

#1
Posted 04 November 2014 - 11:21 PM
Premise: You are running around, getting shot at/all beat up and internals exposed. You don't have CASE or have ammo in slots where you could not fit CASE to account for the tonnage/slot or do not want to waste the tonnage in multiple components..
Your mech has a mix of ammo based weapons and energy weapons.
To enhance survivability, you can perform an ammo dump as a consumable module to reduce the chance of getting crits when critically exposed. Downside, this renders your ammo based weapons redundant.
If ammo drops/refuels are present in CW could be a good module where you are stuck in a protracted battle, need to reduce chance of death until the fight dies down, then when the opportunity is safer could reload weapons (if this was implemented)
Thoughts? Bad Idea/Good Idea?
Just a random thought.
*Puts flame retardant overalls on and turns down the thermostat in anticipation...*
#2
Posted 04 November 2014 - 11:36 PM
But considering what happened to coolant...
#3
Posted 05 November 2014 - 12:11 AM
#4
Posted 05 November 2014 - 12:56 AM
I guess if I was worried about it that much, I would just buy the case and save a few million c-bills and a module slot.
#5
Posted 05 November 2014 - 01:00 AM
I also do remember that a battlemech with hand actuators being an option for tools required for reloading a mech in the field in the TT. One of the reasons why battlemechs were given hands by design.
Or I might be confusing that with the rules from any of a dozen of so mecha RPGs I've played and don't have the books for in my hands at this moment.
Edited by SuckyJack, 05 November 2014 - 01:01 AM.
#6
Posted 05 November 2014 - 01:01 AM
Consumable no
Feature yes
#7
Posted 05 November 2014 - 01:31 AM
Making this a module is a bad idea. What's next, movement module, with which you can move?
#8
Posted 05 November 2014 - 02:26 AM
Desolator, on 05 November 2014 - 12:56 AM, said:
Nope it would be a consumable with a cost per use.....
Duncan Jr Fischer, on 05 November 2014 - 01:31 AM, said:
A few people have said the same, in which case why not make it a function if not a consumable...
Either way the option should be there I think..
Edited by White Bear 84, 05 November 2014 - 02:37 AM.
#9
Posted 05 November 2014 - 03:25 AM
#10
Posted 05 November 2014 - 03:35 AM
#11
Posted 05 November 2014 - 04:31 AM
Yes, as many have stated, the function to dump ammo was a normal feature of all Mech's.
- Even in the early days of this games development there were images of the cockpit and there was a set of keys displayed on the dash that were labeled 'dump ammo'.
- Given we have the keys to assign weapons groups function, it should not be out of the question to look for that type of key system.
~ there would need to be a selectable method for where the ammo is to be dumped from, and the linking into the game loadout system, but could function exactly like weapons group settings.
(I could even see a game setting for when the torso is critical, the system dumps that locations ammo, for safety.)
From Lore related material, there was a Pilots option to transfer ammo between locations.
- One direction only and all directed to central locations in the feed belts routing, but it could be done.
- There was also an emergency dump of all ammo, rarely used but the function was there.
(3 - Emergency ammo dumping control - used on conjunction with the left and right weapons status displays to eject unused ammo, located on right side of cockpit for most mechs.)
Just some info,
9erRed
#12
Posted 05 November 2014 - 08:57 AM
While we're on that subject, is there any way to make dumped ammo appear on the map as destructible materials? I'm thinking of a scenario where a Catapult loses its arms and launchers so it dumps its ammo. Another Mech (let's say Locust), sees this and later fires into the dumped ammo as enemies charge through it, detonating the LRMs in a sort of crude minefield.
This could work for other types of ammo as well, though I'm not sure how feasible it is in terms of game mechanics.
#13
Posted 05 November 2014 - 09:16 AM
I'm also in favor of bringing back repair/rearm costs, but that's another thread. I liked the challenge of keeping a balance of healthy mechs and cbills. Right now is just a grind to by more stuff.
Edited by Big Tin Man, 05 November 2014 - 09:18 AM.
#14
Posted 05 November 2014 - 09:51 AM
Question is, which key?
The idea is sound concerning this subject. It just needs a little bit of work and I for one would like to see this implemented.
#15
Posted 05 November 2014 - 05:46 PM
Figured out how to do it in Megamek by mounting it as a detachable weapon.
Use it. Oh crap, emergency situation; Dump it!
#16
Posted 06 November 2014 - 03:48 PM
#17
Posted 06 November 2014 - 04:33 PM
#18
Posted 06 November 2014 - 05:59 PM
Desolator, on 05 November 2014 - 12:56 AM, said:
I guess if I was worried about it that much, I would just buy the case and save a few million c-bills and a module slot.
Consumable.
Consumable =/= module.
#19
Posted 17 November 2016 - 07:10 AM
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