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Full Version: Possible Ship Class: Torpedo
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I've done a bit of searching and haven't come across it, so I hope it's safe to suggest it here. I've spent a couple of days contemplating it, going back and forth on the pros and cons, and decided that I should toss it to the fishes (you guys) and see what happens.

Here it is, another ship suggestion:
I couldn't find specs of gunboats and battleships to use as so these will be just vague descriptions...

Torpedo Ship Class
a minimum of 0 turrets, max of 3 (Class 3-7)
300 bot/nano
Shields Class 3-7 (perhaps high level shields with low armor?)
Armor: moderate-high
3-5 Torpedo hard points along one side of the ship
70-90 impulse speeds, no thrusters
Countermeasure droppers
High energy rating, medium recharge rate

This type of ship would be used by military factions to combat capitol class ships and bases. It is almost completely defenceless to fighters bombers and gunboats, so it should be escorted. The reason for the Torpedo hard points on one side is so that the player must turn Broadside to attack (i think a 3 torpedo variation could get away with forward facing torpedo's) so there is some skill and positioning to master.

Obviously there are some balance issues, I'll ask you guys to help me with that before you shoot it down. But as far as I can see, the Major problem is targeting, range to target, and hitting the target. And from what I recall, is that you need some kinetic energy on those torpedoes (EG you must be moving). I've heard rumors about the Nova Antimatter Cannon that was removed, how about a higher energy rating on the Cannon and an even higher energy output so that the Torpedo class ships could be the only class to carry it.

Perhaps a more effective weapon would be to introduce Halo's Magnetic Accelerator Cannon (the MAC Cannon). It's very energy consuming but fires projectiles at high speeds (40% of the speed of light -halo wiki). Abet, a very large mass of slightly radioactive metal, so it should be cheep to purchase ammunition (Though the Gun isn't). It has a really low turn rate (so low that it barely arks) and has a large range of effectiveness
Theoretically, it should be able to take out the highest level shields in two 5 volley salvos, though the ship will have to recharge (reason for the moderate recharge time).

Okay, there's my idea, it's probably late for 4.85, but maybe 4.86?
Now that it's done, I leave it to you, Praise it, Hate it, toss it over a grill, I don't care, but please post something to help build the idea unless you think it's completely and utterly hopeless.

Other possible problems:
Ship Spamming
Solution: The ship should cost about the same as a Capitol ship (around upwards of $80000000) and should be only available at some ship yards and on certain planets.
Abuse
Solution: This ship is not meant to be easy to handled but is capable of completely destroying a capitol class ship in moments, this ship is not for the faint of heart.
Improbable Solution: the torpedo ship lacks cruse engines making it less desirable. (basically a more mobile weapons platform)

PS: If anyone could come up with some hard stats for a ship, please post it.
PPS: I've also noted that the capitol ships have been labeled underpowered, but this suggestion is merely out of role-play and makes the torpedo ship a one ship "Cap killer", instead of a small squadron of "cap killers"
You did well in your research, and the idea is much better thought out than the last ones. It's essentially a torpedo boat which was voted down due to the already-nerfed capships. What migh be better received is a flak ship. Slow, lightly armored, but plenty of anti-fighter turrets. (Basically a GB with a SHF powerplant, or something enough to power a few Sols and nothing else)

/brainfart.


EDIT:


About a million others want a MAC too. Myself included.


EDIT EDIT: this is not a denunciation of your idea. I love that you think about how to further our aims of <strike>world domina...</strike>...I mean, RP things.
technically all you've done is make either a torpedo boat (patrol boat) or destroyer, in regards to WWI / WWII era ships.

Destroyers had arrays of 6-12 torpedo tubes at the center of the ship that could turn to the side and fire torpedoes off into the water, to combat larger vessels.


The equivalent to this in discovery is a destroyer-class ship (destroyers really should be smaller and more agile than cruiser counterparts, but most of them arent) with light mortars loaded.

The problem is that light mortars take ridiculously high amounts of energy to fire - 500k? Seriously? Tone it down. Nobody in their right mind uses those heavy hitting special weapons when normal turrets only do slightly less damage and have no energy drain whatsoever on your ship.

