I was looking at my mech one day and got to thinking why does the ammo in the leg going to the arm take the same amount of time to load as ammo in the arm. Just looking at it, it has to travel though the leg actuators, threw the hip actuator, though the center torso ring, past the reactor, into the left/right chest, though the shoulder actuator into the gun it is loading. If the load time is taking into account all of that movement why does it take as long to reload the gun if the ammo is in that same area ie. an arm. I get protecting your ammo is key as if it goes up you can go up, but why is it the same reload time.
O.K. lets say the standard reload time we are all used to is based on the arm weapon being reloaded from the adjoining left/right torso. Why not reduce the load time of the weapon if the ammo is also in the arm by lets say .5 sec per AC/Gauss round and .1 sec per Missile ( .5 sec for LRM 5). Also add that time (.5 sec per AC/Gauss, .1 sec per Missile) for every component it has to pass though. So your AC 10 in your arm, being reloaded from your leg would have a 1 sec increase to the time of your reload.
"But Skoren, what about them Laser and PPC people, they do not have ammo, it is a Nerf to us AC and Missile people."
Why you bring up a valid point. Right now the only downside to a mech using energy based weaponry is heat and ghost heat. I have a plan for them too. Right now if you fire lets say 3 ER Large Lasers you get that nasty ghost heat. Why not reduce the ghost heat and add power drain. "Power Drain" you ask. Yes you fire your 3 lasers and your torso turns slower and you mech slows down as it is pulling more power from the reactor and capacitors to fire all of that at once. The more you fire the slower you move. This would be a reduction to speed for every weapon used over the "ghost heat" threshold while the reactor struggles to recharge the capacitors at the same time. You could reduce the ghost heat and add this to make it more painful to be a full laser boat to be in line with the reloading of ballistic weaponry.
Now with these we can add new Master skills for the mech to increase reload speed and reduce the power drain time. Also new pilot skills for modules to help with those speeds. This is all just a suggestion as for me at least it makes more sense.
I appreciate peoples comments on this and possible tweaks to the system.
Ammo Load Speed
Started by Skoren, Nov 12 2013 03:46 PM
10 replies to this topic
#1
Posted 12 November 2013 - 03:46 PM
#2
Posted 15 November 2013 - 05:28 PM
Just thought about UAC's, Reduce the over all jam rate and increase it by how many components they go thought and add a jam mechanic for machine guns also. You can also say if you are receiving fire to your torso your chance of jamming is increased.
#3
Posted 15 November 2013 - 07:04 PM
I love this idea, bring it PGI!!!
Skoren, on 12 November 2013 - 03:46 PM, said:
I was looking at my mech one day and got to thinking why does the ammo in the leg going to the arm take the same amount of time to load as ammo in the arm. Just looking at it, it has to travel though the leg actuators, threw the hip actuator, though the center torso ring, past the reactor, into the left/right chest, though the shoulder actuator into the gun it is loading. If the load time is taking into account all of that movement why does it take as long to reload the gun if the ammo is in that same area ie. an arm. I get protecting your ammo is key as if it goes up you can go up, but why is it the same reload time..
I appreciate peoples comments on this and possible tweaks to the system.
I appreciate peoples comments on this and possible tweaks to the system.
#4
Posted 17 November 2013 - 03:55 AM
Another idea along these lines is with normal AC ammo it can jam if the area being hit is damaged. Also Capacitors for the energy weapons should explode if they had a charge or have a change of exploding. On a side note why do energy weapons recharge when you have no power, no power no recharge, so when you come out of a shut down your energy weapons that did not have a charge should have to recharge then.
#5
Posted 17 November 2013 - 08:41 AM
How about, for the heat angle, reduce the rate of heat dissipation for every component the heat has to pass from weapon to heat-sink?
#6
Posted 17 November 2013 - 02:36 PM
great idea.
#7
Posted 18 November 2013 - 09:25 AM
those are actually some great ideas
#8
Posted 18 November 2013 - 12:11 PM
TBH, mine was intended, at least in part, as a joke. I can see some limited merit in it, but god forbid PGI actually implement it (not because I think it was a terrible suggestion, but because it's painful enough reading these forums as it is, without having to read even more complaints about yet another strange non-canon, non-TT mechanic the devs have introduced).
#9
Posted 18 November 2013 - 02:29 PM
Could always look at the ammo as having a single loading tray that has 1 ton of ammo at all times, when you shoot a round the tray picks up a round from one of the storage locations and tops up the count. This being said if you have ammo in your left torso feeding a right arm weapon and your right torso gets destroyed the feed should be cut off and the weapon in the arm rendered inoperative. should effect all weapons as all wiring, feeds and loaders would be severed.
#10
Posted 19 November 2013 - 01:49 AM
Good idea.
Add here able loading weapons by 1 ton of ammo inside, and reloading requirements.
Add here able loading weapons by 1 ton of ammo inside, and reloading requirements.
Edited by Miken, 19 November 2013 - 01:53 AM.
#11
Posted 20 November 2013 - 06:10 AM
i understand this is all not cannon, and probably not part of the stories but you have to think about how the stuff works. Yes it is just a game and in the long run would not matter much but you have to keep in mind that the game was a table top turn based game, this is a live action shooter. Everyone should by now be used to having to reload that weapon by manually changing the clips (manually as you can in a video game lol). So buy updating the cannon to real world physics is not much of a stretch. I know just one voice in the world but if no one speaks no one will hear
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