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Post by Cory Trese on Aug 7, 2012 0:55:48 GMT -5
The out of ammo system measures the total number of bullets.
Trying to think of a good way to fix this issue, didn't really think it all the way through when I added it.
Options: * Warn about each type of bullet. * Allow players to "Clear" unused ammo types (like Pistol)
I am coming up blank ... any suggestions?
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Post by grävling on Aug 7, 2012 2:08:32 GMT -5
1. change the *speed* (the word) to be *rate* everywhere. 2. whether you are low on bullets needs to be changed so that it comes into play based on what sort of guns you are wielding. So if you have a pistol in one hand and a rifle in the other, you need to be told when you are low on pistol and automatic rounds. You don't want any warning about heavy rounds. 3. But whether you are low on bullets also depends on the rate of the weapon you are using. What we have now does a fine job of reminding me that I am running out of automatic rounds, once I have shot away all my pistol ammunition, as long as I am using a HunterSight or some other rifle that has a speed of 2. It does a rotten job of reminding me that I am low on automatic rounds when I am using the HPX 59 with a speed of 4. I run out of bullets all the time, with no warning then. The game doesn't understand that I am using them up 2 times as fast, it seems. I also think that the game doesn't consider that if you are wielding 2 weapons that use the same ammo type you will run out of bullets more quickly, but I am not sure of this. 4. When the gunslinger mod goes in, allowing gunslingers to get in an extra shot when wielding pistols and other small arms -- or however you choose to implement this feature -- then they will go through bullets faster than other chars, and the warning needs to take that into consideration as well. 5. Sell rounds you have in your cyberloader to the Pawn Shop? Or otherwise get rid of them? Right now carrying them around is no problem because, contrary to its description, your cyberloader can hold an infinite number of bullets. But if a cyberloader cap comes in, then gettting rid of the ammo you loaded but never use any more to replace with the ammo that you really do use these days will be necessary. Getting money for it at the Pawn Shop would be nice, but just being able to drop it on the floor would often be sufficient.
6. It is important not to penalise players who use all 3 sorts of weapons, and swap them around depending on what sort of enemies they face. So only very serious ones get the heavy ammo used on them -- it is expensive -- and the pistol gets mostly used for making a Baster Gun stun somebody you want to capture, while the auto is what you use most of the time with your rifle. Somebody like this wants to have all sorts of ammo in their cyberloader, and still get warned based on what they are wielding now.
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Post by wildblue1010 on Aug 14, 2012 22:49:52 GMT -5
Speaking of the cyber-loader, once the cap is implemented, are we going to have the option of buying bigger loaders, or upgrading our original?
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