With the implementation of multiple ammo types, it would be possible to provide players with greater variation in terms of combat without having to add new weapons to the game.
You could, for example, make it possible to research different types of ammunition via the research table. Then, by right clicking on an unequipped weapon (One that colonists are allowed to interact with), you would be able to select from a drop-down list of various ammo types. Variants you haven't researched yet would still be visible in this list, but would be greyed-out. Each ammo type would have a different effect. For example, selecting "Tracer rounds" on a weapon and then having a colonist equip this weapon would mean that the colonist firing this weapon does not suffer a loss of accuracy when shooting at night/in unlit areas. Amour piercing rounds would increase the damage of successful hits on targets wearing power armour or armour vests, and would also increase the damage inflicted on fully mechanical targets. "Hollow point" ammunition would increase the damage inflicted on un-armoured targets (Targets that are not wearing armoured vests or powered armour), but would suffer from decreased damage when used against armoured targets/mechanoids.
The list of possible types is virtually endless.
So, any thoughts on this in terms of the effect on gameplay and in terms of practicality (how easy it would be to implement?)
I, for one, think it's an interesting idea.
You could, for example, make it possible to research different types of ammunition via the research table. Then, by right clicking on an unequipped weapon (One that colonists are allowed to interact with), you would be able to select from a drop-down list of various ammo types. Variants you haven't researched yet would still be visible in this list, but would be greyed-out. Each ammo type would have a different effect. For example, selecting "Tracer rounds" on a weapon and then having a colonist equip this weapon would mean that the colonist firing this weapon does not suffer a loss of accuracy when shooting at night/in unlit areas. Amour piercing rounds would increase the damage of successful hits on targets wearing power armour or armour vests, and would also increase the damage inflicted on fully mechanical targets. "Hollow point" ammunition would increase the damage inflicted on un-armoured targets (Targets that are not wearing armoured vests or powered armour), but would suffer from decreased damage when used against armoured targets/mechanoids.
The list of possible types is virtually endless.
So, any thoughts on this in terms of the effect on gameplay and in terms of practicality (how easy it would be to implement?)
I, for one, think it's an interesting idea.