David Bethel
Discuss - I don't like the current mechanism for torps. It favours _very fast_ ships launching them, which by definition are not going to get hit.....

This problem stems from the Light hulled ships fireing 100's of torps and then just blowing up so is still very important. The solution for ship vs ship was the differential accuracy, the solution for starbases were the increase PD effect as more torps are fired at you....

I'm not sure either of these is a very good idea as they are complicated and favour faster and faster ships.
CNF Jon Tenor
I'd have thought the cost of naval officers would kill off kamikaze strategies for most people.

Maybe light hulls should have a targeting penalty, representing lower stability or somesuch.

Steve-Law
I think this was discussed the first time, but I'll mention it again.

Each weapon is given another stat (along with dmg, acc, etc) stress factor (or something). The stress generated by the weapon on the hull of the ship. Thus each weapons does a different amount of stress to the hull above a certain tolerance (some weapons will damage everything below heavy, some will damage everything, some will only damage light+xlight etc).

Calculated after every shot so that an xlight torp ship would blow itself up long before it's full compliment of weapons have fired.

Something like that, needs refining a bit :)
Steve-Law
Or another rough idea:

Make the size of a weapon increase as the hulls get lighter (to represent more structural support needed) so that you effectively get the same amount of weapons in each hull type.
Avatar
I like Steves suggestion. Light and x-light aren't warships by definition.
Sjaak
QUOTE (Steve-Law @ Aug 19 2004, 10:52 PM)
Or another rough idea:

Make the size of a weapon increase as the hulls get lighter (to represent more structural support needed) so that you effectively get the same amount of weapons in each hull type.

Don't like that idea.. The mass of an item should not change because the mass of an ship increases.. its really unrealistic.

And btw if you are silly enough to get into an battle with an (x)light (which won't survive an singel volley of weapons fire) then its your choice...

An light will take as much as time to build an heavy ship, it needs more maintaince, its more often below 100% integ and it get shot down in a first volley.. Its just not cut out to be an warship.

BUT its a fast way of getting some last defenses online. Refit an existing trader and you get one more chance of holding off the enemy.. If you go into offensive battles with it, won't be surprised to get some special designed counter ships showing up.
Rich Farry
QUOTE (Steve-Law @ Aug 19 2004, 10:52 PM)
Make the size of a weapon increase as the hulls get lighter (to represent more structural support needed) so that you effectively get the same amount of weapons in each hull type.

I think we need to avoid changes that would require existing ship and bp redesign
Sjaak
QUOTE (David Bethel @ Aug 19 2004, 04:58 PM)
Discuss - I don't like the current mechanism for torps. It favours _very fast_ ships launching them, which by definition are not going to get hit.....

Basically torps are at this moment just like Missiles.. You shoot them and they hit the same round, but they are considered to be lower speed / heavier weapons..

Why not introduce the same system as was used for the Fighters?? You launch them in round 1 and they hit in round 2, if they hit. You might even make them selfthinking, engage the nearest ship which can be reached independent of the targetting by the main weapons.

Slower ships get the mass of the torpedo's behind them, so they need more PD systems to defend..

My basic problem with all the new rules is that current designs are now obselete... How are you going to solve that issue??
Gandolph
Torpedos are nothing like missiles at all, a torpedo has 100% miss rate if you are 1 combat speed less than your enemy, where as missiles will still hit, this is the problem.

at this present moment in time i cant think of anything more suitable than the suggesstion you have already made where the torpedo becomes less effective over 1 combat speed difference and has a reducing balance scale, rather than an all or nothing that it currently does.

this still favours the fast ships i realise.

maybe the other option is to make the tractor beam hits on various armour different. If i fire a tractor beam at a vessel with armour rating 120 does it have less effectiveness than hitting a vessel with light armour of say 60, it probably should be twice as effective and thus gives people the chance to negate the engines of faster ships better. i dont know, its just a suggestion
HPSimms
Light and X-light hulled ships firing torpedoes are not a real problem as they cannot generate sufficient combat speed to hit a properly equipped warship. Normal hulled ships cannot do much better.

I am not sure what the problem is, the change already proposed will cause hit rates to tail off rather than die at a 1g combat speed difference, which should be adequate.

The DTR have developed a tactic/configuration which makes certain of their ships extremely hard to hit. I am against changing the rules to oblivate an advantage that someone has worked out within the rules, it is up to interested parties to work something out that will get round the problem.

