Steeltrap Posted December 5, 2019 Share Posted December 5, 2019 Hi, As per the title, I've noticed ammunition explosions appear not to reduce the available ammunition for that particular weapon system. I don't know the degree to which you have simply aggregated ammo as a total of shells per gun x guns, while not 'placing' them as specific stores of that ammo. Obviously the gold standard for realism would be specific magazines serving specific mounts (for main batteries) and potentially groups of mounts for secondaries. As an aside, I'd expect any such explosion to prevent the linked mount(s) from firing, and more likely to destroy them. While destroying them is kind of moot for the battle if they can't fire, it presumably is relevant for the campaign in terms of repair times and costs. Anyway, thought I'd mention it. I appreciate it might simply be a case of something not yet included but planned to be, so technically more a missing feature than a bug. Regardless, I hope it's of some use to raise it just in case it is supposed to affect ammo supply and associated mounts, and thus a bug, or isn't as yet and thus will serve as a suggestion/reminder. Does seem a little "off" generally when ammo explosions don't seem to have any effect on guns being able to fire, but it's especially obvious when it's a merchant ship with a single 4" gun. If its ammo exploded, what is it firing and how? Cheers 2 Link to comment Share on other sites More sharing options...
Ink Posted December 5, 2019 Share Posted December 5, 2019 Greetings! The topic is moved to General Discussions as there is no bug but a suggestion to be implemented 1 Link to comment Share on other sites More sharing options...
SiWi Posted December 6, 2019 Share Posted December 6, 2019 yeah I do wonder of they implement that. It does sound simple on the one hand but on the other, they then kinda need to simulate where which ammo type is stored and not being a programmer myself I could see that being a pain. Link to comment Share on other sites More sharing options...
CenturionsofRome Posted December 6, 2019 Share Posted December 6, 2019 I think they already simulate where the ammo is stored, they just need to add in code that reduces the available ammo for that gun type by 1/(number of turrets) and automatically destroy the gun that had the ammo detonation happen. Link to comment Share on other sites More sharing options...
Steeltrap Posted December 6, 2019 Author Share Posted December 6, 2019 16 hours ago, Ink said: Greetings! The topic is moved to General Discussions as there is no bug but a suggestion to be implemented Trouble is an ammo explosion in the ammo of the only gun on a ship, such as a merchant, that has no effect on the ship's ability to shoot doesn't sound like a suggestion, it sounds like ammo explosions are an incomplete feature. Put differently, how exactly is it the ammo explodes and yet the gun continues to fire without trouble? A half-implemented system will appear as a bug, and suggesting it be made a complete system doesn't seem much of a suggestion so much as pointing out you need to finish it. Cheers Link to comment Share on other sites More sharing options...
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