Starbound

Starbound

Alpha Ammo
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Alpha Drako  [开发者] 6 月 24 日 上午 9:53
Any ideas to improve the mod? Amazing, thanks!
Send here anything that you believes that can make that mod even better, I'm always here to listen, and promise that will give a reason to accept or decline any idea, I'm honored to listen your ideas! =)
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正在显示第 1 - 11 条,共 11 条留言
Star_Fighter 6 月 24 日 下午 5:41 
ive got an exciting idea for some additional content... once we fixed this weird issue.
Whether thats something you would want to add as an update or its own mod entirely is up to you :)
Alpha Archery: Tiered Bows that have their own Damage, Drawback speed and Arrow velocity. You could implement new types of Arrow ammo, like hunting arrows (mob drops), Heavy arrows (damage), armor piercing arrows (less dmg, but ignores armor%), exploding arrows etc.

these arrows would work just like your ammo, and charging up the bow shot would cost small and continuous amounts of energy.
A fletching station would be a neat addition to customize arrows for specific stats with different materials and their types, as well as adding elemental dmg through the representive mob-loot (scorched core, cryo extract, venom sample, static cell)
I feel like it would be a step to make bows a contender for combat options, as it has always been overpowered by everything else. This idea took inspiration from the "generated bows mod", as a combination of your mod and this mod of sorts :)
最后由 Star_Fighter 编辑于; 6 月 24 日 下午 5:42
Alpha Drako  [开发者] 6 月 24 日 下午 6:04 
引用自 Star_Fighter
ive got an exciting idea for some additional content... once we fixed this weird issue.
Whether thats something you would want to add as an update or its own mod entirely is up to you :)
Alpha Archery: Tiered Bows that have their own Damage, Drawback speed and Arrow velocity. You could implement new types of Arrow ammo, like hunting arrows (mob drops), Heavy arrows (damage), armor piercing arrows (less dmg, but ignores armor%), exploding arrows etc.

these arrows would work just like your ammo, and charging up the bow shot would cost small and continuous amounts of energy.
A fletching station would be a neat addition to customize arrows for specific stats with different materials and their types, as well as adding elemental dmg through the representive mob-loot (scorched core, cryo extract, venom sample, static cell)
I feel like it would be a step to make bows a contender for combat options, as it has always been overpowered by everything else. This idea took inspiration from the "generated bows mod", as a combination of your mod and this mod of sorts :)