Or is the percieved problem (not by me) that torpedo equipped ships can do a lot of damage whilst avoiding taking it, if configured correctly? If this is a worry consider slightly improving the effectiveness of point defence weaponry.

Geoff
Gandolph
agreed, the new system that tails off seams adequate, increasing the point defence of phalanx above 95% might be a bit much though biggrin.gif
Steve-Law
QUOTE
Or is the percieved problem (not by me) that torpedo equipped ships can do a lot of damage whilst avoiding taking it, if configured correctly?


That's the concern David started the tread with yes, and it's not necessarily a matter of configuration. Torp ships are already forced to be faster than the target thus they are harder to hit anyway before you start any other configuration tweaks.

It could easily spark off an escalation of combat speed. Your torp ship is faster than my ship so you can hit it, so I need to make my ship faster so you can't. Then you make your ship faster again, etc. Before long, the design/counter-design game will have us fielding ships made up of 80% or more combat engines and make your designs obsolete as fast, or possibly even faster than mechanics changes.

Isn't this spped thing also a bit counter-intuitive? Wouldn't it be harder to fire a torpedo from a fast ship than a slow one? (You'd have to account for you own ship's movement as well as the target's, a targetting nightmare I'd have thought? It's easier shooting a target from a solid stance than on the run...)

Steve-Law
QUOTE (Sjaak @ Aug 20 2004, 09:38 AM)
Don't like that idea.. The mass of an item should not change because the mass of an ship increases.. its really unrealistic.

It's not the mass of the item per se, it's extra support structures/hull reinforcements required to fit the item (the item is the same size, it just takes more space in different hulls).

It's not actually that unrealistic, I can think of one real life example right off the top of my head.

Take a standard size computer Hard Disk Drive. In some computer cases it will fit right in the bay as is, in other cases it requires little bars fitting to the sides, in yet others it requires a cage type affair to hold it in. (I know this for a fact it's part of my job and I just fitted 16 of them yesterday.) The drive itself is the same size, but you need to add more to it to fit in different cases, thus it is effectively slightly bigger in some cases.

That's the sort of thing I was suggesting as a justification/explanation for a games mechanic/solution.

But it was just an idea, not sure I entirely like it myself, it just seemed to solve the problem fairly simply smile.gif
Sam_Toridan
If really fast Torp ships are a problem would adding an accuracy penalty if the firing position is over a certain speed help? After a pre-determined cut off, the greater the ships speed the more inaccurate the torp is. So while you need to overcome the 1g speed difference in targets you are encouraged not to go OTT with combat speed. Also opens up the possibility of researching torps with better accuracy or able to be launched at higher g.

Also, like the idea of making torps a slow weapon so you only get 1 or 2 salvos in a given day. From what I've seen getting hit by a torp
Gandolph
again this is penalising the affiliations who have developed the technology of sorting the ships out.

yes a better torp is possible also

i dont think there should be a penalty for speed, if someone wants to keep increasing the quantity of combat engines in a ship then let them, the actual increase in combat speed is now reduced in the gain anyway, so it becomes a bit of a non entity beyond a certain point i would have thought.
finalstryke
you guys already had this discussion (stress on hulls) (in great depth) on the yahoo list in about Feb / March 03.
Nik
QUOTE (David Bethel @ Aug 19 2004, 05:58 PM)
Discuss - I don't like the current mechanism for torps. It favours _very fast_ ships launching them, which by definition are not going to get hit.....

This problem stems from the Light hulled ships fireing 100's of torps and then just blowing up so is still very important. The solution for ship vs ship was the differential accuracy, the solution for starbases were the increase PD effect as more torps are fired at you....

I'm not sure either of these is a very good idea as they are complicated and favour faster and faster ships.

I totally fail to see the problem. This issue has been addressed before with the 1g differential between ships removing the usefulness of (x)light hulled ships from using such weapons (as such ships were deemed as game winners). In addition, the changes in combat speed means that it is pretty much impossible to get a combat speed of over 7 (and dodge over 10) so these ships can still be hit (provided that you have ships configured correctly).

As Geoff has mentioned, the DTR has developed a configuration which fitted in the rules even before the aforementioned changes were made. I fail to see why we should be penalised for developing a configuration which currently is successful. Indeed, there are a number of ways to overcome this configuration without changing the game and it is up to people playing the game to work this out.

If torpedos get changed for this reason then you have set a precidence for rule changes if any other configuration appears to be better than other ones.

