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SR 5th ed. Ammunition and Multiple/Partial Clips

mMerlin

Member
There should be a way to load ammunition into a spare clip, and to switch clips. Right now, the ammunition used by a weapon is all using the main clip. The only way to change from regular ammo to stick-n-shock, is to remove (unload) all of the [remaining] regular ammo, then load the stick-n-shock. This means there is no tracking of partially loaded clips. There is no way to switch back to the clip with regular ammo, and get back to the partial load that was in it. Without recording somewhere the state of the clip, and manually resetting to the correct count when switching.

Instead of the weapons having ammunition status information, with [un]load controls, each clip should have the controls. The weapon then needs to track which clip is currently inserted, and show the ammunition status from that. The controls for the weapon would be eject/insert clip.
 
We decided against this back when we were setting up Shadowrun, because most users don't need that level of detail, and the number of extra steps required to load each ammo into the correct clip makes it a slow process to set up a character.
 
I'm a statistical sample of one. Again. My preference would be to have the extra complexity during creation, to get the extra control during play. Since creation is one time.

If the currently inserted clip were to act as the weapon does now (have the weapon inherit the clip ammunition controls), the creation would not need to have more steps. The only required extra step should be to assign spare clips to the weapon [class] they can be used for. That might even be automatic, if purchasing the clips as weapon accessories. Actually loading spare clips would need extra steps, but that would be completely optional. As long as only using the single clip, no extra steps should be needed.

Based on my visualization of the work/program flow, which might not work. Since I do not know what the built in HL limitations/capabilities are.
 
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