Basic scouts generally have very silly default loadouts:
Rix+TF:
1 probe
rest ammo
Belts:
1 probe
1 seek
1 ammo
2 fuel
All other factions:
1 seek
1 probe
rest ammo
How often when doing "scout stuff" do you feel the urge to shoot through 3 racks of ammo, or in rix/tf-s case, 4? Dunno about you guys, but for me, not often. The default scout loadout is stupid, there is no way 3 racks of ammo are needed.
I propose we swap round some of those racks of ammo to probes. Not a massive change of the utmost importance, but is there anyone who really feels this is a change for the worst?
Default Scout loadout
Valiance, go check ICE if you're curious.
We can't create specific loadouts, we can only choose which items from a list should be in that loadout. So if a fighter has dumbfires in its default loadout, it will load that into the missile slot. But we can't control if it loads 1 or 4 into cargo. Generally the game tries to load a missile/dispenser item in cargo and the rest a mix of fuel & ammo. To do otherwise is a code change.
We can't create specific loadouts, we can only choose which items from a list should be in that loadout. So if a fighter has dumbfires in its default loadout, it will load that into the missile slot. But we can't control if it loads 1 or 4 into cargo. Generally the game tries to load a missile/dispenser item in cargo and the rest a mix of fuel & ammo. To do otherwise is a code change.
I've unlocked this thread. Because I think you've misread. He's not saying multiple scout loadouts are required, but that we need to modify the current scout loadouts to include a few probes.
A code change is for multiple loadouts tied to the same ship.
A code change is for multiple loadouts tied to the same ship.
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A code change is required to have ANY change to the cargo.
Cargo is done automatically, with the following parameters:
If there is a missile in default loadout, the game mounts the missile and mounts an extra rack in cargo
If there is a dispenser item (Probe, prox, whatever) in default loadout, the game mounts the dispenser and mounts an extra rack in cargo.
The rest is filled by fuel, ammo, or a combination of the two, depending on if the ship's default loadout includes a booster, an ammunition weapon, or both. If the ship has neither (See stealths), then the remaining slots are left empty.
Cargo is done automatically, with the following parameters:
If there is a missile in default loadout, the game mounts the missile and mounts an extra rack in cargo
If there is a dispenser item (Probe, prox, whatever) in default loadout, the game mounts the dispenser and mounts an extra rack in cargo.
The rest is filled by fuel, ammo, or a combination of the two, depending on if the ship's default loadout includes a booster, an ammunition weapon, or both. If the ship has neither (See stealths), then the remaining slots are left empty.



You tell it what to mount in the hardpoints of the ship - You can specify dumbfires rather than Seekers, Gatts rather than Dis, etc. But you can't control the cargo - it's done automatically as posted above.girlyboy wrote:QUOTE (girlyboy @ Jul 7 2009, 06:44 PM) So if I understand correctly: All you can do is "tell" Allegiance: The default scout loadout includes: Probes, missiles. Everything else it does automatically. So, if you tell it that, it will put in a spare rack of missiles, one probe in the dispenser, and everything else it will fill with ammo *automatically*, regardless of anything you specify anywhere. And changing any of this at all would require a code change, because the basic ability to tell the game *not to include ammo*, but instead to include more of whatever's, say, in the dispenser, would require a code change. Yush?
Last edited by Andon on Tue Jul 07, 2009 10:47 pm, edited 1 time in total.



This is why you get the silly loadouts Valiance has pointed out:Xeretov wrote:QUOTE (Xeretov @ Jul 7 2009, 06:26 PM) Generally the game tries to load a missile/dispenser item in cargo and the rest a mix of fuel & ammo. To do otherwise is a code change.
This happens because Rix & TF don't have missile slots and only load retrobooster. Retroboost has to be researched/PUd so generally you don't see it, and so the game doesn't load fuel. The default loadout on these scouts are: Counter, EWS probe, Gat gun, and small shield. The game loads the gat into the gun slot, the shield into the shield slot and the probe into the probe slot. Same with counters in the counter slot. Since the only dispenser or missile item in that list is a probe, you get an extra probe in cargo. The rest is ammo. If you have retrobooster you'd get 2 fuel 2 ammo.Valiance wrote:QUOTE (Valiance @ Jul 7 2009, 04:58 PM) Rix+TF:
1 probe
rest ammo
On another note, the fuel & ammo are loaded automatically, they aren't selected.
QUOTE Belts:
1 probe
1 seek
1 ammo
2 fuel[/quote]
Belts come with a missile slot and a booster over TF/rix scouts, so they end up with a more varied loadout. The game automatically loads one seeker & probe each into both cargo and the appropriate slots. The remaining 3 cargo slots are filled with fuel (because of the booster), and the last rack of ammo.
I'm pretty sure Valiance is asking us to change that from loading ammo to loading more than 1 dispenser item per slot. This would mean it would load 4 probes in cargo rather than 1. AFAIK thats the code change Andon is talking about - making the game load more than one dispenser item into cargo on default loadouts. Quantity of item is not selectable in the core file. Making this code change would also mean interceptors would have a default loadout of 4 pulse probes and 1 fuel.