Nik

David Bethel
QUOTE
As Geoff has mentioned, the DTR has developed a configuration which fitted in the rules even before the aforementioned changes were made. I fail to see why we should be penalised for developing a configuration which currently is successful.


Its not about DTR its about it being stupid.

QUOTE
If torpedos get changed for this reason then you have set a precidence for rule changes if any other configuration appears to be better than other ones.


I can see what you are saying but its not an intent to screw up anyone, its jsut something i don't like.

A possible suggestion has been to have a 'approach to close range' flag which gets a ship to come cloes to itys target. This approach would take 2 rounds and on round 2.5 the ship being approached would get a free round of fire on the attacker.

At long range the torp negative would be -6 per g

When the attacker had got the close range the profile of both attacker and defender would be tripled (?) At close range the torp negative would be 0.
Basically this would require a fast ship to launch torps, and it also opens up the possiblity to hits things with rail guns etc.

Also approach would not be possible if you were not faster than the target if it was singluarly targeting you or if it was targeting something else then 1/2=2/3s speed.


Its a bit ropy but it has some sence in it - unlike the difference of combat speeds.


Dan Reed
QUOTE (David Bethel @ Aug 20 2004, 08:19 PM)
A possible suggestion has been to have a 'approach to close range' flag

once you start factoring in range - even a "short/long", there will be some validitiy to having all weaponry affected in some way (good or bad)

Dan
David Bethel
QUOTE
once you start factoring in range - even a "short/long", there will be some validitiy to having all weaponry affected in some way (good or bad)


Well this is the thing - its relatively speaking covered by x3 profile.
Steve-Law
How will this effect starbases? Will torps become useable again? (Presumably though only if ships come into close range of the starbase?)

Will there be an option for starbases to fire torps only at close range targets?
David Bethel
QUOTE
How will this effect starbases?

Well starbases can not use torps now as the combat speed diff should not account from tractors factors.

QUOTE
Will torps become useable again? (Presumably though only if ships come into close range of the starbase?)


The idea is not to force you to launch torps at close range, so you can fire at platforms/starabses just as before from long range and experience the -6 per g of the SB/Platform, which is still zero smile.gif

QUOTE
Will there be an option for starbases to fire torps only at close range targets?

Its implict now, if you can not hit them you don't fire. That might be worth extending to a general min to hit percentage before you fire at a target ?

It may be worth extending the range idea to cover that whole issue.... ie range could be L/M/C (x1/x2/x3) to profile. It makes small ships very interesting, before i would not have liked it but now naval officers cost 10k, sending 100 10 hulls ships makes slightly less sence than before.

BTW this is a discussion and i'm not even 50% resolved on the torps.
Nik
QUOTE (David Bethel @ Aug 20 2004, 09:19 PM)
QUOTE
As Geoff has mentioned, the DTR has developed a configuration which fitted in the rules even before the aforementioned changes were made. I fail to see why we should be penalised for developing a configuration which currently is successful.


Its not about DTR its about it being stupid.





I don't quite see why it is stupid, but apart from which I am sure that there are a lot of other things you consider stupid in the game but will probably not correct. Torpedos work fine without unbalancing the game at the moment, so why change it to something else which will make torps almost obsolete (like normal missiles have almost become). There are a lot of other things which would benefit from your time far more than changing something you don't like even if it is not broken.

Nik
HPSimms
The range factor is a reasonable idea, a torpedo fired at long range would probably use up its propellant before arriving at the target and so go ballistic and be easier to avoid or predict for point defence fire. Short range means it is accelerating all the way in and can dodge a bit as well.

The combat speed has a cieling in as much as there is a point when the return for adding another CE is not worth the increase in Combat Speed gained. Also it is no good going faster if you have too little space left for enough weapons to do significant damage.

Without wishing to give offence (well not too much tongue.gif ) is what David likes or dislikes to be the be-all and end-all of things?

Geoff
Guest
Hi,

I'm not going to even try and pretend that I understand the ins and outs of this thread, because I really don't quite understand it or exactly where the problem is with torps. (There's lots about Phoenix that I don't quite understand smile.gif )

But one of the things I've always really liked about warship design in the game is the way it models the age-old problem of warship design: You have Speed, Firepower and Armour, and to design your ship, you have to find the balance that you want of the three to get the ship performance that you need for a given combat scenario.

