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-   -   Questions about torpedoes (http://forum.shrapnelgames.com/showthread.php?t=1273)

Emperor Zodd January 8th, 2001 03:05 AM

Questions about torpedoes
 
The Anti-matter and Quantum Torpedoes are not seekers.They are direct fire weapons.
My first question is do they explode in the vicinity of a ship if it's not a direct hit?
If so,then they should be able to target a group of fighters and satelites. The shockwave would damage them like an artillery burst over infantry.
Also if a narrow beam weapon can target a group of fighters and sometimes destroy all of them (which seems hard to me) should'nt direct fire torpedoes be able to also, given the above to be true?
And shouldn't it be hard to miss a target if they explode in proximity? If so, they should recieve a weapon modifier bonus like a Wave motion gun,High energy magnifer,and some other weapon systems get?

Give me your thoughts on this.

Emperor Zodd January 8th, 2001 05:03 AM

Re: Questions about torpedoes
 
Doesn't anyone have any comments?

Emperor Zodd January 8th, 2001 06:30 AM

Re: Questions about torpedoes
 
I also would like to know how one salvo from a narrow beam weapon can take out multiple small targets like a fighter group?
The game treats a fighter group as one ship.

Jubala January 8th, 2001 06:54 AM

Re: Questions about torpedoes
 
The one weapon damages more than one fighter/satellite is an old subject brought up before and brought to MM's attention. Hopefully it will fixed/changed to one weapon one kill.

Talenn January 8th, 2001 06:55 AM

Re: Questions about torpedoes
 
I suppose its all a matter of perception. A 'single' beam weapon might actually represent a BATTERY of weapons. Also, picture a beam like in Babylon 5 on the Minbari or Shadow ships that sweeps across space vaporizing every fighter it touches.

Torps are the same way. It really depends on what you are trying to simulate. If you want Torps to be able to hit Fighters, go for it...make the change. Same goes for Beams etc...dont like em targeting small fighters? Remove it.

That's the true beauty of the game IMO...pretty much total customization.

Talenn

Baron Munchausen January 8th, 2001 07:08 AM

Re: Questions about torpedoes
 
I think a 'torpedo' in space wargame terms is just a very fast seeker that doesn't stay around long enough to need representation on the combat grid like slower seekers. I suppose that some types of torpedos ought to be able to target smaller vehicles like fighters and satellites, but some should not. This would depend not only on the tracking technology it used but also the warhead. Some torpedos might be designed as "proximity" weapons as some have suggested, while others might be armor piercing and require a large, hard target to detonate properly. Unfortunately, there's not much variation in damage types available in SE right now. You've got 'normal' damage, the TDB "Quad damage to Shields" that also does normal damage, shields only, and a few "special" damage types that hit only one particular sort of component. There's not a lot of variety in types of "regular" damage. So, I guess you have to 'wing it' and just give certain torpedos the ability to hit smaller vehicles with a made-up technical explanation. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

[This message has been edited by Baron Munchausen (edited 08 January 2001).]

Emperor Zodd January 8th, 2001 07:14 AM

Re: Questions about torpedoes
 
I think weapons should have a different affect(damage amount and hit %) for different targets(planets,ships,fighters) instead of just one. Less effect against multiple fighters.
This would put more emphasis on using Dog Fighters and point defense weapons.
Plus we might get a new class of wide beam or energy burst weapons that can be used against fighters, and to lesser affect against ships.
That's what I love about the open architecture of this game.



Emperor Zodd January 8th, 2001 07:42 AM

Re: Questions about torpedoes
 
I have given it some thought. I suppose torps are very fast seekers in this game(so I wont change them to use them against fighter Groups) . Other seekers are very accurate. Torps are very fast but not accurate like other seekers and have a short range. They also only fire every other round. I feel they need something extra. I feel they need to be more accurate than they are.
Why should I use a big torpedo system over two smaller beam weapons that can fire every round and at greater range and same fire power,plus can target fighters and sats!?
I suggest raising their weapon modifier at least what a Wave motion gun and High energy magnifier is(30),or higher. I am going to put them at 50 and see how they do. This will give me a reason to maybe employ them on my ships.

What do you guys think?

Baron Munchausen January 8th, 2001 07:58 AM

Re: Questions about torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Emperor Zodd:
I have given it some thought. I suppose torps are very fast seekers in this game(so I wont change them to use them against fighter Groups) . Other seekers are very accurate. Torps are very fast but not accurate like other seekers and have a short range. They also only fire every other round. I feel they need something extra. I feel they need to be more accurate than they are.
Why should I use a big torpedo system over two smaller beam weapons that can fire every round and at greater range and same fire power,plus can target fighters and sats!?
I suggest raising their weapon modifier at least what a Wave motion gun and High energy magnifier is(30),or higher. I am going to put them at 50 and see how they do. This will give me a reason to maybe employ them on my ships.

What do you guys think?
<HR></BLOCKQUOTE>

I agree that torpedos are too wimpy right now, and there's no good reason to use them, but we have to be careful not to over-compensate. I think that the difference that torpedos ought to have is RANGE. It's not a beam that loses focus over range (thus the damage level stays the same across it's full range), it's a device of some kind. It should be considered "intermediate" between beams and missiles. So, to make torpedos more than an after-thought or second-class weapon, as they currently seem to be, I'd recommend adding some range. Beams top out at 8, so torpedos ought to go somewhere between beams and missiles. I suppose the basic torpedo, like Anti-matter, could go to 8 like a beam, and then the Quantum torp could go to 10 or even 12. This makes the delay in firing worthwhile, like the extreme range of missiles makes the three turn delay worthwhile. If you do this, though, you'd better NOT give a to hit bonus! This idea and the 'to hit' bonus are not compatible. Both together would be much too unbalancing. A torpedo-armed ship could be impossible to defeat if the effects or range were canceled with a bonus.

If some experimentation shows that the range thing makes them too difficult to defeat, the final option is to boost their damage a bit. This is also mutually exclusive with the other options. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

[This message has been edited by Baron Munchausen (edited 08 January 2001).]

Daynarr January 8th, 2001 08:13 AM

Re: Questions about torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Emperor Zodd:
I have given it some thought. I suppose torps are very fast seekers in this game(so I wont change them to use them against fighter Groups) . Other seekers are very accurate. Torps are very fast but not accurate like other seekers and have a short range. They also only fire every other round. I feel they need something extra. I feel they need to be more accurate than they are.
Why should I use a big torpedo system over two smaller beam weapons that can fire every round and at greater range and same fire power,plus can target fighters and sats!?
I suggest raising their weapon modifier at least what a Wave motion gun and High energy magnifier is(30),or higher. I am going to put them at 50 and see how they do. This will give me a reason to maybe employ them on my ships.

What do you guys think?
<HR></BLOCKQUOTE>

I think 50 is way too much. They have way to much of damage to make them always-hitting weapons. You can put 10 for anti-matter and 20 for quantum torpedoes, or 20-30 if you don't like 10-20. The balance is the issue here, and the fact is that just few races use torpedoes. That would give human too much advantage against AI (it would be like BFG in quake II). Amonkrie would love it, though. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif


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