DiCE almost had it figured out six years ago with the Ammo 2.0 proposals in BF1. Would love to see a lot of these ideas in 2042
https://www.reddit.com/r/battlefield_live/comments/5zytvl/grenade_resupply_ammo_20_and_whats_next/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=2
@DiceDev wrote:
**What is Ammo 2.0?**
Ammo 2.0 is a complete rework to the resupply mechanics of Battlefield 1 that at its core is intended to increase the utility of the Support class. It should always be helpful to have a Support with ammo gadgets around. As side effects to this system we also get much more freedom and levers to tune how often gadgets can be used beyond just max ammo count and resupply time.
**What are our goals with Ammo 2.0?**
* Ammo gadgets should always be helpful, and increase the abilities of other gadgets in the short term, even immediately after spawning in, not just after they've expended all of their uses.
* Other gadgets should not become completely useless once their ammo is expended, but should be stronger when supported by ammo.
* Resupplying must be limited to prevent overuse of gadgets, but should not require players to sit on a box for an excessive amount of time, else redeploying with full ammo becomes a more attractive and efficient option than actually resupplying.
**How do we plan on solving those issues with Ammo 2.0?**
The core of Ammo 2.0 is a shift from ammo gadgets being the only way to resupply, to a cooldown based system with ammo gadgets modifying cooldowns. The cooldown based resupply shifts the benefit of the ammo box from long term to short term. With the cooldown giving small amounts of ammo over the long term, we can reduce the starting ammo of many gadgets, making having ammo most important during a fight instead of after. In many ways the Support's ammo gadgets will become something like the offensive counterpart of the Medic's healing gadgets. Passive health regen will allow a player to survive without a Medic in the long term, but in the short term the Medic gadgets are critical to winning fights. We want support to multiply the effectiveness of other classes. For example, 2 Assaults supported with ammo should be better at taking out tanks than 3 Assaults without Support. Bringing a proper squad composition with complementary roles should be stronger than brute force stacking a single class.
Cooldown based gadgets are nothing new to the Battlefield series, a good portion of the gadgets in Battlefield 1 already use a cooldown or regenerating ammo, such as medkits, syringe, mortar, periscope, and more. With Ammo 2.0 we'll be able to extend the benefits of the ammo box/pouch to these gadgets as well.