Yes, you can have a really fast ship, but it won't be able to carry as many weapons or protective items. You can have a ship bristling with weapons, but it won't be as fast or as well protected.

And if there is a potential problem with very fast light hulled torp ships launching 100s of torps in a round, how about putting a maximum combat speed limit that light/x-light hulled ships can achieve, without tearing their thin hulls apart from the g-forces? I also quite like Steves stress idea, that firing weapons causes fatigue to light/x-light hulls.

But if there's a problem with very fast heavy hulled torpedo armed warships, well, I fear that's not something that's going to be easy to tweak without massively penalising affiliations that have pain-stakingly worked out the right tactics/configurations/support mechanisms for fielding fast torp armed warships.

Just my .02. Which I could probably have summed up by saying, I don't think it's broken, please don't try and fix it. smile.gif
David Bethel
QUOTE
Without wishing to give offence (well not too much ) is what David likes or dislikes to be the be-all and end-all of things?


Would not have put this thread here if it was smile.gif As nik says there are other things that need time spent on them, so why bother with this.....
Frabby
I have been thinking long and hard about Torpedos. They do have tremendous potential, but I agree that the current rules are not satisfying. However, I think changes to the combat system should be done on a broader basis. This might require re-design on existing ship blueprints but hey, better get the problem sorted once and for all than having a new unbalanced or unbalancing patch applied once every couple of months. (No dig at David or Mica, who are doing an admirably great job here!!)

I will spare the many pages of reasons behind it and simply present my suggestions on space battle for Phoenix:

1. Either scrap the combat speed difference rule pertaining to torpedos or make it a factor in all weapons alike shown on the TM - do not treat one weapon different from all others. Favourite idea is to give them inherent acc like fighters (see below).
2. Launchers and rail weapons should not accept ammo feed from cargo. This will force players to use magazines and make xlight torp ships less powerful. After the battle, magazines are automatically refilled from cargo but during a given battle, only the amount of ammo defined by the magazine space should be available. This should be fairly easy to code into the battle program.
3. If a container item (cargo bay/hold/deck/hatch, quarters, bunks, cryopods, fighter bay, magazine) is destroyed then its contents should not remain on the ship, as is the case now, but either be destroyed or become debris/salvage.
4. Allow weapons fire to cut chunks out of ships: If a hit only causes hull damage, make an integrity check to see if hulls, armour or internal items break loose and become debris/salvage. They are also lost to the ship under attack even though they were not actually destroyed by weapons fire.
5. Bunks should not be allowed to contain regular lifeform cargo including civilians, even the TM states they are very military-style and generally only suitable for crew who get paid for suffering them. Otherwise they will (and do) plainly supercede quarters and regular passenger liners carrying them are scanned as "troop transport". Doesn't make much sense to me. Why not allow for Quarters mkII (capacity for 11 lifeforms).
6. Change weapons so that every weapon is equally powerful (on the same tech level). Different weapon systems have different strengths and weaknesses but it is always a trade-off and benefits should trail off as they increase. The standard, and thus overall strongest, weapon should be the standard missile. This is how it should be:

ENERGY WEAPONS
STRENGTH: Superior accuracy, no ammo required, excellent penetration (very low AF)
WEAKNESS: Low overall damage, not flexible, easily damaged/destroyed
HIGHER mk VERSIONS SHOULD: Improve damage output
SUGGESTION: Leave as is, or even reduce damage a little. Make more vulnerable in combat. Improve Pulse Beam a lot and introduce higher mk Pulse Beams, to balance out energy weapons with other weapon types.

RAIL WEAPONS
STRENGTH: High damage, good penetration (low AF), different ammo types
WEAKNESS: Require ammo, very bad accuracy
HIGHER mk VERSIONS SHOULD: Slightly improve both accuracy and damage
SUGGESTION: Increase both damage and ammo consumption
AMMO SUGGESTION: Leave as is. HE, AP, HESH and APEX seem to offer a reasonable and balanced choice of ammunitions with an option to trade damage for penetration.

