Before you start reading I would like to inform you, dear Reject that English is not my native language, so the sentences syntax may have variables quality, I am truly sorry if correct grammar is close to your heart.
Currently, the Darktide ammo economy makes it almost impossible for more than two people to use dedicated ammo builds without increasing frustration or relaying on premade comps. While understandable in Vermintide, as it had both infinite ammo sources and dedicated range classes, with ammo sources of their own, in Darktide it doesn’t seem to work all the time.
What i propose is rework of ammo logic to make it more about players doing their job good and being rewarded and not about who was first to the ammo crate and wasn’t a !@#!@$.
My idea is:
*Ingame ammo pickups are rarer, serving as top-ups, low level sources of ammo or emergency pickups.
*Ammo generation would be tied to aura of every character and would be more efficient based on number of players in this aura (10%, 25%,66%, 100% ect.), some auras wouldn’t be subjected to this rule.
*Ammo generation wouldn’t be only benefiting the player but teammates also as to encourage team play.
*One character generating ammo wouldn’t be able to sustain himself and others (maybe future dedicated support class would be an exception).
*Classes that don’t use ammo would benefit from reduced peril/heat generation or some additional bonuses tied to range weapons al’a Bardins brews.
*Ammo generation shouldn’t overwhelm players or be their sole focus, as such its should be rare enough to be a side job, and plentiful enough to not be ignored
*As to not increase amount of button presses for players the “take ammo” interaction would be proximity based (or bound to a button switchable in options if someone wants to optimize the amount of ammo)
How would it look like:
*Ogryn would be interacteble (or have dedicated button for self) to take team ammo he generated [small amout of ammo but generated easly and reliebly](1 per player, per generation)
*Veteran would have dedicated deployable ammo pack [more ammo but harder to aquire] (2 use per player, per generation)
*Zelot would generate ammo piles on killed enemies (1 pick up per player)
*Psyker would, depending on the weapon, have a occasional possibility to stay at 99% peril for a bit loneger (like 2-5 sec) to grant unlimited ammo for few seconds or summon a ghost magazines for team that would increase current and max ammo for up to a minute.
How would it tie to auras:
Every aura in the game (except basic aura) would get additional mini quest that would generate team ammo and would have dedicated triggers that would make this ammo available. Depending on the aura, the amount of team ammo available would be tied to a filling bar that can be triggered above 50% fill or to a "IT CAN BE DONE " icon.
*Zelot:
-Loner: generate team ammo fast outside team aura, in team aura killed elite enemies drop ammo piles
-Beacon of Purity: While healing corruption, generates team ammo (do grims generate it infinetly?), killed chaos major enemies (ogryns, bosses, maulers. ect) drop ammo piles
-Benediction: Taking damage (small amount for toughnes, big for health) generate team ammo, not getting hit for few seconds allow for the next kill to spawn ammo pile.
*Veteran:
-Survivalist: elite and special kills when the aura is on cooldown generate team ammo, deployed in ammo box
-Fire Team: teammate kills generate veterans team ammo, deployed in ammo box
-Close and Kill: Close range kill would generate team ammo, deployed by giving or throwing ammo packs to teammates, no additonal team ammo is generated until previous ammo is handed-out or 1 minute passes.
*Psyker:
-Prescience: team ammo ability can be triggered after each teammates scores X critical hits (small amount) or in sum Y critical hits were scored (bigger amount) and going to 99% peril
-Seer’s Presence: team ammo ability can be trigger after 1,5 min cut by 20 sec per teams abbility usage.
-Kinetic Presence: Triggers after 1 min or combined X special and elite team kills duration of the ability depends on number of special and elite kills with maximal duration on X kills.
*Ogryn:
-Bonebreaker’s Aura: Heavy attacks generate team ammo, next special or elite kill makes it avilable, amount depends on how long the killing heavy attack was held.
-Stay Close!: (This aura shuld be reworked but…) Ammo is generated along with teams toughnes replenishment, team taking above X toughnes damage or any health damage makes it available.
-Coward Culling: Killed enemies generate team ammo depending on amount of suppresed enemies in the aera, reloading X times or fireaing for Y seconds makes the ammo avilable.
Afterword: Im well aware that such a major redesign of the most basic system of the game would require an incredible amount of work, and I don’t expect fatshark to do it in the near future, I just hope that in the time ahead some kind of ammunition generation system will be available to players as to relay more on skill of the player, not greed.