
CutterJane
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Posted - 2006.06.15 09:15:00 -
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The current ammo we have is rather mundane and boring... There are 8 different ammo styles for the different turrets, each pretty much identical to the
last(excepting projectiles). You pick the ammo based on the range you are going to be playing at, or based on what your setup can sustain, and thats about
it.
I personally think that there are too many graduations of ammo, and it should be separated into simply long, medium, and short range. Then, the different
ammo styles would be changed, and be markedly different from each other, so that there is a purpose behind choosing one over the other.
Heres the current frequency crystals(small):
Multifrequency Range: -50% Cap: 0% EM: 7 Th: 5
Gamma Range: -37.5% Cap: -15% EM: 7 Th: 4
Xray Range: -25% Cap: -25% EM: 6 Th: 4
Ultraviolet Range: -12.5% Cap: -35% EM: 6 Th: 3
Standard Range: 0% Cap: -45% EM: 5 Th: 3
Infrared Range: +20% Cap: -35% EM: 5 Th: 3
Microwave Range: +40% Cap: -25% EM: 4 Th: 2
Radio Range: +60% Cap: -15% EM: 5 Th: 0
Yay. Not very imaginative. The only real reason to pick ammo is because of range.
The way i'd like to see it..
Short range Crystals
Multifrequency Range: -40% Cap: -20% EM: 6 Th: 6
Gamma Range: -45% Cap: -10% EM: 12 Th: 0
Xray Range: -50% Cap: -0% EM: 0 Th: 11
Medium range crystals
Standard Range: +10% Cap: -40% EM: 5 Th: 4 Ultraviolet Range: 0% Cap: -30% EM: 9 Th: 0
Infrared Range: -10% Cap: -20% EM: 0 Th: 8
Long range crystals(I had to add a new one :P):
Microwave Range: +60% Cap: -25% EM: 3 Th: 3
Radio Range: +55% Cap: -15% EM: 6 Th: 0
Shortwave Radio Range: +50% Cap: -5% EM: 0 Th: 5
Or something like that. The crystals all are different in there respective groups. Since EM is the primary damage of lasers, Thermal crystal have the least damage, the least range, and least efficient cap use. Pure EM crystals come in second for all of those, and the mixed crystals are the best ranged and most efficient. Though a thermal crystal wouldn't be that great since everyone and their mother tanks it. My numbers are probably way off balance, but it doesn't change the general idea.
For hybrids, it would be the same thing, only a tradeoff between thermal and kinetic, while projectiles would have a good mix of all 4 damage types, with good options for each damage type at each range.
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