CCP Rise wrote:Kagura Nikon wrote:Kynric wrote:After playing with the module a bit I find that I both like and hate it. The ammo swap problem is the main issue I have with the current rlml. The ability to select a damage type is one if the defining traits for missiles and this feature makes it impractical to use that trait. The alternative (heavy missles) is poor enough to perhaps keep rlmls in play but that should not be interpreted as happiness with the rlml. Please consider fixing the ammo swap, if that were done the module woukd be in a much better place.
The best solution woudl be what one guy suggested. To reload full set of missiles.. 35 seconds. To replace 1 missile only (U used only 1 before reload) you spend 35/20 seconds... in other words.. time of reload linear to the ammount that need to be reloaded.
The big problem with this is that currently you have two options in the drop down, one for reloading the same and one for switching to a new type. If we did what you're talking about we would need three options, one for reloading current ammo to full, one for swapping to new kind of ammo but same amount of charges, and one for swapping to new type of ammo at max charges. We could do that, but it would add anywhere from one to several rows to the right click menu and would also probably be pretty confusing to a lot of users.
I would prefer if we could find something like making the reload time only 10 seconds unless you have a weapon timer. This exact solution doesn't work because of how NPC timer works, but from the user perspective it's much cleaner. We wouldn't have to clog up any menus or make any new explanations about how the mechanic worked.
I understand the implications on the usability, but I think you missed a bit on my proposal.
My idea is that you ALWAYS reload all missiles. But the time is dependent of how many you already have.
20 missiles in bay. Reload is then set to minimum time ( could be the old 10 seconds). You get a full set of your new type of missiles.
10 missiles in bay. Then you have half your load, therefore your time must be half the penalty (35-10)/2+10 = 22.8 seconds.
0 missiles in bay. 35 seconds.
That regardless if you are reloading same ammo, or loading a new ammo.
Result is.. if you have full ammo and want to reload before a fight you have exact old behavior of missiles. But if your missiels are empty or almost empty you still pay the full time.
Also this approach shares all the advantages of your idea about the timer.