#New Ability: Salvage

1 messages · Page 1 of 1 (latest)

hybrid hatch
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My recent suggestions have all looked at changing a lot of existing abilities. This involved a lot of merging. The ability menu may look a bit smaller if all were to be done. At minimum, Jump and Speed already merged so there is already a slot that can be filled.

Effect

Salvage, as I will call it for this suggestion, is a simple ability that is similar in concept to Ammo.

  • Ammo
  • temporary effect
  • infinite ammo for all players in circle
  • Salvage
  • permanent effect
  • user can use all ammo with all weapons

This ability would allow the user to be crafty, making do with what they have on hand. Any box of ammo would act like "makeshift ammo" for the user. Got an AK Rifle? You can use Rifle Ammo like normal, or load it with Light Ammo, Shotgun Ammo, and Heavy Ammo.

This allows the user to make use of more ammo, including ones like Shotgun Ammo that may not be seeing much use otherwise for the weapons of their choosing. This keeps their weapons online for longer, but it's a finite resource still unlike the infinite effect of Ammo. It's just MORE resources to work with.

near yarrow
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wow salvage i such a good idea

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I think i always run low on ammo

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sometimes too much light or rifle, not the right guns to match

hybrid hatch
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you may still have problems running low

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that's more a playstyle thing

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this would just help you to pick up ANY ammo that a player can spare you

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means even the starting shotgun ammo could be used if you have it still

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and you could go into any building with ammo on the ground and you get the benefits of every box on the ground rather than working with random chance

hidden bone
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I like the idea, but I don't think its powerful enough on its own.

hybrid hatch
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Fair

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I kept it simple due to lack of time

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there are ways can expand this but that's the core principle there

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I wouldn't call it super powerful, but I'd consider it rather flexible

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probably more useful in ZBR

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old strategies of rifle + smg to share light and rifle ammo

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maybe 500 ammo each

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ability means you're able to have that as a shared 1000 ammo for any weapon of choice

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and means heavy ammo isn't needed for some weapons

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not that .50 Cal is a common choice

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or Crossbow

hidden bone
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I definitely see the value in it. I kind of feel like I need to make a spreadsheet of all the existing abilities and all your new ideas to see all at once what the best combinations might be.

near yarrow
hidden bone
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I don't think so. From my perspective, light seems to be most abundant. Then I think rifle.

near yarrow
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I guess its because its also the most powerful for beating adc

hidden bone
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I think there is more rifle than shotgun, but I think light us definitely most abundant.

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I might be wrong.

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Just my perception.

near yarrow
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Bad luck i guess

hidden bone
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Yes.

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But I pretty much always have both a light ammo and rifle ammo weapon in the events, so I can use either

near yarrow
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Idk, i think shotgun is just bad at adc in a perspective, they can't deal with a hord of ufos if you know what i mean

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You need something faster than that

hidden bone
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I pretty much never use a shotgun.

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I would if the auto pistol could generate its own ammo. Then I would have a rifle, a shotgun and the auto pistol. Or if the was some kind of shotgun sidearm, I would use all 3 types.

near yarrow
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no light ammo drop

hidden bone
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Yes. Rifle ammo. But I made a suggestion that they change it to light.

near yarrow
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It doesnt do well in classic or 4v4 tho

hidden bone
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It is, but range is terrible. Still good enough for CQC.

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I like the auto pistol in classic. Useful in many situations.

near yarrow
hidden bone
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Or on very parkourable maps where you can get close and surprise people.

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You have to have good movement and positioning.

near yarrow
hidden bone
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I want an auto-pistol only or sidearm only mode on some of the smaller parkourable maos

near yarrow
hidden bone
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I really like the deagle, but yes, not a long range

near yarrow
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rip

hidden bone
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We probably should stop cluttering this suggestion with unrelated chat.

near yarrow
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yep, lets move to wb chat

hybrid hatch
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If interested in concepts I had looked at, the ability was called "salvage" for a reason.

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I didn't just use "makeshift ammo" as a way to explain the usage of all ammo for any weapon either.

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In conceptualisation I looked at an actual new BR item called Makeshift Ammo. A person with Salvage active would automatically have all their picked up ammo converted to Makeshift Ammo.

With an item, this meant it could also be dropped to other users. If someone wanted ammo, you wouldn't even need to ask which type they are looking for.

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I didn't look at it much though, and I'd been looking at other aspects such as increased ammo counts but less damage.

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That's to say, if you picked up a box of 30 Rifle Ammo you'd get 40 to 60 Makeshift Ammo (1.33x to 2x). Using the ammo means 80% damage from that weapon or something.

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It wasn't explored much because with a little thinking you realise "how do you actually differentiate which ammo a weapon has loaded?"

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maybe it's an effect applied to the ability, but then what about the ammo you can drop to other players?

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I'm sure there would be ways to set it up, but it's a big complicated addition for something like this to feel more unique in a direction like that.

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Borrowing from that there was also the idea of converting any ammo into another of choice; likely by dragging. Drag Rifle Ammo into a stack of Light Ammo and the stack is converted into Light Ammo.

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The reverse could be done too, the ammo that is dragged is the "desired ammo" and you're applying it to the stack you drag to.

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Whichever would ultimately make more sense.

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Once again looking at the idea of being able to take ammo and make use of it in any desired way, also with a way to convert and drop ammo for other players.

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Of course, as much as I can explore such things, they still bounce around the core idea in the short suggestion I gave. Any ammo, any gun.

