- Staff
- #1
Description of the idea:
Adding alternative ammo types for specific firearms.
Alternative ammo types will work as such:
- You craft them in a manner which generally costs slightly more to make than regular ammo, with less total ammo per box, except for sniper ammo, which will give the same yield (10 rounds) For over twice the cost. The general contents and crafting prices should be:
Pistol: 20 rounds in an alternative ammo box, With a base crafting price of $1500
Rifle: 30 rounds per alt ammo box, with a base crafting price of $2500
Sniper: 10 rounds a box for $6750
Flechette (Shotgun): $3000 per box of 10.
- Magazines loaded with alternative ammo will be identified with a "(Alt ammo)" At the end of the ammo count on the inventory. (Example: An AK Magazine with 22 rounds of alternative rifle ammo will say "22 (Alt ammo).
- For each weapon caliber, the alt ammo effect will be different. Here's some examples I thought up:
9x19mm: +P Ammo. Meaning the ammo has more powder load. The effect of +P Ammo will be better penetration and vehicle damage as well as increased recoil and decreased handling.
10x22mm: Hollow point: More damage to limbs and unarmoured torsos in exchange of poor headshot damage and almost no vehicle damage or penetration.
.45 ACP: +P Ammo.
10x25mm: Hollow point.
5.56: .223 remington, decreased recoil and spread in exchange for decreased damage overall. (The same / similar recoil old 5.56 rifles had on V3)
5.45 (AK74U): SAPI (Super armour piercing) More recoil in exchange for more vehicle and armour damage and penetration.
7.62x39mm: Hollow point: More limb and torso damage in exchange for less headshot and armour damage, almost no penetration and low vehicle damage.
.50BMG: Incendiary: Ignites players it hits and can also ignite a vehicle for 2 seconds upon a hit, damaging the driver.
7.62x51mm: .308 winchester: More damage in exchange for 1.75 the recoil and significantly decreased full auto / rapid fire stability.
.50AE: .50 Special: Less general power with almost no recoil at all.
9x18mm: +P
PPK: +P
Magnum cartridges (.44, .357): Hollow point
Shotgun: Flechette: Dart shaped ammo which does less damage in place of having penetration similar to a 5.56 rifle.
Mac 11: Hollow point
.338 Lapua: Armour piercing.
How it will work:
Like how extended magazines work, you will automatically load the special ammo equipped mags first. A toggling system under the inventory or C menu could also be put into place, switching which ammo type you want to equip if you're holding the gun which you have 2 different ammo type loaded magazines into. Magazines containing special ammo can only be refilled with special ammo and magazines containing regular ammo cannot have special ammo loaded into them. Shotguns, revolvers and the M24, which feature no magazines, cannot be reloaded with regular ammo until they are fully empty and vice versa.
Why should this be added? (pros):
More customisability with weaponry.
Players who don't commit gun crime can cash in on it anyways selling the ammo.
Would see guarenteed widespread use.
Could see unused weapons become immediately more used due to the alternative ammo patching issues with the firearm itself.
What negatives could this have? (cons):
- cIv bUfF
- cOp bUfF ( If cops get access to said ammo)
- Could make the game mode more advanced (Which I've been told is a bad thing???)
- Significant dev work needed.
Adding alternative ammo types for specific firearms.
Alternative ammo types will work as such:
- You craft them in a manner which generally costs slightly more to make than regular ammo, with less total ammo per box, except for sniper ammo, which will give the same yield (10 rounds) For over twice the cost. The general contents and crafting prices should be:
Pistol: 20 rounds in an alternative ammo box, With a base crafting price of $1500
Rifle: 30 rounds per alt ammo box, with a base crafting price of $2500
Sniper: 10 rounds a box for $6750
Flechette (Shotgun): $3000 per box of 10.
- Magazines loaded with alternative ammo will be identified with a "(Alt ammo)" At the end of the ammo count on the inventory. (Example: An AK Magazine with 22 rounds of alternative rifle ammo will say "22 (Alt ammo).
- For each weapon caliber, the alt ammo effect will be different. Here's some examples I thought up:
9x19mm: +P Ammo. Meaning the ammo has more powder load. The effect of +P Ammo will be better penetration and vehicle damage as well as increased recoil and decreased handling.
10x22mm: Hollow point: More damage to limbs and unarmoured torsos in exchange of poor headshot damage and almost no vehicle damage or penetration.
.45 ACP: +P Ammo.
10x25mm: Hollow point.
5.56: .223 remington, decreased recoil and spread in exchange for decreased damage overall. (The same / similar recoil old 5.56 rifles had on V3)
5.45 (AK74U): SAPI (Super armour piercing) More recoil in exchange for more vehicle and armour damage and penetration.
7.62x39mm: Hollow point: More limb and torso damage in exchange for less headshot and armour damage, almost no penetration and low vehicle damage.
.50BMG: Incendiary: Ignites players it hits and can also ignite a vehicle for 2 seconds upon a hit, damaging the driver.
7.62x51mm: .308 winchester: More damage in exchange for 1.75 the recoil and significantly decreased full auto / rapid fire stability.
.50AE: .50 Special: Less general power with almost no recoil at all.
9x18mm: +P
PPK: +P
Magnum cartridges (.44, .357): Hollow point
Shotgun: Flechette: Dart shaped ammo which does less damage in place of having penetration similar to a 5.56 rifle.
Mac 11: Hollow point
.338 Lapua: Armour piercing.
How it will work:
Like how extended magazines work, you will automatically load the special ammo equipped mags first. A toggling system under the inventory or C menu could also be put into place, switching which ammo type you want to equip if you're holding the gun which you have 2 different ammo type loaded magazines into. Magazines containing special ammo can only be refilled with special ammo and magazines containing regular ammo cannot have special ammo loaded into them. Shotguns, revolvers and the M24, which feature no magazines, cannot be reloaded with regular ammo until they are fully empty and vice versa.
Why should this be added? (pros):
More customisability with weaponry.
Players who don't commit gun crime can cash in on it anyways selling the ammo.
Would see guarenteed widespread use.
Could see unused weapons become immediately more used due to the alternative ammo patching issues with the firearm itself.
What negatives could this have? (cons):
- cIv bUfF
- cOp bUfF ( If cops get access to said ammo)
- Could make the game mode more advanced (Which I've been told is a bad thing???)
- Significant dev work needed.
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