We’re planning on changing the way that ammo works in the game, and would like your thoughts.
The current thinking is that by default the Slingbow will have infinite basic ammo, so you can always use it, but to get the most out of it you will have to craft “Crystals” which you can fit into the Slingbow and give a certain amount of powered up shots (called “Charges”). The Crystals could contain extra buffs that effect the damage done, such as “+50 Shock damage” or “5 Burn damage area effect for 10 Seconds”.
I’m pretty happy with that setup, but I’d like to hear your thoughts on it.
One area that we’re not sure about though is the way to deal with the Crystals and Weapons in the inventory. We can see two options for this:
- Similar to the existing system – you drag a Crystal over a Weapon and it disappears into an invisible slot inside the weapon. You can’t see the Crystal anymore, but you can find out its details through the right click menu on the weapon. There would an option (on the right click menu) to remove the Crystal at which point it would find a slot in your inventory. It a slot wasn’t available you can’t unload the weapon.
- Crystal are still loaded by dragging and dropping, but instead of disappearing they remain in your inventory and a reference is created (similar to the quick use). Charges are used up from the Crystal where is stands. The referenced stack can be a smart stack in which case each Crystal in the smart stack is used in order. Information on the Crystal can be found by interrogating at the Crystal itself, or through the right-click menu of the weapon. Hovering over the weapon also shows which stack it currently has loaded. As above there is also an unload option in the right click menu which breaks the reference.
Any thoughts would be appreciated.