Local Leader perks + weapons stall = WINNING
Local Leader perks + weapons stall = WINNING
I'd have to say no to ammo crafting. Having to find ammo is one of the few interesting things we have to deal with. Having to switch weapons due to low ammo, etc. Never having to worry about ammo would just make the game too easy.
I didn't use it in NV to "get" ammo I could buy, but to have the kind you couldn't (always) buy. The diverse ballistics was the great thing about it.
Like I wrote before, if you use the Big Boomer (unique sawed-off shotgun), it makes the world of a difference that I was no longer forced to switch to a mid-range weapon once the need arises, but merely loaded some slugs when I saw combat was going to take place in an open space. Having armor penetrating pellet ammo also removed any shotgun's biggest (math)weakness. Sure, you could have just carried twenty weapons with you, but with the enhanced ballistics, it gave you more customization options; which is never a bad thing.
But yeah, NV had the same problem of inflationary ammo sooner or later.
I say no to ammo crafting for yourself. But I wouldn't mind an ammo crafting station (like the scavenging station) that you could assign a settler to. All ammo crafted would be given to the settlers only. It would be hidden so you couldn't take it.
Yeah, but settlements in general are buggy.
It seems in my game shops do not refresh their wears and caps for at least 6 game days. I have two settlements where the shops have not refreshed at all even though I advanced 5 levels.
see bethesda ... bullet sponge enemies are bad ... u know i'm right
to OP :
- the minigun is usless ingame , until the G.E.C.K comes out just forget about it
- play on a lower level difficulty if u have problem with "caps" to buy flamer ammo
- u can wait 25 h in any city and the vendors respawn their stock
- go to Vault 81 buy Overseer's Guardian - mod it with best receiver , pay attention - receivers get bonuses from perks : automatic receivers - Commando perk & semi-auto - Rifleman park
I just thought New Vegas's system lost a lot of value in all of the clutter it had, with a ton of alternate ammo types that were only marginally different and too many different crafting components for the different ammo types. For ammo crafting in Fallout 4, I think they'd be better off adding a generic Powder component you can get from breaking down ammo, and then let us craft most ammo types out of Powder, Lead, Steel, and other metals with an appropriate rank in Gun Nut.
For actual different ammo types, they should keep it simple; armor-piercing and hollow-point ammo for most ballistic ammo, slugs for shotguns. Energy ammo could get explosive alternates, though, but they wouldn't be able to use the same visual effect. and they wouldn't replace the legendary system with explosive/incendiary/cryo ammo if they went down this path, although if another standalone game was made... or if someone overhauls ammo in a mod.
I realized earlier this morning that if it was easy enough to fast-swap weapon-mods on an equipped weapon, like with a script you could attach to a hotkey, creating alternate ammo types would be a cinch. Just add a new "hidden" mod slot for every weapon, then attach the alternate ammo dependency and all of that ammo's effects on the mod. Actually setting up new mods (and mod slots) and having them apply different effects is pretty simple, and possible without editing the records on the base weapon... if someone's savvy enough to do the scripting once the editor comes out, I'd be totally down for setting up the actual ammo mods.
1. It's a survival type game where resources are somewhat limited
2. It's an RPG type game with skills that buff amounts of ammo you find
3. It's a game which has extensive trading options to account for such things
If they started offering unnecessary bandaid fixes for things like this, it would make key features of the game pointless. This is a game that allows you to for the most part play any way you want, but what you're suggesting somewhat goes against it's core designs.