Ammo supplies.

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Nicholas

FNG / Fresh Meat
Sep 16, 2010
1,275
665
0
I have just come up with an idea! You know how theres manpower reserves that can run out?

Well what if there were ammunition supplies that could run out? Similar to reinforcements, if a team fired off alot of ammo it would begin to run out, and guys would spawn with less ammo, maybe it would effect different kinds of ammo, being divided into pistol and smg ammo, rifle ammo, AT ammo, grenades (to help fix nadespam) or specialty ammo, say for EXAMPLE for a team there were 5000 rounds of rifle ammo, and if it dipped below 1000 then it would cut into each mans rifle ammo. Again I don't think this system should be that severe, so that ammo shortages are a constant problem, but it could encourage teams not to waste ammo too much.

It could also work for vehicles too, and the system as a whole could play an important role in the MP campaign mode.
 
  • Like
Reactions: Roland777

Extension7

FNG / Fresh Meat
Jun 22, 2010
1,766
323
0
East Coast USA
www.createphpbb.com
I can see where you're going with this... But I'm going to have to so no to this.

The ideas cool and all, but I don't want it to happen, maybe in the realism mode or something? There are going to be ammunition points anyways too, so bleh.

Maybe have the ammunition points have a certain amount of ammo they can give?
 

Nicholas

FNG / Fresh Meat
Sep 16, 2010
1,275
665
0
I can see where you're going with this... But I'm going to have to so no to this.

The ideas cool and all, but I don't want it to happen, maybe in the realism mode or something? There are going to be ammunition points anyways too, so bleh.

Maybe have the ammunition points have a certain amount of ammo they can give?

Maybe thats it, although it depends on where the ammo points are, will they be everywhere and make everyone never run out of ammo? Or will they be ones placed in strategic locations? Will it be something to fight over? Will they be destroyable by the enemy?
 

Extension7

FNG / Fresh Meat
Jun 22, 2010
1,766
323
0
East Coast USA
www.createphpbb.com
Maybe thats it, although it depends on where the ammo points are, will they be everywhere and make everyone never run out of ammo? Or will they be ones placed in strategic locations? Will it be something to fight over? Will they be destroyable by the enemy?

Hey, maybe the territories people fight for could carry some ammunitions! But it's limited.

Destroying it? Ehhh. Sketchy
 

Nicholas

FNG / Fresh Meat
Sep 16, 2010
1,275
665
0
Hey, maybe the territories people fight for could carry some ammunitions! But it's limited.

Destroying it? Ehhh. Sketchy

Well the Russians and Germans didn't use the same ammo except for the Russian pistol ammo.
 

Nicholas

FNG / Fresh Meat
Sep 16, 2010
1,275
665
0
And even 7.62x25 tokarev only fit's into the C96 in 7.63 Mauser. ;)

Yeah so some old surplus pistols used by the Germans happen to use the same ammo as the commonly used Russian SMG's, it like saying that the US military can use enemy forces ammo supplies because they both use 9mm pistols.
 

cooperr

FNG / Fresh Meat
Nov 2, 2006
214
7
0
Netherlands
fullmj.qla6.com
That a team could run out of nades is a good idea actually but spawning with less rifle/smg or pistol ammo sounds a bit stupid. At the last 2 min everyone has to stab or bash.. because everyone is low on ammo. Except for the mg gunner on the last cap who can get resupplyed by it's team8's and is waiting for the last bashing and stabbing survivors :eek:
 

Extension7

FNG / Fresh Meat
Jun 22, 2010
1,766
323
0
East Coast USA
www.createphpbb.com
That a team could run out of nades is a good idea actually but spawning with less rifle/smg or pistol ammo sounds a bit stupid. At the last 2 min everyone has to stab or bash.. because everyone is low on ammo. Except for the mg gunner on the last cap who can get resupplyed by it's team8's and is waiting for the last bashing and stabbing survivors :eek:

I'm sure theres some balance.

Like what if instead of the ammo going down, it's the number of clips you spawn with till a certain point

Example: Riflemen spawn with 6 clips, but when you- A lose a territory that holds ammunition B run low on munition percentage or C The ammo supply points run out of ammo then you start to spawn with less and less clips until you get to a number like 2 clips.
 

Nicholas

FNG / Fresh Meat
Sep 16, 2010
1,275
665
0
Yeah I think it should work more for territory, the team that loses more ground gets less manpower and less ammo. In real life the Germans ran low on supplies, the same would have happened to the Russians if they were losing.
 

Taisenki

FNG / Fresh Meat
Sep 7, 2010
137
77
0
yes. I think when one team is winning. They should gain the advantage of having Mech Warriors join the battle...Then...if the enemy team loses more Optimus prime joins your side.

This seems fair.

-

Games are more fun when its not the team to lose an objective first wins. You have to keep it balanced. The best games are where one team is crushed to their last life but then...some how....win. Despite all odds.

Those odds would not exist if, for example, you capture first objective. You gain a strategical advantage/territory/ammo/manpower/optimus prime.

In all fairness, for interesting and fun gameplay, it is the loosing team which should get some sort of advantage. (Not saying anyone should be given an advantage but for example)

If you push the enemy back to their spawn...the enemy team should spawn 10x faster. That way...the enemy has more "Uptime" and your allies have more to shoot. You see how this is interesting for both parties now? As well as testing the ACTUAL skill level of your allies.

-

And I believe this idea came from the whole "Nade manpower" thing I posted earlier =p but anyway

-