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Is your feature request related to a problem? Please describe.
Weapons that have a set amount of ammo thanks to the 'limited ammo' quality present a logistical sticking point. For grenades or one use items it's easy simply to have multiple instances of the item in a players inventory and delete them when used. However for weapons that have multiple shots tracking the ammo can sometimes become a problem to the player; If you change the limited ammo quality, you then run the risk of a player losing track of how much ammo the weapon can normally take.
Furthermore, this can also help players track if they've had a weapon 'run out of ammo' as a result of threats or despairs so they aren't suddenly coming back to a session and using a weapon that can't be used.
Describe the solution you'd like
Ammo tracking itself and whether it is out of ammo should be something a player can quickly glance at while also being on the item itself. In the item, if it does NOT have a limited ammo quality, have a section listed 'Ammo' with a tickbox confirming "out of ammo?" which can be edited on the item or the player sheet. It being tied to the item may prevent weapon transferring between people causing the information to disappear:
Here's a crude mockup, naturally location of the box and how it aligns with the others would need to be considered.
As for weapons with limited ammo. If it has limited ammo, instead of the box having one tickbox, it simply has two entries, like wounds, strain, defense etc. Here's a mockup:
Another feature that may be worth considering is alternate fire modes and weapons that can take specialised ammo such as missiles. The unfortunate problem is I have no way to implement this with the current import system since right now. Especially since OggDudes generator has the listed as two separate items. Issues occur when players don't pick up the 'alternate' version for weapons that have multiple fire modes. Maybe a way to link multiple items together as different 'fire mode profiles' so when one is added they are all added, this will just have to be applied manually to the items by the GM?
As for weapons that can take ammo like the missile tube, bows (with different arrows etc) maybe just utilise the fire mode profile application but as ammo profiles. This is all more food for thought as I don't see a way to easily insert it into the system with the current oggdude data.
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
Weapons that have a set amount of ammo thanks to the 'limited ammo' quality present a logistical sticking point. For grenades or one use items it's easy simply to have multiple instances of the item in a players inventory and delete them when used. However for weapons that have multiple shots tracking the ammo can sometimes become a problem to the player; If you change the limited ammo quality, you then run the risk of a player losing track of how much ammo the weapon can normally take.
Furthermore, this can also help players track if they've had a weapon 'run out of ammo' as a result of threats or despairs so they aren't suddenly coming back to a session and using a weapon that can't be used.
Describe the solution you'd like
Ammo tracking itself and whether it is out of ammo should be something a player can quickly glance at while also being on the item itself. In the item, if it does NOT have a limited ammo quality, have a section listed 'Ammo' with a tickbox confirming "out of ammo?" which can be edited on the item or the player sheet. It being tied to the item may prevent weapon transferring between people causing the information to disappear:
Here's a crude mockup, naturally location of the box and how it aligns with the others would need to be considered.
As for weapons with limited ammo. If it has limited ammo, instead of the box having one tickbox, it simply has two entries, like wounds, strain, defense etc. Here's a mockup:
Another feature that may be worth considering is alternate fire modes and weapons that can take specialised ammo such as missiles. The unfortunate problem is I have no way to implement this with the current import system since right now. Especially since OggDudes generator has the listed as two separate items. Issues occur when players don't pick up the 'alternate' version for weapons that have multiple fire modes. Maybe a way to link multiple items together as different 'fire mode profiles' so when one is added they are all added, this will just have to be applied manually to the items by the GM?
As for weapons that can take ammo like the missile tube, bows (with different arrows etc) maybe just utilise the fire mode profile application but as ammo profiles. This is all more food for thought as I don't see a way to easily insert it into the system with the current oggdude data.
The text was updated successfully, but these errors were encountered: