Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Our only worry would be alienating users who prefer the standard Starbound ammunition system, so we'd need to figure out some way to deal with that. It's possible we might include a content pack that converts all the current gear to the new ammunition system, while keeping the base pack the same.
Optional/Extended download?
How would y'all feel about that?
I am glad you like the idea and I am more than happy to help. :)
It would indeed make most sense to create a separate mod, that entails this massive balance change.
There are also several other aspects to consider:
1. Ammunition stacking
In order to allow the player to carry enough ammunition without filling up his entire inventory, it is needed to properly size the magazines. There are also stacking mods that help to increase the stacking
2. Ammunition crafting
Ingredients should not be too rare and well balanced, tough to do: Preliminary I was thinking about
Gunpowder (Oil, Volatile Powder, coal)
Casings (copper, ...)
Bullets ( lead..., Iron bar )
Think about crafting bombs...
3. Ammo Types
Having the right amount of ammo types but at the same time not too many is key. Game play wise this means that you can find a new awesome weapon but first have to craft ammo for it.
New ammunition types should be unlocked when you have the first weapon for it. (optional)
4. Extending ammo consumption to all weapon types
To really make this work, one has to edit the master classes so the changes bleed through to the sub types. Personally I would like to include compatibility to the Fracking universe mod, as it is one if not the most used one (this is why a separate mod is needed)
5. Balancing.
With the need to craft ammo, the weapons that need that definitely should be stronger, however it also shifts the focus more towards melee weapons, as you don't have to reload. At first I would be quite conservative with increasing the damage output. Otherwise you might get power creep:
https://www.youtube.com/watch?v=Bxszx60ZwGw
https://www.youtube.com/watch?v=M3b3hDvRjJA
For more we can talk on Skype or Discord :)