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Infinite Ammunition Reserves Issue Tools
issueid=301 07-13-2010 02:47 AM
Banned
Infinite Ammunition Reserves

My suggestion is implementing a system that allows for infinite ammunition reserves. I don't mean infinite magazine ammunition. Essentially, you can go around blasting people with your Super Shotgun. You're still limited to 14 shells in the magazine, but can always keep the gun reloaded from an infinite ammunition reserve. There are some weapons that fire straight from the magazine. You can give these weapons some sort of a 'fake reload'. Here's some ideas:

Assault Cannon: As the gun gets closer and closer to 0 magazine ammunition, it burns red and steam rolls off of it. Once it hits 0, it takes a few seconds of downtime before cooling off with some more rounds ready to be fired.

Flamethrower: After 100 points of flame ammunition has been expired, the Pyro lowers the flamethrower to reload the weapon. This lasts a few seconds before he pulls the weapon back to ready.

Nailgun: Make this weapon magazine based. There's a horizontal magazine on the side. Animate the player pulling it out and jamming a new one in. Make the magazine capacity like 15 nails at a time or something. Same goes with the magazine on the super nailgun.

There's a problem with weapons like the Grenade Launcher. Players could potentially sit there spamming out one projectile at a time as the game automatically reloads one pipe into the launcher's magazine at a time. I don't have a solution for this.
Issue Details
Issue Type Feature
Project Fortress Forever
Category General Game
Status On Hold
Priority 10 - Lowest
Suggested Version Undefined
Implemented Version (none)
Votes for this feature 2
Votes against this feature 5
Assigned Users (none)
Tags (none)

07-26-2010 09:19 PM
Banned
 
Yeah, it does go down easily with a stream of nails. Don't mind him, he's just mad because the development team is actually considering making people less efficient at just raping sentry guns. The competitive community just loves keeping the Engineer down and out, because it makes their conc to the flag oh-so-easy. 8)
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07-27-2010 06:14 AM
Stuff Do-er
 
Quote:
Originally Posted by Lynus
The SG and other things are already hard to take out with the nailgun as it is..

I dont want to see them magaznie based unless they shoot a shitload faster... even faster then they were in 2.1(or was it 2.0)
Nailgun/super nailgun fire rate has never changed (the speed the nails travel at in the air has, which only affects how long it takes the first nail to get to the SG).
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07-27-2010 08:56 AM
Gets tickled by FF
 
Quote:
Originally Posted by squeek.
Nailgun/super nailgun fire rate has never changed (the speed the nails travel at in the air has, which only affects how long it takes the first nail to get to the SG).
so there! :p
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08-15-2010 05:28 AM
 
heres an idea only make it so the demo could only place x amount of pipes. before one explodes on every shot. (this system would actually work to limit the stickies he can place down at once making it hard to abuse the infinite ammo. also make pipes destroyable id like to see this.
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08-15-2010 08:47 AM
Stuff Do-er
 
Quote:
Originally Posted by WiFiDi
heres an idea only make it so the demo could only place x amount of pipes. before one explodes on every shot.
You mean like the limit of 8 he already has?
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