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January 8th, 2001, 05:03 AM
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Sergeant
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Location: Syracuse,NY USA
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Re: Questions about torpedoes
Doesn't anyone have any comments?
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January 8th, 2001, 06:30 AM
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Sergeant
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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.
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January 8th, 2001, 06:54 AM
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Second Lieutenant
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Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
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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.
__________________
You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
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January 8th, 2001, 06:55 AM
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Sergeant
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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
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January 8th, 2001, 07:08 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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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.
[This message has been edited by Baron Munchausen (edited 08 January 2001).]
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January 8th, 2001, 07:14 AM
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Sergeant
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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.
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January 8th, 2001, 07:42 AM
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Sergeant
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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?
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