Out-of-ammo alert should disappear after re-supplying ammo automatically
Moderator: ickputzdirwech
Out-of-ammo alert should disappear after re-supplying ammo automatically
As in the title. I have a promethium hauler with suboptimal rocket insertion so turrets can run out of ammo for a few ticks at a time. It generated a lot of out-of-ammo alerts that persist for seconds.
Re: Out-of-ammo alert should disappear after re-supplying ammo automatically
I understand the situation in which it occurs and it is annoying, the same can happen if you use quality ammo, that some turrets run very shortly out when changing the quality of ammo.
However, the out-of -ammo alert is also "alerting" and doing its purpose in other cases where it is useful to signify that "suddenly a turret has run-out even just 1 tick", because there are situation where you also want this alert, it can indicate a platform is accuratly running out of ammunition very shortly at interval of time, which can be a situation that need monitoring and let players know their platform was "running low" on ammo only when it's too late otherwise.
It could also be that you have a belt of ammunition in Nauvis, and with the pollution, the throughput is becoming less and less sufficient, leading to the same kind of very temporary shortage, as a first sign of alert.
I think the "suboptimal rocket insertion" in the ship is to blame there, not the alert, even though it's annoying that it persist a few seconds it's probably the purpose of it being visible and possibly letting you check it with mouse, it could be so anxiogenic otherwise, like "something's about to blow up maybe" because you saw the alert, but it was to quick to know from which planet or platform.
To adress the same problem i'd rather prefer something that can be applied "per turret" as a setting, maybe a mod that add a tickbox, "do not show alert when out of ammo", "do not show alert when damaged" is also something i've seen requested by some players for things like "walls".
However, the out-of -ammo alert is also "alerting" and doing its purpose in other cases where it is useful to signify that "suddenly a turret has run-out even just 1 tick", because there are situation where you also want this alert, it can indicate a platform is accuratly running out of ammunition very shortly at interval of time, which can be a situation that need monitoring and let players know their platform was "running low" on ammo only when it's too late otherwise.
It could also be that you have a belt of ammunition in Nauvis, and with the pollution, the throughput is becoming less and less sufficient, leading to the same kind of very temporary shortage, as a first sign of alert.
I think the "suboptimal rocket insertion" in the ship is to blame there, not the alert, even though it's annoying that it persist a few seconds it's probably the purpose of it being visible and possibly letting you check it with mouse, it could be so anxiogenic otherwise, like "something's about to blow up maybe" because you saw the alert, but it was to quick to know from which planet or platform.
To adress the same problem i'd rather prefer something that can be applied "per turret" as a setting, maybe a mod that add a tickbox, "do not show alert when out of ammo", "do not show alert when damaged" is also something i've seen requested by some players for things like "walls".
Re: Out-of-ammo alert should disappear after re-supplying ammo automatically
Your argument is valid in the alert being important. I need to be more specific: I don't want the global red icon on the tool bar to persist, but I do want the per-turret red icon on each turret to stay for a bit longer so that I can fix the suboptimal loading.
Right now the situation is the opposite. I see an annoying global red alert, but when I click it, I can't see which turret triggered it because I also need to click through the 2nd level of surface "menu" and look for my promethium ship buried somewhere in the middle. By then the per-turret alert is overridden by the turret subsequently getting ammo and "engaging with enemy".
Right now the situation is the opposite. I see an annoying global red alert, but when I click it, I can't see which turret triggered it because I also need to click through the 2nd level of surface "menu" and look for my promethium ship buried somewhere in the middle. By then the per-turret alert is overridden by the turret subsequently getting ammo and "engaging with enemy".