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Ammunition Bins


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#21 no one

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Posted 12 March 2014 - 11:09 AM

View PostFut, on 12 March 2014 - 07:06 AM, said:

I have read the suggestions, and I still don't think it's a good idea.

See you say that, but then. . .

View PostFut, on 12 March 2014 - 07:06 AM, said:

To have additional ammo simply appear in their bins while in the heat of battle seems silly to me -
especially if all they have to do is stand next to some ammo crates on the ground.

you cherry-pick your examples like this, and people have a valid reason to think you're either not reading the thread, or intentionally using a strawman argument. Neither one actually 'looks good' or is an effective way of making your case in a logical debate.

View PostFut, on 12 March 2014 - 07:06 AM, said:

What I'm really hoping for in this game, is that CW introduces "Extended Engagements" where you must fight through multiple battles with one mech - all damage and ammo expended during the Engagement carries through to each new battle.


You want no rearm and repair between engagements? How would that work, exactly? I mean sure, "extended engagements" sounds cool, until you realize that what you just suggested essentially amounts to running a 30 minute attrition match when most matches don't run ten. If I *have* to fight and survive the full 30 minutes there's literally no reason for me to carry ammo based weapons. Shoehorning in the ammo necessary to get a minute or two of fire is already barely justifiable on most ammo based weapons.

If it gave you a few techs able to do a few man-hour's worth of repair between rounds and I had to choose between replacing a blown off large laser or repairing my leg actuators and re-loading my SRMs it might add something to the game and encourage me to not take damage. If all you're doing is running multiple consecutive matches with no rearm or repair though, then why would I ever take a weapon that weighs more and stops working a tenth of the way into the match?

Besides which, even 'if' you were running extended engagements how does that, in any way, invalidate or even address any of the core arguments for a re-arming bay?

Edited by no one, 12 March 2014 - 11:11 AM.


#22 MadFJohn

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Posted 12 March 2014 - 06:06 PM

i will tell you this wood brake game lore for the time you suggesting. It takes a above average tech 15 min to load one tone of ammo on a mech.
now between missions to reload i like same with repairs.

Edited by MadFJohn, 12 March 2014 - 06:07 PM.


#23 no one

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Posted 12 March 2014 - 08:47 PM

View PostMadFJohn, on 12 March 2014 - 06:06 PM, said:

i will tell you this wood brake game lore for the time you suggesting. It takes a above average tech 15 min to load one tone of ammo on a mech.
now between missions to reload i like same with repairs.


Fair point, there are aspects which come down to what flavor of fluff you favor. That's a part of why I was suggesting there be some restrictions on which ammo bins could be auto-loaded. You could even designate specialized, dedicated ammo bin hard points on different 'Mechs, and allow only those bins to be reloaded.

Personally, I don't see it as a lore breaker. The magical MFBs in MW3, MW4 and 'Mech commander were an entirely different animal. An animal that could glue together broken assault 'Mechs with stickers and steel wool in less time than it takes me to brush my teeth. A mechanized ammo loader? Just doesn't seem that infeasible.





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