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Home Page: https://rules.voidcrew-lrp.com
License: GNU Affero General Public License v3.0
An LRP fork of Shiptest
Home Page: https://rules.voidcrew-lrp.com
License: GNU Affero General Public License v3.0
Almost every ship in the game comes with some sort of firearm or laser gun, for laser guns you can get ammo for them via any recharger you can find (of which the boards to make them are available pretty much instantly but 90% of the time there will be at least one on the ship) for normal ballistic guns however its a very different story. If the gun isn't 9mm, .38, 5.45, 7.62 or you land on a apocalyptic planet you cannot get ammo for it let alone mags (of which for 75% of the guns in game are UNOBTAINABLE outside of specific means or ships) which is strange especially for syndicate ships who are HEAVILY underpowered compared to NT ships especially when you consider tac E-rifles which are the most op weapon the NT ships/crew get and are available to any security officer with a voucher.
most if not all syndicate weapons
pretty much all sol gov weapons (whos ammo is entirely unique and completely unattainable outside of mag printers on the apocalyptic planets)
most of the NT ballistic weapons like the saber and boarder (excluding stealing the ammo from commander mags)
solgovs M9A5 (a weapon that is prominent on about 4-5 neu ships and is worth mentioning on its own because of that fact)
All have mags or ammo you cannot get outside of either their vendors (which is a limited stockpile especially for solgov weapons which even then only spawn on NT ships where as their NEU counterparts get zero ammo outside of what's in the lockers or what they can steal from purchased/made commander mags if the gun even takes 9mm (of which is only the vector carbine to my knowledge) this means you cannot get more ammo and with how many rounds it takes to kill a person or the more common use mobs by 2 hours in you will most likely be forced to use KPA's or just default to laser guns like the E-tar SMG, Laser/energy rifle, retro laser rifle, or the uncommonly seen mini energy pistol solely because you ran out of ammo.
Onto the actual request this entire issue can be fixed in a multitude of ways some simple some not. The first and easiest would just be to make the mags or ammo boxes purchasable. This to my knowledge is a pretty simple task of just making a new entry to the cargo code.
The second and in my opinion better idea is to make the design disks for the ammo and/or mags purchasable this means that instead of having to constantly drain money something that is "kinda" limited for the smaller crews you can instead spend a large sum of cash and then use your material supply to make the ammo this also makes the third option easier.
Having the ships spawn with the design disks already on them, This is already a thing with the Dwayne class ship as it starts with a few boxes of hunting/combat .38 special as well as a design disk that you can slap onto the autolathe and start making your own hunting ammo. With having the ships (ideally the SYN and NT ships getting their own design disks that is only available on those ships and comes will all of their respective factions ammo types) spawn with their own ammo disks, neu could be excluded on this depending on the type of weapons available unless its a heavily armed and setup ship like the Rigoureux (especially since this ship has SOLGOV weapons which use rare and exclusive ammo) or the Talos you can effectively remove the issue of ammo/mag availability entirely and would allow more people and more ships to use the weapons they come with and not the weapons they have to go out and find/buy.
Issue reported from Round ID: 232 (Voidcrew 2.0)
Reporting client version: 514.1589
why did you even make it syndie
it lacks an autolathe
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