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Make Torpedoes consumable and more powerful?

tinkerbelchtinkerbelch Member Posts: 138 Arc User
I think torpedoes are weak in this game. What do you guys think about making torpedoes consumable, but much more powerful. Have every ship with an inherent Torpedo launcher front and back. Extra launchers can be added for increased fire rate/volleys in addition to the Boff abilities. Have the damage yield/fire rate per torp be determined by the consumable torp type/grade just like it says on the side of the torpedo casing (MK I-XII, quantum, plasma, etc) . Want to use cheap ones for pve, but use your expensive ones for pvp or harder targets? I think that should be an option. Replicating and doff assignments for these consumables might be nice too. implement this with a torpedo magazine slot?

Cheers
Post edited by tinkerbelch on

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    stirling191stirling191 Member Posts: 0 Arc User
    edited May 2013
    Torpedoes are fine. They're not the claymore mines of STO in that they take thought to use in the PvE realm, and a good dose of luck in the PvP realm. In the right hands however, they are the single most powerful weapon available to players.

    The only thing that potentially needs a look is the way shields and kinetic damage interact.
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    dam999dam999 Member Posts: 0 Arc User
    edited May 2013
    It needs to shake the ship, something like tricobalt already does..
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    kurumimorishitakurumimorishita Member Posts: 1,410 Arc User
    edited May 2013
    I think torpedoes are weak in this game. What do you guys think about making torpedoes consumable, but much more powerful. Have every ship with an inherent Torpedo launcher front and back. Extra launchers can be added for increased fire rate/volleys in addition to the Boff abilities. Have the damage yield/fire rate per torp be determined by the consumable torp type/grade just like it says on the side of the torpedo casing (MK I-XII, quantum, plasma, etc) . Want to use cheap ones for pve, but use your expensive ones for pvp or harder targets? I think that should be an option. Replicating and doff assignments for these consumables might be nice too. implement this with a torpedo magazine slot?

    Cheers

    I like those ideas a lot!!! And it would also be much closer to the series/movies.
    "We might get pretty singed at that range, but not as singed as they're going to get. Engage."
    - Captain Six of Nine aka Ashley "Don't Call Me Ash" Campbell
    q4F10XV.jpg
    ALWAYS OUTNUMBERED, NEVER OUTGUNNED
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    platewearingbirdplatewearingbird Member Posts: 455 Arc User
    edited May 2013
    No, because essentially STO is an MMORPG, and there's always 2 kinds of damage: Sustained and Burst.

    Beams, DHCs, and Turrets offer the sustained damage. They all do relatively low damage (which DHCs the best of this low damage but limited to escorts which are mainly Tac Captain ships), and do it constantly.

    Torpedoes are the Burst damage. They come with a cooldown and abilities that increase that damage or spread it out to many targets and they ALSO have a cooldown. They're only fired so often but do HUGE damage (comparatively) when they do.

    If you wanna see something consumable and torpedo-based, maybe an "Overcharger" of some sort with a low-ish CD that you can consume and make the next Torpedo attack (HY, Spread, or Normal) do 100%+ more damage.
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    equinox976equinox976 Member Posts: 2,277 Arc User
    edited May 2013
    That sounds as much fun as constipation. And as much effort. No thank you sir.
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    azurianstarazurianstar Member Posts: 6,985 Arc User
    edited May 2013
    Talk about consumable Torpedos has been around since Beta. There are good points and bad points.

    Why they never went with the idea of torpedo magazines is that they figured people didn't like the idea of having to run back to Starbase to reload every mission or so. But given the Omega Torpedo, I would think the Dev Team might very well be leanining towards new types of torpedoes that very well could use magazines.

    While I seriously doubt they will allow for super torpedoes (due to gameplay balance), I could see them introducing certain unique torpedoes with various functions. Like luminary torpedoes (AoE flashbang or AoE anti-cloak), Probes (which could function like remote viewing found in other MMOs that could be used for scouting), or manned probes using DOFFs to do unique missions (with high risk).
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    orangeitisorangeitis Member Posts: 5,222 Arc User
    edited May 2013
    No, because essentially STO is an MMORPG, and there's always 2 kinds of damage: Sustained and Burst.

