Forums » Suggestions

New Torpedos

12»
Feb 23, 2017 Skytex link
With more and more Capitol ships becoming available and plying the trade lanes, I feel it is time to address this weapon class. It's sole use is to fight Capitol class vessles be they Queen, Capella, or Trident. As it stands we have one type of torpedo. The Avalon. It's been used in many ways but has never really need useful for its intended role until now.

To begin, a torpedo common to Barracks stations on the open market

Generic Torpedo 1

Dmg: 8000
Speed: 30 m/s
Fuel: 100s
Capacity: 6.

Next is a manufacturable

Generic Torpedo 2

Dmg: 12000
Speed: 40 m/s
Fuel: 90s
Capacity: 5

Finally is an elite manufacturable Ala what the CWM is to Neutron Blasters

Generic Torpedo 3

Dmg: 16000
Speed: 45 m/s
Fuel: 120s
Capacity: 4

The elite torpedo would be a limit 3 per day manu mission to maintain rarity and would consume an avalon among other items to produce in order to maintain rarity.

If I knew what way the term Avalon was used in context to the current torpedo I could name the others rather than generic. Avalon has several meanings from a land of peace on earth to an apple. Would love to hear the devs explanation for the name.
Feb 23, 2017 Sieger link
+1

I love torpedos.
Feb 23, 2017 Death Fluffy link
Will these be rockets or missiles? If missiles then what turn rate?
Feb 23, 2017 Luxen link
Torpedoes are essentially rockets - instead of speed, they focus on payload.

+1, but need 4/4/4/2/- or more for the MkI, and higher for each next one.
Feb 23, 2017 Sieger link
Err, Torpedoes seem like really advanced weaponry. I'd say:

7/4/7/2/- for No. 1
8/4/8/2/- for No. 2
10/4/10/2/- for No. 3 (or for the manu-mission to show)
Feb 23, 2017 Skytex link
Yes Fluffy, these are basically big slow hard hitting rockets just like the current avalon. No guidance.

I forgot to list requirements, my bad.

None of these should be accessible by F2P as cap ships are not for F2P. However, like with all weapons, they can equip them at m7.

So,
5/x/5/x/x for 1
8/x/8/x/x for 2
5/x/7/x/x for 3

Manu missions open at trade 8 for 2 and trade 10 for 3.

3 requirements are lowered a bit as more incentive to use them since they will be a more rare item.

I'd love to see a dev response. If they give a thumbs up, I could put together recipes for the Manu missions. I'm sure someone in the PCC could handle the actual mission writing including any storyline stuff to unlock manu missions.
Feb 23, 2017 scared star link
not much going on here at the PCC part of town but if the dev's give it a go, i can help make it if you cook up the recipes list.
Feb 23, 2017 Luxen link
Hey, uhh, as capitalship weapons, these might be a little on te weak side, unless capital ships start getting more ports. Lugging around a single avalon/like weapon means making the most out of it. Since you didnt post a grid usage requirement I had assumed these were for bombers. Capital vs Capital weapons require a bit more oomph in my opinion.
Feb 24, 2017 Ore link
Strangelove missile: Pilotable avalon that gives you a first-person view of the RC projectile for a 30 sec. burn time.

How I Learned to Stop Worrying and Love the Bomb
Feb 24, 2017 Sieger link
Oh they are suppose to be capshio weapons? That makes no sense. I assume he meant that "just like capships, they should not be available to f2p", Luxen.

Anyway, I can accept your counter-proposal regarding the licenses, Skytex. Go ahead and make a manu-list. Maybe we can get the devs to listen in then.

I'd also like to suggest to color them differently. Use the "Avalon" sprites/animations for them, but color them differently. It'd be cool if the first one was green and had a green impact, the second one yellow and the third one in a devastating red. Hehe.

Ore - Yeah, that idea's been around for a while too and I've always liked it. You may want to give it another shot and make a thread, if you were serious.
Feb 24, 2017 Skytex link
They are more meant for fighter vs Cap ship. Or well, bomber vs Cap ship.
I'm all for a CvC torpedo but that would involve a specific Capitol weapons port and weapons group which is an entire other suggestion thread.
Feb 24, 2017 Skytex link
Sacred star, I can design all of the missions but you'd be welcome to test and leave feedback. But Inc doesn't like discussion of PCC matters outside of the PCC forum.

Sieger, I'd love to hear a little dev feedback before putting in more work on the idea. Even if it's just "were interested, tell us more" or a "nope, waste of time". But yeah, I already have ideas on manu parts lists, locations, and story line for rp development of the Manu torps.
Feb 26, 2017 beyond black link
+1 for torpedoes
-5 for licenses for torpedoes above 4/4/4/4/4
Feb 26, 2017 Luxen link
Beyond Black, just buy the item, put it in cargo hold, and then go to a conq station you have access to, or M7. While I originally thought at least 1 variant should be available to f2p, given i was reminded about this method, i retract that opinion.
Feb 27, 2017 incarnate link
I'm inclined to say, go ahead with the PCC thing.

On the technical side, we may need to tinker with the weapons and see if we can make them collide reliably with the shield turret shots. But, I'm all for torpedoes as well.
Feb 28, 2017 Skytex link
I will begin immediately.
Feb 28, 2017 abortretryfail link
I'm all for a CvC torpedo but that would involve a specific Capitol weapons port and weapons group which is an entire other suggestion thread.

Just have the weapon require a Grid Power of > 20 and it can only be used by a capship power cell.
Mar 02, 2017 Mi5 link
Make ammo persistent and just fashion a new turret, would be great to have some epic CvC
Mar 02, 2017 roguelazer link
It would be interesting to have torpedoes that took up 2 Large ports instead of using large amounts of grid power...
Mar 03, 2017 zjenr8r link
"Strangelove missile: Pilotable avalon that gives you a first-person view of the RC projectile for a 30 sec. burn time."

I was launching avs at cap ships from 15km out when this concept was personally envisioned. I imagined a first person controllable torpedo that could only modify it's launch vector by means of strafing thats constrained by a finite fuel supply. The pilot would leave the torpedo view like one exits a turret or is returned to ship control when the torpedo is destroyed.

I am a sub sim fan and would appreciate reliable long range torpedo functionality. Currently it is possible with avalons but due to slight deviations from the pilots ship and their torpedos launch vector long range torpedo assault is not practical on PVP targets.