YES! I definitely want to make some real good changes to bows, add tiered, and even random generated ones! It would be just epic *-*. That's a top tier suggestion, and I'll DEFINITELY have that in mind because I love bows, and hate that Aegistalt Bow is the only one that really works like other weapons haha. Thanks again for the suggestion =)
I'd like to know if you have considered adding a manual reload key to this mod. The inability to reload weapons makes them not very practical in actual use. It would be great if we could have a feature like using the Shift key for reloading.
(machine translation)
Alpha Drako  [开发者] 7 月 30 日 上午 10:09 
I'd like to know if you have considered adding a manual reload key to this mod. The inability to reload weapons makes them not very practical in actual use. It would be great if we could have a feature like using the Shift key for reloading.
(machine translation)
I'll actually try to do that soon! Unfortunately, this area of dealing with more specific commands like shift is something I never really understood how to code, but I'll try to learn as soon as possible! Thanks for the comment =)
引用自 Alpha Drako
I'd like to know if you have considered adding a manual reload key to this mod. The inability to reload weapons makes them not very practical in actual use. It would be great if we could have a feature like using the Shift key for reloading.
(machine translation)
I'll actually try to do that soon! Unfortunately, this area of dealing with more specific commands like shift is something I never really understood how to code, but I'll try to learn as soon as possible! Thanks for the comment =)
Thank you for your reply! Besides that, I noticed that the ammo system seems to take effect even when equipped on NPCs. This might cause some NPCs to become unable to attack after their ammunition runs out. Perhaps we could implement a check: if the weapon is held by an NPC, the gun would still perform reload operation but wouldn’t require actual ammunition. (This could be quite complex to implement.)
Alpha Drako  [开发者] 8 月 4 日 上午 11:48 
引用自 Alpha Drako
I'll actually try to do that soon! Unfortunately, this area of dealing with more specific commands like shift is something I never really understood how to code, but I'll try to learn as soon as possible! Thanks for the comment =)
Thank you for your reply! Besides that, I noticed that the ammo system seems to take effect even when equipped on NPCs. This might cause some NPCs to become unable to attack after their ammunition runs out. Perhaps we could implement a check: if the weapon is held by an NPC, the gun would still perform reload operation but wouldn’t require actual ammunition. (This could be quite complex to implement.)
This is actually what should be happening o.o, the NPCs aren't using the guns properly?
引用自 Alpha Drako
Thank you for your reply! Besides that, I noticed that the ammo system seems to take effect even when equipped on NPCs. This might cause some NPCs to become unable to attack after their ammunition runs out. Perhaps we could implement a check: if the weapon is held by an NPC, the gun would still perform reload operation but wouldn’t require actual ammunition. (This could be quite complex to implement.)
This is actually what should be happening o.o, the NPCs aren't using the guns properly?
The vast majority of NPCs are unaffected because they use NPC-specific firearms. However, in rare cases (such as Rebel Apex in Miniknog strongholds), these NPCs are unfortunately assigned weapons that use an ammo mechanic. This results in them being unable to attack normally once they run out of ammunition.
Raja Keong 10 月 24 日 上午 1:18 
I've noticed that your ammo system not only allows consumption of specific items from the player inventory like with the Cartiladge Gun using bones as ammo, and even the pleasant surprise of the underbarrel grenade launcher on the Durasteel Assault Rifle instantly expending from grenades with zero reload outside of the attack delay to simulate single-shot reloading.

That being said, my idea proposal is this: Terraria's way of expending ammo by using "first priority" ammo that's stacked the earliest, and then when that runs out, the ammo and projectile changes to the one next to it.
最后由 Raja Keong 编辑于; 10 月 24 日 上午 1:18
Alpha Drako  [开发者] 10 月 24 日 上午 10:01 
Oh, Hello Raja! That's very interesting, can you please elaborate a little more? The idea is to create a slot priority for the consumption of the ammo? Or the idea is to use different projectiles for the same gun? Both interesting idea tho
Raja Keong 10 月 24 日 上午 11:05 
引用自 Alpha Drako
Oh, Hello Raja! That's very interesting, can you please elaborate a little more? The idea is to create a slot priority for the consumption of the ammo? Or the idea is to use different projectiles for the same gun? Both interesting idea tho

The way Terraria handled ammo before they updated it to add dedicated ammo slots was that the ammo that was used was dependent on the way the items were sorted, from top left to bottom right. So if a fire arrow was placed in the inventory slot before a normal arrow, then the fire arrow is what comes out first.

As for "using different projectiles for the same gun", that's describing the Adaptable Crossbow, which has the ability to switch between different bolts. If it was to use the Alpha Ammo system, then theoretically, the Adaptable crossbow would either become a weapon using a generic archer ammunition type, or it could require several steps of crafting, making all the bolts individually and then bundling them all together. Hm... Unless it's possible for the bolt type change ability to actually be like a kind of book to draw multiple different abilities that spawn different projectile types...
最后由 Raja Keong 编辑于; 10 月 24 日 上午 11:07
Alpha Drako  [开发者] 10 月 25 日 下午 1:52 
So yeah, I''ll take a look at the use of the ammo based on the inventory slot. Some time ago I tought would be interesting to need the ammo set on the action bar, or something like that, but then I realized that with so many different kinds of ammo, it could be annoying. I'll see if the slot preference is possible with my code knowledge. The thing about the Adaptable Crossbow REALLY interest me a lot, almost like the way I did with the Assault Rifle with Grenade Launcher ability which needs a grenade to works =)

It seems to open space for a lot of interesting gun playstyle and I really want to work on that.
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