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This repository was archived by the owner on Apr 14, 2020. It is now read-only.
This repository was archived by the owner on Apr 14, 2020. It is now read-only.

Simplifying the ammo system #751

Description

@Alicecomma
There's some mods dedicated to changing:

- Names of ammo, for people unfamiliar with bullet and gun calibers

- Amount of ammo, for those who dislike the additional micro of managing tens of different ammo types and would rather have just a few bullet resources

There's some inherent problems:

Lack of clarity:

1. Can't see the difference between 7.62x39mm, 7.62x51mm and 7.62x54mm ammo and will pick the wrong one for their weapon.

2. Can't see the ammo type needed for a gun in the loadout - UNTIL they learn that the bullets with a plus-sign in it add the correct ammo type.

3. ~Can't see what ammo type is required for a gun when crafting it~. Add the (ammoSetDef.label) tag behind the Make _gun_ crafts. (#752)

Lack of knowledge [MUST BE MADE MORE VISIBLE]:

1. Don't know the difference between 12 gauge buckshot, 12 gauge birdshot, 12 gauge slug and 12 gauge beanbags, nor does the tooltip tell them.

2. Don't know the standard terminology HE, AP, HP, FMJ, AP-I, mod-specific meaning of Conc..

3. ~Include in the ammo variant tooltip all guns that can use the ammo (INSIDE OF THE LOADING BENCH)~ (#752)

Lack of care:

1. Don't want to bother with the expanded ammo system - but they still want FMJ, AP and HP as options for their gun - e.g "AmmoSetDef-only".

2. Do want to have a physical ammo resource - but simple - e.g "Thingdef Ammo".

3. Do want complexity in the ammo resource - but limited to gamified categories only - e.g "Pistol Ammo", "Revolver Ammo", "Rocket Ammo".

4. Might want to have no ammo system for guns, but keep it for turrets (https://github.com//issues/710).

5. Don't want insignificant differences between ammo types - e.g have only one of each caliber of ammo.

Lack of consistency:

1. While the game is set in 5500, the ammo is from the 1900-2000's. Some of the ammo still refers to Soviet, NATO and other references which should be long lost in 5500 on Earth, let alone in the Rimworlds are in the ammo names.

2. Base-game Rimworld shies away from references to gun names since A9, but CE keeps the references intact.


Non-considered suggestions:

Lack of clarity

- Have less accurate, but more distinct differences in ammo names. The downside is other mod authors may not care to follow this policy, but the upside is slightly higher distinction between ammo types.

- Make the "plus bullets" button flash yellow/white for the first few (five or so) times the UI is opened and a new gun is added.

Lack of knowledge

- Explain each terminology inside of the loading bench tooltips.

Lack of care

- Cut down on ammo to the bare necessities, attempt to keep guns chambered in an ammo type which is already in CE. Not much we can do here, mod authors do whatever they want. (Assumed inherent to making CE-compatible mods, not something we can fix).

Lack of consistency

- (Add a toggle to) remove all references to manufacturers, wars, institutions, alternative versions of the same round, etcetera.

- Muddy the references - e.g 9x19mm Parabellum could be "g-ig" ammo?

- Come up with "new calibers" which fit all our needs for the caliber. The advantage here is also that we could design a round based on the properties it has, rather than get the properties from our limited understanding of a round design. Give these new calibers completely new names.

- Automatically generate bullet names based on factions in a newly generated world. E.g Omeera Planetary Concord (OPC) (https://i.redd.it/knz0s7emxriz.jpg) bullets of various calibers, matching their guns. This would allow slight min-maxing of ammo with each playthrough, finding the best randomly generated caliber for any situation.

The lack of consistency argument is less of a problem for those who played Fallout: New Vegas or other games with extensive bullet name references, I would imagine. However, those who care less for true-to-life bullets would be better served either with a small, game-ified selection (Pistol bullets) or a small, lore-ified selection (9mm OPC, 7.62mm Omeera).


XML suggestions:

Lack of knowledge

  • Include a good description of each and every ammo variant. A good description:
    • describes the features of the ammo which warrant its use over other rounds.
    • It might tell you the category of weapons that use it, but not the specific weapons.
    • It explains the name or abbreviation of the ammo, if necessary.
    • It does anything to prevent having the same description as another ammo type, and if it does, it mentions that it's similar to that other ammo.

Long-term C# suggestions:

Lack of care

  • Keep the "reload HP/FMJ/AP" Gizmo when the ammo system is disabled, and allow switching between each of the ammo types according to the AmmoSetDef. (This would require quite a large overhaul to the combat system to work without ammo resources - possible, long-term).
  • Allow for ammo unification in the settings menu. (Ammo unification as described in comments below).
  • Separate the ammo for guns and for artillery in different categories, and only toggle the guns category when it's changed. As fix to Mortar Shells & Disabled Ammo #704.

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