MISSILE LAUNCHERS
STRENGTH: Depends on ammo fired. None with normal missile, as this is standard weapon
WEAKNESS: Require ammo supply, susceptible to point defence
HIGHER mk VERSIONS SHOULD: Slightly improve accuracy
SUGGESTION: Leave launcher as is, lower missile accuracy to 3 or 4.
Allow research of 50mu Gatling Launchers that can launch 6 missiles per round, and more compact launchers that come with built-in magazines, saving a few MUs.
AMMO SUGGESTION: Kinetic missiles are currently the real missiles, normal missiles are now the equivalent to high yield torpedos. This makes (kinetic) missiles too expensive production-wise to compete with other weapon systems; generally I'm not too happy with the recent change. Therefore:
Missiles: Should be AF 3; lower accuracy. Kinetic missiles: Should not require a rare ore on mkI. Introduce a High Yield missile with AF 5, 300 damage. Higher mk missiles to have better accuracy or improved PD defence.

TORPEDO LAUNCHERS
STRENGTH: Depends on ammo fired. Very wide range of possible loadouts
WEAKNESS: Require ammo supply, susceptible to point defence and interceptors
HIGHER mk VERSIONS SHOULD: Slightly improve accuracy (?), be more damage resilient
SUGGESTION: Launcher should be 15MU, or be completely substituted by fighter bays.
AMMO SUGGESTION: Torps should not be treated like missiles, but rather like kamikaze fighters. They are self-propelled and have their own targeting systems. Accordingly, they should have an accuracy of their own, independent from the firing ship. Different types of torpedos can have vastly different size, damage factors, penetration (AF), accuracy, defence factors, etc.; they should be inferior to missiles on a mu-per-mu basis though.

FIGHTER BAYS
STRENGTH: Depends on vehicles used. Very wide range of possible loadouts
WEAKNESS: Defined by vehicle
HIGHER mk VERSIONS SHOULD: Have better capacity or damage resilience
SUGGESTION: Leave as is.
AMMO SUGGESTION: The fighter/bomber/interceptor rules we have are good and should not be changed. Possibly torpedos could be launched from fighter bays.
"Hotboarding": Additional idea was to launch shuttles with boarding teams from fighter bays during regular space battle (i.e. under the cover of friendly fighters etc.), thus allowing a boarding battle right after the day's space battle (and not only on the next day). Requires program change as boarding party with shuttles must be fighter bay cargo. Vast range of different shuttle types thinkable, with different size, payload, defence factors, space combat factors, etc.

Shields, to the best of my knowledge, affect all types of weapons alike so they do not show up as strength or weakness. (With the notable exception of plasma torpedos.)
Also, focused/unfocused is not mentioned. It is a minor factor really - most weapons are focused, with the exception of some that have traded firepower for accuracy like proximity torpedos.

Thanks for reading it all... :-)
Ro'a-lith
Some interesting suggestions there Stephen.
HPSimms
Treating all weaons as the same is not realistic.
Beam weapons are at or near lightspeed so differences in ship speeds is fairly irellevant, if the firing ship gets a lock on the target ship it is going to hit. A high dodge should reduce the pobability of getting a lock.

Missiles and torpedoes are very much sub-light speed and a ship with a high combat speed and the accompanying dodge should have a better chance of evading being hit. The new proposals look to me to be a bit more realistic than the current 1g cutoff.

Geoff
Frabby
Not sure what you mean Geoff, I wasn't proposing that all weapons should be treated the same. You will notice that energy weapons have superior accuracy as their main advantage in my proposals, whereas their damage potential is the smallest of all weapon types.

From a game administration point of view, all basic weapon types should have a similar pool of points, do be distributed among the characteristics.
I find this pretty hard to explain in english. Anyone played the ShadowRun pen&paper RPG, where characters have the same pool of development points and then purchase priorities between A and E for certain aspects during creation?

Addendum to my previous post:
- Torpedos should strike home during all 4 rounds of combat, not only in rounds 2 and 3 like fighters. After all, they are much faster than fighters and don't have to return home. Of course, interceptors and point defence can defeat them during all 4 rounds as well.
- "Hotboarding" should not give the target ship an extra 4 rounds of fire at the shuttles. That's what the space combat is for. Hotboarding shuttles are small and nimble like space fighters so cannot be targeted with naval weaponry, only by interceptors or point defence.
Dan Reed
QUOTE (HPSimms @ Aug 29 2004, 11:18 AM)
Treating all weaons as the same is not realistic.
Beam weapons are at or near lightspeed so differences in ship speeds is fairly irellevant, if the firing ship gets a lock on the target ship it is going to hit.  A high dodge should reduce the pobability of getting a lock.

Missiles and torpedoes are very much sub-light speed and a ship with a high combat speed and the accompanying dodge should have a better chance of evading being hit.  The new proposals look to me to be a bit more realistic than the current 1g cutoff.