When I read the words "torpedo boat" my mind raced back to my Navy Field days. The torpedoes... they're EVERYWHERE! You can't dodge fast enough, they come at you in sprays of twenty! Augh! *dies*

On a more positive note it would be nice if destroyers took on a more distinct role than 'light cruiser'. I'm really not sure how you would accomplish that, but its worth a shot.
Oh my, you've gone back three months and read my mind. When I originally modeled my Order Gunboat it was with the concept of a Liberty Navy Torpedo Boat/U-boat.

Good research, but it may not ever be realised:(
everything that can fire more than one supernova is more or less too powerful. - hitting a capital ship with a supernova requires little to no skill and no punishment when you miss ( no ammo ).

so while the supernova is both - ammoless AND so powerful, i am not in favour of more than one SN on a single ship. - however, its possible to make a torpedo ship. - take a battlecruiser, add 4 - 5 light mortars. - those have torpedo looks and so - well, less damage than a SN, but more than enough. - if you know about the effect of 4 light mortars hitting pretty much any warship, you know what such a damage potential can do.
When I read this, I interpreted it differently.

Was gonna say we should just attach a big honking warhead to a Camara and call it a day.

EDIT: You could give the refurbed Camara a one-use explosion, 100k shield damage, 200k hull damage, same radius as a Train CD. But take away its ability to use shields or mount armor.
I like the IDea in general however , i picture it as a heavy bomber ( maybe like de spatial with one extra torp slot and lesser guns)

I think the ship should have trusters to prevent it becoming a suicide ship.

I honestly thought when I saw the title that you wanted to actually pilot a torpedo. You all thought it to confess!

A torpedo/destroyer is an interesting idea, it will take skill to fly and hit effectively without suicidal tendencies from shockwaves...

Having no anti-fighter capability is a bit harsh, so one skilled pilot can take it down. Not very friendly or smart from a military perspective.

This thing in theory would decimate capital fleets, but if you take it a knocking in Gamma, bye bye.

This ship is just going to be a magnet for fire and a waste of money in-game I would say though. With little or no interest since it kills them too quick.
' Wrote:I honestly thought when I saw the title that you wanted to actually pilot a torpedo. You all thought it to confess!

...
Yeah, I confess I did too.

' Wrote:...

Other possible problems:
Ship Spamming
Solution: The ship should cost about the same as a Capitol ship (around upwards of $80000000) and should be only available at some ship yards and on certain planets.
Abuse
Solution: This ship is not meant to be easy to handled but is capable of completely destroying a capitol class ship in moments, this ship is not for the faint of heart.
Improbable Solution: the torpedo ship lacks cruse engines making it less desirable. (basically a more mobile weapons platform)
...
Sempai, your initiative for adding depth to the game is commendable, but look at it again: You silently acknowledge that the ship would be so out of balance when you throw every other aspect (cost, lack of a cruise engine, the torpedo mounts facing sideways) of it out of the window so perhaps it wouldn't be so over powered.

The problem with balancing is that when something blatantly doesn't fit, it will be interesting until the point it won't be anymore. There's no real compromise of stats, either it is very, very advantageous or it isn't anymore. Take capital ships for example. These ships used to cost around 200 million a little less than an year ago. They were seen left and right (the server and the community were smaller too). So their prices were raised five fold 800M for the ship + 250M for the license, and people still buy it. Even though capitals are weak as if compared to what they could be, from a 1 vs 1 standpoint they are the ultimate ship. We can keep raising their prices until a point where people simply won't buy it anymore, that's not really balancing.

Perhaps a ship with it's size comparable with the small gunboat class ships (like the BHG GS or even smaller so it's not such an easy target) with its maneuverability something similar to the big transports or only slightly better, but excellent strafing capabilities, 3-5 gun mounts for something like the old fighter antimatter cannon requiring ammo to fire, a good enough powerplant so it can keep a barrage of fire for some 20 seconds. Keep the cruise engines, give it some countermeasures, cruise engines (140) and two backwards firing guns so it can flee, because it wouldn't be able at all to fend fighters unless they came in line right in front of it.

EDIT: A ship like this alone wouldn't do much even if alone against a capital ship. True, perhaps it would be able to "snipe" it, but if the capital ship pilot knows what he's doing he'll be able to evade and reach their assailant. Against an escorted (fighters or gunboats) battleship, it would be toast. It would be useless against fighters because of the limited firing arc and virtual inability to turn. If escorted and unhindered, it could turn the tide in a fleet battle.

EDIT2: ...until it runs out of ammo.
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