Possible workaround for ammo bag problems
Posted: 2015-11-06 17:23
I did a bunch of ammo bag science and noticed that fixing the infinite LATs problem in 1.3.6 introduced some new issues.
Perhaps the dilemma could be solved by giving riflemen two ammo bag slots (if BF2 will allow it), worth 100 points each. It'd be kinda awkward, but I thought I'd share.
Mass is conserved perfectly, because it would cost 200 points to reload both bags, thus using up both bags in the process. For everyone else who uses the rifleman's ammo, it will be 200 points just like before, as long as both bags are dropped together. They can be dropped separately too, but it should be encouraged to use both at once to avoid wasting them due to how the ammo system works (see my science post for info).
The downside is that the rifleman will have a harder time reloading his kit, and drain more supplies from crates when doing so. This doesn't seem that bad considering rifleman kits are abundant and their purpose is primarily to supply others with ammo, not themselves.
The user experience could be made better if there is a way to make the second bag slot hidden/invisible and still work. For example, use up the ammo in both bags slots when throwing one of them, or throw both bags at once (i.e. spawn two bags) despite being in two different slots. Then it'd be just like before, except with mass conservation.
Perhaps the dilemma could be solved by giving riflemen two ammo bag slots (if BF2 will allow it), worth 100 points each. It'd be kinda awkward, but I thought I'd share.
Mass is conserved perfectly, because it would cost 200 points to reload both bags, thus using up both bags in the process. For everyone else who uses the rifleman's ammo, it will be 200 points just like before, as long as both bags are dropped together. They can be dropped separately too, but it should be encouraged to use both at once to avoid wasting them due to how the ammo system works (see my science post for info).
The downside is that the rifleman will have a harder time reloading his kit, and drain more supplies from crates when doing so. This doesn't seem that bad considering rifleman kits are abundant and their purpose is primarily to supply others with ammo, not themselves.
The user experience could be made better if there is a way to make the second bag slot hidden/invisible and still work. For example, use up the ammo in both bags slots when throwing one of them, or throw both bags at once (i.e. spawn two bags) despite being in two different slots. Then it'd be just like before, except with mass conservation.