    Beams, DHCs, and Turrets offer the sustained damage. They all do relatively low damage (which DHCs the best of this low damage but limited to escorts which are mainly Tac Captain ships), and do it constantly.

    Torpedoes are the Burst damage. They come with a cooldown and abilities that increase that damage or spread it out to many targets and they ALSO have a cooldown. They're only fired so often but do HUGE damage (comparatively) when they do.

    If you wanna see something consumable and torpedo-based, maybe an "Overcharger" of some sort with a low-ish CD that you can consume and make the next Torpedo attack (HY, Spread, or Normal) do 100%+ more damage.
    Arguing about how things "should be" is flawed reasoning. It don't matter if it's an MMORPG, as long as gameplay wouldn't suffer from it, it's fine. But that's the real issue here.

    Torpedoes canonically do not operate as they do right now. The only limitation for them is the quantity, which is weighted on the fact that it takes a long time to get back to a starbase to restock. However, since STO established that each ship can transwarp to a starbase whenever they want, coupled with the fact that game distances aren't realistically depicted anyway makes negating the gameplay-story segregation in this context impractical.
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    equinox976equinox976 Member Posts: 2,277 Arc User
    edited May 2013
    and no way to replenish them.

    You are forgetting self entitlement. Janeway blew up half the quadrant and got home on that alone :D
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    razikhielrazikhiel Member Posts: 0 Arc User
    edited May 2013
    Make torpedoes consumable? NooooOOooOOoooooooo..............................................
    Make them take longer to fire and do more damage? Yes pls.
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    nafeasonto1nafeasonto1 Member Posts: 0 Arc User
    edited May 2013
    I think torpedoes are weak in this game. What do you guys think about making torpedoes consumable, but much more powerful. Have every ship with an inherent Torpedo launcher front and back. Extra launchers can be added for increased fire rate/volleys in addition to the Boff abilities. Have the damage yield/fire rate per torp be determined by the consumable torp type/grade just like it says on the side of the torpedo casing (MK I-XII, quantum, plasma, etc) . Want to use cheap ones for pve, but use your expensive ones for pvp or harder targets? I think that should be an option. Replicating and doff assignments for these consumables might be nice too. implement this with a torpedo magazine slot?

    Cheers


    NO, just no. PWE will figure out another way to make Zen.
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    lukem2409lukem2409 Member Posts: 100 Arc User
    edited May 2013
    I'm not totally against this as it's stated in TNG that the Enterprise usually carries about 250
    So if the devs could put it into the game that the torps auto replenish upon starbase docking, or you can simply go into the shipyard and procure more from a starbase then I think it'd work well.
    Inter Arma Enim Silent Leges
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    newromulan1newromulan1 Member Posts: 2,229
    edited May 2013
    Voyager never ran out of torpedoes and they only had 38 to start with and no way to replenish them.

    wrong - just like warp speed and everything else in star trek - they have as many or a much as the plot requires.

    If it requires 10 years to get to the centre of the galaxy in 1 show but only a few hours in a movie - that's how the ships work.;)
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    warddddywarddddy Member Posts: 9 Arc User
    edited May 2013
    I'm not sure about this idea.

    Making the torps consumable is more realistic (as far as this sci-fi goes), but how many would a ship carry?

    You'd have to set an low arbitrary limit in order to make this game mechanism felt. How will this limit change with different classes of ships? Will cruisers have more or less than escorts? Level 2 versus level 20? It could be interesting to see escorts nerfed a little because they would run out of ammo first...


    Will the user have to buy the torps (Oh no...!) or dock at a starbase and mince his/herself over to the ordnance officer (oh god no...!)? Or auto-replenishing in sector space, or accessible from replicator?


    Making the torpedoes much more powerful is an interesting idea, but would break a lot of the game mechanics. All the weapons at a set level are more or less of the same order of magnitude, damage wise, so that no mix or matched set is overwhelmingly more powerful than another.

    This make you pay attention to builds, consoles, BOFFs, etc.


    Otherwise, I agree - torps are horribly underpowered for what they should be able to do. But balance = fun.
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