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Turrets drop way too much ammo #36428

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Marrim opened this issue Dec 25, 2019 · 6 comments
Closed

Turrets drop way too much ammo #36428

Marrim opened this issue Dec 25, 2019 · 6 comments
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Game: Balance Balancing of (existing) in-game features. Monsters Monsters both friendly and unfriendly. (S3 - Duplicate) Bug that is duplicate of another one <Suggestion / Discussion> Talk it out before implementing

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@Marrim
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Marrim commented Dec 25, 2019

Is your feature request related to a problem? Please describe.
A destroyed CROWS M249 turret (whether killed with EMP or physical damage) drops all of its ammo, which often amounts to 2 full ammo belts. I had an EMP bomb and found a military bunker, so I cut the door open and shoved the EMP bomb inside. 12 free ammo belts of 5.56 NATO.

It kinda makes all other ammo types marginal. Also, there is no incentive to use your military ID card because then the turrets just disappear and leave no ammo.

Describe the solution you'd like

  1. Turrets inside the military bunker should have less ammo, but at the same time if you deactivate them using a military ID, you should be able to pillage them for ammunition.
  2. Turrets in roadblocks should spawn with less ammo if a lot of time has passed since the cataclysm.

Describe alternatives you've considered
Turrets deactivated via a military ID might slide into the floor, turning into a "furniture" that would take significant skill to take apart and get to the ammo.

Additional context
I noticed that EMP grenades can no longer be crafted, so perhaps this isn't as much of an issue as I think. But it definitely marginalizes most ammunition other than 5.56 NATO.

@Night-Pryanik
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There is identical, however closed, issue on this matter - #33951.

@Night-Pryanik Night-Pryanik added <Suggestion / Discussion> Talk it out before implementing Game: Balance Balancing of (existing) in-game features. Monsters Monsters both friendly and unfriendly. labels Dec 25, 2019
@anothersimulacrum
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I think it'd probably be best to just reopen that issue.

@Night-Pryanik
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If I'm not mistaken, we have a convention that we keep in mind even stale issues closed due to inactivity. So I think, it'd be better to close this one and don't reopen that one unless someone has to say something new on this matter.

@ymber
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ymber commented Dec 25, 2019

Yeah this is a duplicate of however many other issues there are for this. The proper solutions are knows, someone who's interested just needs to implement them.

@ymber ymber closed this as completed Dec 25, 2019
@ymber ymber added the (S3 - Duplicate) Bug that is duplicate of another one label Dec 25, 2019
@Marrim
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Marrim commented Dec 25, 2019

I skimmed over the other issue and it doesn't seem to mention the problem with the ammo being unavailable when you deactivate the turrets via an ID card.

@ymber
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ymber commented Dec 25, 2019

The way turret despawning works needs refactoring and some of it moving out to JSON. If we want turrets to stay spawned but deactivated it can be handled as part of this.

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Labels
Game: Balance Balancing of (existing) in-game features. Monsters Monsters both friendly and unfriendly. (S3 - Duplicate) Bug that is duplicate of another one <Suggestion / Discussion> Talk it out before implementing
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