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Old January 8th, 2001, 07:58 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Questions about torpedoes

quote:
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?



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.

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