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Torpedoes


Amazigh
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Suggestion

Had an idea for a new weapon type, Torpedoes.

  • Fixed mount weapon, no turret traverse.
  • Larger size than a turret, say 1*1*3 for a "small" launcher.
  • Fires a large missile that can be intercepted. Basically they fire a fighter that crashes into enemy ships and explodes.
  • Long cycle time between shots, easily 10 seconds for the shortest reloading launchers, torpedoes are big and all.
  • Drains a lot of energy to reload, as a balancing feature.
  • While Torpedos are guided, they can't exactly turn very well and are not exactly the fastest thing out there, and as such they can be dodged if you have a decently agile ship.

 

What i'd imagine their stat block to be:

  • Damage - Obvious.
  • Burst Size - Number of torpedoes that it'd fire, with a 0.1 second delay between each launch, recharge starts after last one is fired.
  • Range - Torpedoes would have a lifetime, and this would be an approximation of their range based on that.
  • Recharge Time - How long it takes to reload the launcher.
  • Recharge Cost - The energy/second cost while the launcher is reloading.
  • Speed - Top speed of the torpedo.
  • Acceleration - Acceleration of the Torpedo.
  • Maneuverability - How fast the torpedo can turn.
  • Health - Health of the torpedo.

Burst fire torpedoes would do less damage per shot, and have less health, comparing an equivalent 4 shot to a 1 shot:

Both have the same total damage.

The 4 shot has slightly higher overall health for its shots, but as the health is split 4 ways, as such it's a lot easier to take one or two out and cut down some of the damage, but harder to take them all out and prevent all the damage.

 

And to make things more interesting, rather than there just being *normal* torpedoes, i'd imagine there being two distinct types instead.

  • Thermal Torpedoes: Have a very high damage multiplier to hull, but low base damage.
  • Ion Torpedoes: Have a very high damage multiplier to shields, but low base damage.

This would make torpedoes an interesting weapon to use. As if you just packed on Thermal Torps, then you'd have a lot of trouble taking down shields, and the opposite for Ion Torps. As such this would encourage players having a mix of weapons on their ship, eg: Ion Torps to take down shields, And then Bolters to finish of their hull.

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Yes please. Also, as my own addition to this idea, what amounts to armor piercing bouncy ball torpedoes. Faster, more agile, and rather than exploding on contact, they just tick for damage and either plow through or bounce off, and keep hitting the target like a homing railgun slug of death. Of course they'd lose lots of health from nonstop collisions, so maybe have a 10-50% resistance to collision damage so they have a chance to get past the second chunk of hull?

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Large evadable missiles with a big payload but lesser maneuverability that deal a good chunk of damage if they hit you?

 

Sounds cool ^-^ I think it'd work well, as kind of an alternative to the missiles as the cannons are compared to the bolters.

 

Probably firing one 1 round before the long cooldown. I can also imagine this being like regular missiles, in the fact that they can be dumbfire, or seeking. The large payload and damage making up for it's lack in speed, maneuverability and fire rate.

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Supporting this class of weapons, but I would like to add a cluster type fuse, such as a fragment, fragments causing additional damage, is especially useful against thin and long ships. The radius of the defeat is slightly less explosive, like the white bits of the salute.

 

However, torpedoes should be like an analogue to a cannon, but with a radius of defeat, better than missiles, and expensive.

 

 

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'Easy' enough to implement as a new turret type.  I think you're looking at a 'station killer', something where you sit several km away from a large target and fire off a shot. 

 

If any of you are old enough to have played the first few editions of Wing Commander, you'll be familiar with a good mechanic for these types of weapons.  Essentially, the weapon only charges while locked on target.  That means you have a nice, nasty weapon that can knock even a decent sized station or capital ship down by 30-50% per shot... but you have to sit there, steady, waiting for the full lock before you can fire; a sitting duck for defensive fighters.  And the fact that you're locking on should be detectable by the target (probably not so easy to implement since as far as I know there's no such mechanic in the game currently).

 

It's all about balance. Anything that moves or has a decent escort should be immune to it, but it should be able to pass through shields and be fairly difficult to shoot down.

 

If you were given a new turret with advantages that massively outweigh the disadvantages, you'd be getting a game-killer, not a ship-killer.

 

My 2c, anyway.

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Yes please.

 

But not as turrets.

 

Torpedoes should work more like the hangers/fighters. Small "hangers" that need to face out that launch.

 

The torpedoes themselves should never be mindless straight line fish. This is the future, basic direction and homing to cruise missile all the way up to homing missile/locked on/find a target all by themselves.

 

And make them big enough to be targeted by advanced chain guns and defensive lasers...

 

They also should be bigger than traditional weapons requiring cargo space for the fish or special blocks to even use them.

 

Added to the list with big cannon/rail gun/energy weapons and we would have yet another strategy to defend against.

 

Very much yes.

 

Cheers..!

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