Ammunition crafting system

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Sarah_U.
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Ammunition crafting system

Post by Sarah_U. » 27 Dec 2016, 19:41

Summary (a quick, 2-3 sentence summary):
Add a system for crafting and assembling various type of ammunitions.

Benefits (How this will benefit the server and game as a whole):
This would allow for all humanoids to get an access to hard-earned ammunition refill.
This would allow for more indepth roleplay and management of supplies on the side of the marines.
This would open the path for even more research advances.

Details (Description of how you think this would work, the benefits, etc):
Here's an example of standard M4A1 magazine assembling:
  • Bullet casing (5x?) = 1 metal + autolathe.
  • Standard M4A1 round = Bullet casing + Explosive (Chemistry involved).
  • Empty M4A1 magazine = 1 metal + autolathe.
  • Standard M4A1 magazine = 1 Round + 1 Empty magazine.
Obviously, it could work like my suggested weapon crafting system, where a machine is added to work the various work-arounds and limit the production with a chemical limit for various explosive types in the rounds... Etc!
My idea is to do exactly the same thing for this, so here's a quick example again:
Ammunition Assembly:
  • Stores items required for crafting.
  • Intake chemicals for later use, all chemicals possibly limited per type making them all require individual refills and much more supply management.
  • It offers a list of items to craft. An idea would be to link the machine with the research console to upgrade its available crafts.
A small sidenote to prevent early-on mega-distribution of incendiary and all that, would be to disable its crafting at the early stage and/or lock down the machinery and equipment required for bigger orders like this untill blue alert or similar is given or the CO himself step up and open the ammunition workshop. There's ways to tweak all this I'm certain.

Implementation (Optional, if you have an idea how to implement it):
[N/A]


Post-Scriptum: I know this would possibly modify the balance, but considering the Sullaco is a fully manned 80+ crewmember spaceship with billions in investment... A few crewmembers able to restock the ammunition supplies and making sure teh ship is always fully ready for encounters wouldn't be extremely surprising. The core idea is to allow for marines to adapt ever so slightly, while not overpowering them either.
Final note, if the machine is added on the suggestion, a measure could be put to sabotage it in case of boarding or something similar.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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YungCuz
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Re: Ammunition crafting system

Post by YungCuz » 27 Dec 2016, 20:44

Would each bullet be able to be stacked and then the stack can be put into the mag?
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Sarah_U.
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Re: Ammunition crafting system

Post by Sarah_U. » 27 Dec 2016, 20:46

I would believe so, but then it'd probably be a system similar to shotgun ammo when you load it. One bullet at a time slowly being added one by one.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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Heckenshutze
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Re: Ammunition crafting system

Post by Heckenshutze » 27 Dec 2016, 21:09

How many CT slots are available currently? I like the idea but it would take more than two for this task.
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Sarah_U.
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Re: Ammunition crafting system

Post by Sarah_U. » 27 Dec 2016, 22:21

I think there's two without the incoming redshirts update (Merge of MT and CT) (ETA: SoonTM)
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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Re: Ammunition crafting system

Post by apophis775 » 28 Dec 2016, 14:13

Denied.
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