Idea for a new ammo store, this one carries "special ammo" which gives your weapons a buff or a benefical effect, but the downside is that the store is much more expeniv and don't carries so much ammo than the standard ammo. You need to give the permission to use the new ammo (which cost a order), also you can pick in a submenu what weapon-typ are allowed to use them (which isn't a "order").
Buffs and effects:
Rifles, FLAKs, and gatling guns: Tracers give a short aim boost for all guns firing into around the same area as tracers, but blinding sunlight canceles the buff, normal light makes it hardly useful, any downfall makes an acceptable buff, in fog the buff is quite good, in nighttime the buff is strong(fog and any downfall stack with the night)
Canons, turrets, and heavy Cannons: Phosphorus Shells give a weaker tracer effect, high chance of ignate modules, and if the shell hits, the ships is taged which cancels the fog bonus of this ship and is easlier to hit, like by tracers.
Granates, Bombbags, and Rockets: Cluster explosives. When this explosives blow up, it releases a handful of granates that will hit any ship, but will explode shortliy after the release.
Suspendium Cannon: They get a tracer effect on default, but also get a anti-personal shred shells which piersing the armour and wounding the crew in the hited modul
Sounds cool but I think there are a few flaws... the permission to use ammo and low ammo count seems silly to me, your not going to issue a command to use ammo you already have in the middle of a battle in the first place? And if it's the same size with low ammo count how does that work? And why not buff everything with all the special ammo?
Instead I think the specialized ammo stores should be just that, specialized. So, you will have generic ammo stores (normal ones) and then smaller specialized ones that can only load one group of guns (cannons, muskets, etc) with some differences:
Generic: the normal ship component already in game, holds ammo for every gun type.
Specialized: less tall than generic, provides small weapon buffs and has smaller ammo cap (slightly).
Specialized ammo will last a lot longer because it only feeds one group of gun types instead of every gun onboard.
I may wasn't clear enough. One special ammo can "feed" all guns typs. The command is there, so we get control over the limited special ammo, because in some situations special ammo isn't effective (e.g. close-combat with sunshine) and want your this ammo for another situation, but this command maybe can reduced the time for the next order. And maybe "special" isn't the right term.
So basically it's now just a "make guns work better" command, which is flawed I think because unless ships in a large battle carry very few special rounds (which they won't) they will probably not go back to default ammo because the match will be over too quickly with one or both sides of a match using buffs to go over the 'balanced' range to make battles long, even if the buff lasts short for every ship..
And for the scenerio you just used there already is the 'aim' command.
In my opinion I think this idea is kind of redundant like this but I'm open to it if you can put up a good counter-argument!
-edit- I just realized this may be bordering on harsh and if I mean no offence!
Well, Tracers and Phosphorus Shells are useless in sunny battles. Cluster Explosives are splitting the normal damage between all "bombs".
And the anti-personal shred shells reduce the damage on armour and (especially) modules , but gets devastating against the crew.
-edit- special ammo don't increase the damage or aim on default.
Commander, Engineering Corps
Idea for a new ammo store, this one carries "special ammo" which gives your weapons a buff or a benefical effect, but the downside is that the store is much more expeniv and don't carries so much ammo than the standard ammo. You need to give the permission to use the new ammo (which cost a order), also you can pick in a submenu what weapon-typ are allowed to use them (which isn't a "order").
Buffs and effects:
Air Lord, Engineering Corps
Sounds cool but I think there are a few flaws... the permission to use ammo and low ammo count seems silly to me, your not going to issue a command to use ammo you already have in the middle of a battle in the first place? And if it's the same size with low ammo count how does that work? And why not buff everything with all the special ammo?
Instead I think the specialized ammo stores should be just that, specialized. So, you will have generic ammo stores (normal ones) and then smaller specialized ones that can only load one group of guns (cannons, muskets, etc) with some differences:
Generic: the normal ship component already in game, holds ammo for every gun type.
Specialized: less tall than generic, provides small weapon buffs and has smaller ammo cap (slightly).
Specialized ammo will last a lot longer because it only feeds one group of gun types instead of every gun onboard.
Commander, Engineering Corps
I may wasn't clear enough. One special ammo can "feed" all guns typs. The command is there, so we get control over the limited special ammo, because in some situations special ammo isn't effective (e.g. close-combat with sunshine) and want your this ammo for another situation, but this command maybe can reduced the time for the next order. And maybe "special" isn't the right term.
Air Lord, Engineering Corps
So basically it's now just a "make guns work better" command, which is flawed I think because unless ships in a large battle carry very few special rounds (which they won't) they will probably not go back to default ammo because the match will be over too quickly with one or both sides of a match using buffs to go over the 'balanced' range to make battles long, even if the buff lasts short for every ship..
And for the scenerio you just used there already is the 'aim' command.
In my opinion I think this idea is kind of redundant like this but I'm open to it if you can put up a good counter-argument!
-edit- I just realized this may be bordering on harsh and if I mean no offence!
Commander, Engineering Corps
Well, Tracers and Phosphorus Shells are useless in sunny battles. Cluster Explosives are splitting the normal damage between all "bombs". And the anti-personal shred shells reduce the damage on armour and (especially) modules , but gets devastating against the crew.
-edit- special ammo don't increase the damage or aim on default.
Air Lord, Engineering Corps
Ah, so In essence it changes the role of a weapon?