One person said...
QUOTE(Narcil @ Apr 17 2008, 02:52 AM)

spawn with full ammo as well as weapons dropped by the com (if they are dropped) recieve full ammo to begin with. Also add a key to be able to drop ammo so that u can move faster.
...and another said...
QUOTE(Emanon @ Apr 18 2008, 02:15 PM)

Spawn with full ammo, you rarely die because you didnt have enough reserve ammo. Then balance for the res related issues with the new res system.
The simplest solution is usually the best.
"Why do I even respond to some of these threads."
...and still another said...
QUOTE(Alcapwn @ Apr 21 2008, 09:27 AM)

Well, this wouldn't eliminate armory-humping early game, but maybe for mid-late game.
Maybe have an upgrade available at the armory to make any respawning marines start with more ammo. That way, maybe players wont feel the need to spawn, then proceed right to the armory.
...which are all about starting with full ammunition @ spawn.
Pro: Solves issues with needing any additional ammunition to start since you are already at the maximum
Pro: It is definitely following KISS policy. (Keep It Simple, Stupid)
Con: Ignores the resupply benefit of the armory
EXAMPLE: When I command (talking NS, not NS2) and I need to hold an area -- like building up a phase gate for a siege. I'll drop an armory. Why? Because 5 ammo/medkits (at 2 res each) = 1 armory at 10 res, but with one critical difference. The armory can provide UNLIMITED health and ammo for my teammates.
Neutral: FPS games with limited ammunition weapons have an important game play balance factor in that the max ranged damage that is carried.
EXAMPLE: Ok, let's say this hypothetical "gun" fires bullets which do 10 damage each @ 800 rounds/min in full-auto, with a magazine size of 40 rounds.
Your max capacity is then is 1 mag loaded, 5 carried, and one bullet already in the chamber. (many FPS games are too lazy to do this)
Spawning with 1 magazine loaded and 1 spare, no bullet in chamber
10(40(1)) + 10(40(1)) + 10(0) =
800 total ranged damage carried per spawning soldier
--versus--
Spawning with 1 magazine loaded and 5 spare mags, and bullet in chamber
10(40(1)) + 10(40(5)) + 10(1) =
2410 total ranged damage carried per spawning soldier
There
is a major difference here, more than three times as much! Consider that weapon upgrades in NS v3.2 add an additional 10% of the base damage. (in this case the damage multiplier would go 10 (base), 11 (lvl 1), 12 (lvl 2), 13 (lvl 3))
Now could that be considered in balancing? Of course it could, but it should
not be ignored.
More playtester-ish problem solving questions:
BONUS QUESTION #1: What's the difference in time for the two mentioned above marines to fire off every round?
POSSIBLE REASON FOR CONSIDERATION: balanced against HP & Armor of a target unit or structure
BONUS QUESTION #2: Assuming a reload time of 4.2 seconds; what is the minimum # of marines needed to stagger firing to create a continuous barrage of fire on a single target.
POSSIBLE REASON FOR CONSIDERATION: cover fire balance
It's a good simple idea, but everybody needs to remember that it's far more complex than that. And that's just in-theory, before it gets used in practice.
vote undecidedIt seems this is fairly popular but I feel it needs to stand up to some well-thought-out criticism.
QUOTE(Bacillus @ Apr 17 2008, 03:42 AM)

Demonstrate clearly that heavy ammo load slow you down, both humping and movement wise. Depending on NS2 mechanics of course.
This is my favorite solution proposed thus far.
- It's simple.
- It allows for a trade off which players are free to choose their own balance on. (fire power vs. mobility)
- It supports an element of realism (more mass)
- It would be easy to adjust when testing to get it to feel subtle. (not too cumbersome, not too insignificant)
- Reinforces the antithetical behaviors ranged vs. melee in combat
- It allows for individual specialization in squads (the packmule, heavy support grunt vs. the ninja, recon badarse)
I would want it tipped more towards the subtle to insignificant side. It does wonders if it's something people just gossip about and has psychological presence about it. Perhaps there could even be researchable upgrades to reduce it and allow marines to carry more ammo.
vote yesQUOTE(Sarisel @ Apr 18 2008, 12:17 AM)

Why do we need to irritate players with armory powerbars or complicate commanding? There's a difference between giving ammo packs to 6 players in a competitive game versus 10-16 players on a pub. The resources required are 2-3 times greater.
Regenerating ammo? How do we define what rate of firing is "too careless" or "too conservative"? It's going to depend on the map, the alien team, and vary throughout the round.
I say keep it simple.
Or not: Create an "assault mode" that can be triggered by the commander (perhaps on an armory) which informs the team (with that annoying female voice) that they should proceed to the designated waypoint and that the armory is disabled.
Regeneration ammo is something Charlie has said he would never put in NS2 because it makes marines too close to aliens. (aliens do have regeneration, both in "ammo" (energy bar) and health & armor, and also have upgrades to improve those regenerations)
vote noGood point about the resource cost scalability increase with the number of players in a game, but I'm not sure what that has to do with this topic.
QUOTE(PsympleJester @ Apr 18 2008, 12:59 PM)

Someone has already suggested that kit bags be introduced into the game, so that instead of meds being dropped a kit bag can be dropped with a first-aid box or something in it and the designated marine heals his comrades.
Well if this was introduced maybe if could have say... 10 ammo packs in it and the person with the kit bag just switchs to kit and pressed left click to slowly heal like the wall units on HL1 or right click to give 1 ammo pack to someone.
(this would make it so Armourys could only be used to refill kit bags and not for individual use of marines)
Just an idea......
Thanks for reading,
Jester.
Well it could create some unique specialization in squads with a healer class. It was my impression that this was another differentiation factor between the marines and the aliens:
Commander heals fellow marines
Gorges heal fellow aliens