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I unfortunately forgot the smaller things that I thought over.

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I know I briefly thought about interactions with other items, but I'm not sure if I had anything or if nothing came out of that conceptualising.

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New thoughts as I've been sitting here though, there could be a % chance to recover something after using it. For example, 25% chance to salvage more out of a healing item after use.

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So let's say you use a Small Heal. Salvage procs and instead of disappearing you keep it. Can use the Small Heal again.

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This could be applied to ammo too. Chance to conserve ammo on use.

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I just don't like the ammo direction there as as you start looking at ways to lengthen out ammo... you creep up to Ammo as an ability which focuses on infinite ammo for a duration for yourself and allies

hybrid hatch
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Ohhhh

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I remembered some of the old thoughts

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which tied back to wondering what to call it for the suggestion here, something that captured the concept and made it somewhat clear what it did

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"proficiency" was a particular term in mind

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being proficient and making use of that which may be considered trash/scrap to others

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which I couldn't get any "ammo master" feel in a name

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proficiency in things, not just using ammo in any gun, meant being able to maximise the benefits of things like healing items

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so it meant a healing boost

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heal an additional % of the healing from the item

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and for a moment looked at buffing damage slightly

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better knowledge of guns and ammo

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of course, this evolved quickly to be more in line with what it is now

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but stripping the idea of this really far down

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it's that idea of proficiency, knowledge, know-how, wisdom, adaptability, etc.

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using all ammo in any gun ends up being a really simple to understand implementation of such a design

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other ideas add complexity, which maybe are useful, but would be less clear to the user and unintuitive

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ideally the abilities are memorable and simple in my eyes

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no numbers and odds to remember

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"that one gives me high DEF"

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"oh that one gives me a big physical boost"

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"oh that shield can be used like a melee weapon"

nova ingot
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Would be nice to see this implemented in the next event.

dusty cosmos
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Loading my AK with shotgun ammo would be so dope (I didn't read the whole suggestion 😁 )

hybrid hatch
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I'll revisit to see if I still agree with this

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because of heavy ammo weapons

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and if it's OP

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nah this is fine

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it is overall better if a player is using weapons that have less ammo drops

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which is what... Crossbow and .50 Cal?

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considering the speeds of them and the HEAVY smg meta, I see no issues

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even if people can use .50 Cal more, I doubt it will be all that more common because how useful is it really

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and crossbow is... I can see it being more common but not by much

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it's slower than using shotguns, but easier

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has range

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but it is slow to reload... smg would still be better

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Ammo ability let's you shoot it faster since you no longer have the reloads

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this ability just means you can always use it cause there's no cooldown to wait for

hybrid hatch
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it was a short suggestion and really was just... use any ammo in any weapon

dusty cosmos
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So a fully automatic AK rifle shooting shotgun pellets? Cooooool

light surge
paper shoal
distant lantern
# hybrid hatch nah this is fine

meh
its like the "full capacity think"
at this point we can do that for every zone abilities;

  • heal ability, for full game but only for yourself
  • stealth
    etc.

i think making it for full game (on ammo at least) is cheated. Because (for playing in events), when a player use ammo ability, you need to be realy close to him, or he don't moove. If the player using ability is mooving, its pretty hard to follow completly him to get the ability power too.
The ppl who use the ammo ability is for themselves first (in general), not for others. having full ammo every time is too much powerfull

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i showed my pov, i diseagree with this suggestion

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(lets balance the game too, if we do smth cheated, it will be used every time, look at full storage/heal/~speed/shield/knockback/radar, only in few rare things they are usefull, but in general, the meta of abilities is ammo/agro/stealth)

hidden bone
distant lantern
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ah humm

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well

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anyway

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it don't meke it op lol

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we can just switch side

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and add it to the unused ones

bleak pasture
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Where would you @hybrid hatch see the benefit comparing salvage with ammo ability?
Ammo is temporary and you can share it with others in the circle
Salvage is permanent and only you can make use of it.
Per se it has the same effect on your weaponry.
Wouldn't it be more balanced with how likely it will be preferred over others if Ammo is permanent and Salvage is temporary?

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Apolocheese if that's alright mentioned somewhere above, I was bold enough to not read the whole post history

hybrid hatch
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and part of the benefit here is you can drop makeshift ammo for other users, so they can use it to

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it's only your ability that transforms ammo into it

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otherwise, the team benefit of the ability is less and comes down to being able to drop an ammo type (if you have it) without it really affecting you

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cause you can use anything

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if your partners need light ammo, you can still be using rifle and shotgun ammo in your SMG

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if you run out of ammo, the benefit to you is you don't have to find the specific ammo

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you just need to find SOMETHING

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AMMO

  • No ammo consumption for limited time
  • Allies close to you share effect

SALVAGE

  • No ammo type restrictions, expanding your ammo capacity permanently
  • Has possibility to make sharing ammo with friends easier
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with the ammo ability you have cooldowns to work around, and you have to be right next to friends for everyone to get the benefit

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it does not address if you end up running out of ammo

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salvage is a different implementation of the same general idea

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more flexible, you can be separated from the team for better positioning

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harder to run out of ammo

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etc. etc.

hybrid hatch
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and that would just make Ammo OP

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you wouldn't even need ammo in your backpack at all since you can use whatever is in the gun already

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so your entire backpack can be healing items or alternate grenades to swap between

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fine one smoke grenade, one frag