Geoff

Most would agree that different weapons are different - they already are in the game to a large extent.

Your view on the accuracy of missiles Vs beam weaponry depends on your view of the scales involved within combats - if your view is that the distances involved are large, it is possible to argue that missiles/torps (able to track the target when they're closer) should be more accurate than beam weapons (which aim at the spot that your targetting computers think the target will be at when the beam hits). The speed of light is not infinite, merely very fast rolleyes.gif

The talk on range being intoduced to combat - even long, medium, close - would make a lot of difference to tactics with different weaponry...

Dan
HPSimms
QUOTE (Dan Reed @ Aug 29 2004, 03:58 PM)
Your view on the accuracy of missiles Vs beam weaponry  depends on your view of the scales involved within combats - if your view is that the distances involved are large, it is possible to argue that missiles/torps (able to track the target when they're closer) should be more accurate than beam weapons (which aim at the spot that your targetting computers think the target will be at when the beam hits). The speed of light is not infinite, merely very fast rolleyes.gif

The talk on range being intoduced to combat - even long, medium, close - would make a lot of difference to tactics with different weaponry...

Dan

Since the targeting Computers are presumably tracking the target ship I suspect it would need to be a ship going at a high fraction of the speed of light to avoid being hit once a target lock has been obtained. the main defence against beam weapons is armour, hull type and scintillators, not dodging.

As for ranges, 100's of kilometers would seem to be reasonable for a missile or direct fire weapon engagement, as I was told when I complained about my capital ships failing to scan each other as they moved into a location, .."space is a big place" tongue.gif

The introduction of ranges would indeed require a lot of tactical changes, back to the learning curve for all of us ohmy.gif

Geoff
Frabby
The more I think about it, the more I believe treating torps more like fighters than like missiles is the way to go with them. This is more in line with the concept of a torpedo being an independent kill vehicle, and would make the weapon an interesting alternative to energy, missile or rail weapons. Currently, they are just big missiles.

The most important change would be that they have inherent accuracy, independent from the launching ship.

Make missiles slightly more dangerous (standard missile AR 3) and standard torpedos AR 5, plus give a lower damage potential/MU to torpedos.
Gandolph
by only allowing a lower amount of rounds per combat whwre a torp hits you have already lowered the damage potential.

also yes if torps are to be changed in this way then a change in the speed ratio is required, im not saying total, ie no matter the speed differential, but a change as previously discussed.

HPSimms
QUOTE (Frabby @ Sep 4 2004, 10:43 AM)
The more I think about it, the more I believe treating torps more like fighters than like missiles is the way to go with them. This is more in line with the concept of a torpedo being an independent kill vehicle, and would make the weapon an interesting alternative to energy, missile or rail weapons. Currently, they are just big missiles.


So some of us like big missiles biggrin.gif

One thing to consider about treating Torps as SF is that they don't come back, so if this were introduced (hopefully not) they should be able to fire rounds 1,2 & 3 and hit, or miss, rounds 2,3,4.

Geoff
Dan Reed
that would be an interesting way to do things - have torps fired on a round and (potentially) hit the round after - possibly round 1 of the next day for torps fired in round 4?

It leads to two possibilities that need thinking about -

what happens if the target is destroyed the round they get fired (probably best to have them fire last in a round, and hit first in the round after?), and if they get fired round 4 of a day, and orders go out to clear enemy lists for the target fired at there should be a small (but possible) chance for the torp to not receive the self-destruct signal wink.gif

One other thought on torps - right now the torps are limited with the differential between the speeds of the two ships... If torps are to be viewed as more independant of the launching ship than before, should this be replaced by some kind of check to see if the torps are scanned so that evasive action and/or point defence can take them out - with adjustments based on the sheer number of torps being fired? I've got the vision of the WW2 convoy, where the ships that survive are the ones that see the torpedo trail in time to take evasive action...it would also lead to smaller torpedo boats being more effective than large ships firing huge numbers of them.



Dan
Gandolph
unfortunately the more things people suggest the harder it is to get a satisfactory result.

if it is to be round based IE fire first hit second i think it brings in too many problems, more than what would be repaired by altering them

it may be wise to keep them as they are and let the armour tech increases do the work rather then a change in machanism
Sjaak
QUOTE (Dan Reed @ Sep 5 2004, 09:56 AM)
that would be an interesting way to do things - have torps fired on a round and (potentially) hit  the round after - possibly round 1 of the next day for torps fired in round 4?

