Tremulous Forum

General => General Discussion => Topic started by: Rippy on August 09, 2006, 04:19:10 pm

Title: Armoury and energy weapons
Post by: Rippy on August 09, 2006, 04:19:10 pm
I thought of a decent solution to prevent energy weapons from being refilled at the armoury by sell-buying. Simply make it so that when you sell an energy weapon at the armoury, it keeps track of how much ammo was left in it until the next time you die. So, if you sell it and try to re-buy it, it's purchased with the same ammo inside it as you had when you sold the weapon. Of course, it stops tracking the ammo after you die, so you don't abandon the pulse rifle for 15 mins then go buy one agan and notice it's empty.

Hope that made sense, it's pretty early in the morning here o_O Anyway, it's not that complex a solution, and would force people to use repeaters/reactor (even though I quite enjoy sell-buying myself)
Title: Armoury and energy weapons
Post by: Stof on August 09, 2006, 04:27:55 pm
No more of that crap ! On SATGNU, you can reload energy weapons at an armory and it is a GOOD thing.

Why the hell people insist on a futile and annoying gameplay gimmick is beyond me.

It is futile because if the armory is powered, you only need to walk 5 meters to reach a working power source. It is annoying because it is incredibly counter intuitive and frustrating.

Besides, your solution solves nothing because of the battery pack.
Title: Re: Armoury and energy weapons
Post by: kevlarman on August 09, 2006, 04:28:28 pm
Quote from: "Rippy"
I thought of a decent solution to prevent energy weapons from being refilled at the armoury by sell-buying. Simply make it so that when you sell an energy weapon at the armoury, it keeps track of how much ammo was left in it until the next time you die. So, if you sell it and try to re-buy it, it's purchased with the same ammo inside it as you had when you sold the weapon. Of course, it stops tracking the ammo after you die, so you don't abandon the pulse rifle for 15 mins then go buy one agan and notice it's empty.

Hope that made sense, it's pretty early in the morning here o_O Anyway, it's not that complex a solution, and would force people to use repeaters/reactor (even though I quite enjoy sell-buying myself)
what about battery packs? currently buying or selling one refills your ammo, but i  have no clue how it could work with your solution. i personally like the solution i've seen on some servers: just let people buy energy ammo from the armory.
Title: Armoury and energy weapons
Post by: Mwa on August 09, 2006, 04:45:41 pm
Why the fuck would you want to stop people geting ammo by sell-buying?
That's how my binds work, and it's a nice system.
Title: Armoury and energy weapons
Post by: Paradox on August 09, 2006, 05:12:52 pm
Uhh, TJW explicitly FIXED the armory so you could buy ammo for energy weapons.

Goddamnit, search the forums before you post.
Title: Armoury and energy weapons
Post by: Rippy on August 09, 2006, 05:20:27 pm
Ah, never knew battpacks refilled ammo also.

Yes, my binds use the sell-buy thing also, but I still figure it's more interesting if energy weapons only get recharged at reactors and repeaters. Otherwise, what are they? Ammo weapons that make zap sounds? I just figured the whole point of having two different weapon types was to have them recharge differently, if you can recharge at the armoury then you might as well just remove their ability to recharge anywhere else o_O
Title: Armoury and energy weapons
Post by: Stof on August 09, 2006, 05:24:01 pm
Of course not ! Think before talking. Energy weapons can be refilled WITHOUT armory. This is their difference with regular weapons. Changing that would be indeed a massive gameplay change.
Title: Armoury and energy weapons
Post by: Rippy on August 09, 2006, 05:28:22 pm
Quote from: "Stof"
Of course not ! Think before talking. Energy weapons can be refilled WITHOUT armory. This is their difference with regular weapons. Changing that would be indeed a massive gameplay change.


Ok, so basically energy weapon recharge > ammo weapon recharge, rather than being alternatives to the ammo ones? That works too, I just don't think energy weps should get 3 places to recharge is all.

(oh, and I haven't talked in about an hour by the way :P)
Title: Armoury and energy weapons
Post by: Stof on August 09, 2006, 05:33:30 pm
Quote from: "Rippy"
Ok, so basically energy weapon recharge > ammo weapon recharge, rather than being alternatives to the ammo ones? That works too, I just don't think energy weps should get 3 places to recharge is all.

What is 3 places anyway ? The only problem with having 3 places to reload the energy weapons is the incredibly verbose error message you get when using a reload bind when not in range of one of those 3 items.

Besides, having energy weapons unable to reload at armory is so minor on gameplay that allowing the armory can be considered a trivial change.

Quote from: "Rippy"
(oh, and I haven't talked in about an hour by the way :P)

:D

And if you want to know, the first times I've been playing Tremulous ( without reading the manual of course ), I though you could only reload energy weapon when you placed yourself close to the reactor, using the armory and selecting the "Buy Ammunition" there :) Why ? Because the first time I tryed to reload such weapon in the usual way ( using the armory of course, I didn't see the key bind to reload just by beeing close to the armory ), I got the error message saying I had to be close to the Reactor or to a Repeater to do it.

It took me a few days to understand better how it worked ;)
Title: Armoury and energy weapons
Post by: Lava Croft on August 09, 2006, 07:25:03 pm
This thread is obsolete, since selling and buying your weapon or battery pack also refills it.
Title: Armoury and energy weapons
Post by: Rippy on August 09, 2006, 08:26:28 pm
Quote from: "Stof"
Besides, having energy weapons unable to reload at armory is so minor on gameplay that allowing the armory can be considered a trivial change.


Ok, ok, you win. Thread obsolete. (fortunately, I can give up an argument unlike a lot of other people here :))

I mean, I still think it'd be better without allowing the armoury, but it is such a small change that it really doesn't matter.
Title: Armoury and energy weapons
Post by: Stof on August 09, 2006, 08:50:00 pm
It's just an application of the KISS principle ;)