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Player Features and Ideas Discussion

 
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Laser Turrets & Frequency Crystal Damage

Author
CirroWing
Lone Star Warriors
Brave Collective
#1 - 2014-05-25 22:52:59 UTC  |  Edited by: CirroWing
The upcoming change to the R.A.M. and R.Db items used in industry (See the "Stopping the damage" paragraph in http://community.eveonline.com/news/dev-blogs/building-better-worlds/) made me think, can this same principle be applied to laser weapon ammo?

The way laser weapon ammo is currently implemented creates a number of issues that aren't necessarily game-balance related:
- T2 ammo usage has a luck component
- Used crystals are unstackable, creating clutter in hangars and ship cargoholds
- Used crystals cannot be sold on market
- Used crystals cannot be repackaged
- Used T2 crystals cannot be reprocessed
- Issues with reloading guns when a crystal breaks
- Laser turret right click-reload menu has double entries for used/stacked crystals

Would it be possible to rework laser turrets to act more like other turrets when it comes to their charges? While keeping the current ammo usage rate and crystal reloading/switching time?
- Have laser turrets hold a large stack of charges that can be refilled or switched for a different stack instantly if turrets are not in the middle of a fire cycle.
- Have laser turrets use 0 charges if the loaded stack is T1, use 1 charge if the loaded stack is faction and 4 charges if the loaded stack is T2. This mimicks the current relative ammo usage rate
- Crystal ammo quantities, crystal ammo volume and laser turret capacity could be modified to make crystal ammo behave like stacks. With blueprint output and current ingame stockpiles adjusted accordingly.

To me this would be a very welcome change. But I wouldn't know how feasible it would be to rework laser turrets or whether or not I've missed something essential... The current code for crystal ammo and laser turrets is probably really weird, crystals currently feel more like fitted modules than charges.