It leads to two possibilities that need thinking about -

what happens if the target is destroyed the round they get fired (probably best to have them fire last in a round, and hit first in the round after?), and if they get fired round 4 of a day, and orders go out to clear enemy lists for the target fired at there should be a small (but possible) chance for the torp to not receive the self-destruct signal  wink.gif

Dan

If the target gets destroyed before the torp hits home, it will seek a new target.
You could even think about weapons that get fired and just looks for the nearest target which they can attack.. and that way an ship with lots of torpedo's launcher can act as an protector for smaller ships, while the smaller ships try to move inside their own range... maybe beam weapons..

Due to the high number of possible torpedo launcher on board starbases, they would be able to create an 'screen' of torps, which would hunt enemy ships.
David Bethel
What about - can only be launched from heavy hull ships and no other negative ?
Andy
QUOTE (David Bethel @ Sep 14 2004, 10:34 AM)
What about - can only be launched from heavy hull ships and no other negative ?

xlight / light hulled torpedo ships have their place in the game. They are currently of no use against heavy hullers as the heavy hullers are generally faster, so will not see active combat unless for specific situations. Theywill have a role to play against ground installations or platforms that have not been setup correctly and for the unscrupulous against cargo ships.

Frabby
QUOTE (David Bethel @ Sep 14 2004, 11:34 AM)
What about - can only be launched from heavy hull ships and no other negative ?

Strongly against! When you start treating hulls differently (like, only allowing torps to be fired form HH ships) the whole fabric of the game is torn apart.

Aside from my above suggestions I think perhaps torps, and/or their launchers, should be more expensive to build. That would make xl/l hulled throw-away torpedo ships too expensive to use.
Which reminds me: XL/L ships, too, are replenished much slower under the new ship building rules. This also goes a long way to alleviate the problem.
Andy
Torpedos are a powerful weapon, however what seems to have been forgotten is that there are some significant drawbacks using them.

A Heavy huller setup with photon weapons sits in a battle day after day and pounds away at the target - limited maintenance

A heavy huller setup with torpedos needs constant replenishment of ammunition.

Eg : AFF X is fighting AFF Y with 10 torpedo ships in a different periphery to their home. Let's say that each torpedo ship has 25 launchers. That's 1000 torps per day for the ten ships which is 100hull light cargo ship to resupply the 10 ships. The battle rages for 5 days and is 300TU round trip to resupply the ships. That's now 5 cargo ships constantly moving and resupplying the warfleet.

Now think of the production :

1000 torps per day is 5000MU production
5000 torps per week is 25000MU production

Now thankfully battles like this don't happen that often but when they do you need a shed load of torpedoes.

Now think about light and xlight versions of these ships and how many torpedo launchers and therefore torpedoes you can cram into them - the costs start getting prohibitive except if used for special occassions.

I say leave the settings as they are. The costs of using torps is already great in terms of sheer production.

Andy
Andy
A good resolution to the torpedo problem seems to be :

for every 1g of combat speed that the enemy ship is faster than you then the torpedoes should have a -4 to accuracy. Naturally if your ship is faster than the enemy ship no bonus should be given.

Andy
Lord Scrimm
QUOTE (Frabby @ Sep 14 2004, 05:09 AM)
QUOTE (David Bethel @ Sep 14 2004, 11:34 AM)
What about - can only be launched from heavy hull ships and no other negative ?

Strongly against! When you start treating hulls differently (like, only allowing torps to be fired form HH ships) the whole fabric of the game is torn apart.

Unfortunately, there are already several precedents set for treating hulls differently - ISR 1 Drives can only be mounted in Heavy Hulls, Cloaking devices are dependent upon the surface area of the ship (which corresponds to Hull Type in most cases), the amount of armour that can be mounted on a ship depends upon Hull type, etc...

If the number of torpedoes launched by a ship in a round of combat were based along the lines of 1/(2*Hull Integrity Modifier) then I think we would see far fewer instances of XL/L Torpedo carriers. This would represent a "Batteries Bearing" aspect within the game that limits the overkill use of Torpedoes without:

1) restricting them to a single Hull Type;
2) changing their damage amounts/costs/mass;
3) significantly changing the implementation of the combat program;
4) or, introducing a raft of new techologies.

Just a thought.

Cheers,

Rich Fanning
aka ph34r.gif
Lord Lawrence Scrimm
CIA Intelligence Director