EmptyEpsilon icon indicating copy to clipboard operation
EmptyEpsilon copied to clipboard

[Enhancement] Variable ammo consumption for torpedo tubes

Open Ownezx opened this issue 9 months ago • 3 comments

The current tube size do 1, 2, 4 times the damage, the ammo use should be changed in respect to the damage that they do.

This could work well with #2430 where the icons could have 1,2,4 dots.

This mechanism would make it clear to the user that using more ammo means more damage.

Ownezx avatar Jun 24 '25 22:06 Ownezx

I thought about that a while ago, but I think that can be a bit problematic. I you go this route, you have basically two options:

  1. Let the tubes consume 0.5,1, and 2 missiles. Logically this would make sense, as most tubes are medium size, so they should be the baseline. But loading 0.5 missiles is about as weird as having the same missiles loaded in different tubes for different effects.
  2. Let them consume 1,2,4 missiles. This can make scenarios harder, as you suddenly need about twice as much missiles on average. To mitigate, you could double the capacity and cut the price in half, but that would be a lot of work.

IMO, the easiest solution is to adjust the ship templates so that all tubes on a given ship have the same size. The effort should be pretty manageable, especially since only 2 or 3 default player ships have different sized tubes. You could argue that the same price for all sizes is an issue, but I think that can be explained by the stores just having flat prices per missile. It is also much less noticeable than the current situation.

aBlueShadow avatar Jun 24 '25 23:06 aBlueShadow

Although option 2 is the most annoying to implement, I think it would be the one that has the most flexibility long term. I feel like players would get used to more missile ammo depletion.

The fact that the next update is a big one is also likely to make it more acceptable?

Ownezx avatar Jun 25 '25 01:06 Ownezx

A slightly contrary view: make the resupply cost variable, based on the tube size. I think different tube sizes scale almost everything (damage, speed, turn rate, blast radius, and others) by 0.5, 1.0, or 2.0 modifiers; doing the same for cost isn't a stretch. https://github.com/daid/EmptyEpsilon/blob/4e3fd1321ce4c53efbb1b317287edb04cace7219/src/missileWeaponData.cpp#L83

The resupply code would need to query each ship for the type and size of installed tubes, and present a list of relevant options and (scaled) costs. There is no point in selling ammo to a ship that can't use it (unless we somehow allow for cargo/ammo transfers between ships). One possible bonus of this option is it could allow scenario writers more flexibility in updating ammo costs (I suspect this is already possible, but it might make it easier).

The ammo inventory would also need an update for potentially different sized missiles. I don't know if this is an easier change than "variable ammo" though.

hawson avatar Jun 30 '25 01:06 hawson