toolbox by Johnny 'Snowball' Redem!
► Show Spoiler
► Show Spoiler

User avatar
Monoo
Registered user
Posts: 736
Joined: 16 Apr 2016, 14:38
Location: Deep in the salt mines
Byond: MonocledGerbil

Re: Ammo

Post by Monoo » 16 Nov 2016, 16:09

+1

Way back in ye old pre alpha we had ammo boxes. They served a slightly different purpose, but they kept squads working together; they had something they were all invested in protecting.
I play as this guy, proudly being dismembered by extraterrestrials since 2015.
Sometimes I might play other guys, you never know.

“It is good to have an end to journey toward, but it is the journey that matters in the end.” —Ursula K. Le Guin

User avatar
Derpislav
Registered user
Posts: 823
Joined: 10 May 2015, 09:14

Re: Ammo

Post by Derpislav » 16 Nov 2016, 17:00

I suggested this so many times and it got shot down HARD because "lol logistics in an arcade game are you retarded?"

If this, being completely identical to my suggestions, gets approved, I will rage.
+1.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
Image

User avatar
Bigchilly
Registered user
Posts: 172
Joined: 27 May 2016, 21:23

Re: Ammo

Post by Bigchilly » 16 Nov 2016, 17:35

+1 Awhile devs are doing this being able to unload mags, and completely emptying a gun (ejecting the round, not firing the last round to empty it) would be pretty nice.
| Flitz 'Rook' Waldmuller |

User avatar
Derpislav
Registered user
Posts: 823
Joined: 10 May 2015, 09:14

Re: Ammo

Post by Derpislav » 05 Feb 2017, 10:27

Bump.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
Image

User avatar
Enceri
Registered user
Posts: 364
Joined: 06 Oct 2016, 23:37
Location: state of depression
Byond: Enceri

Re: Ammo

Post by Enceri » 17 Feb 2017, 11:48

Seeing as I've just seen it, I'll be giving my +1 due to it being a pain for both RO and marines, when RO takes all the M4 mags from prep to drop planetside.

User avatar
KingKire
Registered user
Posts: 893
Joined: 30 May 2016, 11:53

Re: Ammo

Post by KingKire » 17 Feb 2017, 13:41

+1. I think it is a little silly that the RO is ordering 6 clips of ammo at a time instead of bulk amounts of ammo. The only problem that might pop up is what if all the spare magazines are gone, to which i guess we should have a empty magazine crate maybe? idk, spitballing

I found this cool sprite online that we could easily rip off of. Im thinking its from an old ss13 mod or something so nobody but loser[/s] are gonna care.
tw97VTl.png
Anywho, if it had to be put in:

Mk2 Ammo Crate: 2[x] pts

refills (X) magazines until it becomes an empty crate.

counts as a large object/ can only be held in hand.

object does not block mobs.

clicking on an ammo crate with a partially empty magazine: "You proceed to load in loose rounds to your magazine"
(player stands still for 5 seconds to load ammo, must stay still, assumption that there is a speed loader present in the ammo crate to assist in speedy ammo loading)

description:
This is an ammo crate for the Mk 2 rifle, it currently looks (Filled, half empty, almost empty, empty) of loose Mk2 rounds.

Also, whenever i think of a squad reloading, i always think of this:

Movie was okay but this clip was on-point, lets bring it into CM!
You do not have the required permissions to view the files attached to this post.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Ammo

Post by MrJJJ » 18 Feb 2017, 00:45

KingKire wrote: tw97VTl.png
This already used to exist, the one below the above one, it was simply like a backpack that couldn't be carried on the back and carry a fuckton of ammo, which i loved when i ran out of ammo in the middle of combat

User avatar
XenonDragneel
Registered user
Posts: 464
Joined: 06 May 2015, 17:09
Byond: Byond ID

Re: Ammo

Post by XenonDragneel » 18 Feb 2017, 00:48

We used to have a Ammo box in pre-alpha... I have no idea what happen
When u talk sh** to the IB
Image

Locked