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Ship Torpedoes

sampa4sampa4 Member Posts: 2 Arc User
edited October 2013 in Federation Discussion
Ok, something I have noticed in this game that I feel is just not accurate in the canon is the amount of torpedoes your individual ship carries! As it stands now, you have an infinite number of torpedoes. In the canon, this is not true. In the canon, you have a finite number of torpedoes you can fire and then you run out! What would you think if they added this into the game (at least when playing on medium to hard difficulties)?
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited September 2013
    If an office replicator is capable of replicating a hand phaser who is to say that people didn't install larger versions so that torpedoes could be created to fit demand rather than stocking them and running the risk of running out?
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    timezargtimezarg Member Posts: 1,268
    edited September 2013
    This game is not canon. It's not intended to be canon. So get that out of your head.

    Whenever you start thinking about something in STO from the standpoint of canon, just give yourself a slap in the face. Condition yourself against it. You'll just be frustrating yourself if you make arguments from the basis of canon.

    About the only place canon really gets adhered to is for stuff like ship bridges and exterior designs.
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    ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited September 2013
    I'll second the last posters comments on canon, and a small comment on 'assumptions'.

    Much of this games takes place in a relatively short period of time. To accommodate that, assumptions have been made about refueling and restocking. Replicators are not the go-to method for restocking, and that plays out with the costs associated with acquiring commodities and upgrades making replicators the most expensive.

    Deuterium is the primary fuel source for starships (both in the warp drive AND the fusion reactors); dilithium is used as a moderator for the fuel in antimatter reactions. (yes, the Bussard collectors refuel deuterium supplies, however their effectiveness has never been spoken of in-game).

    Neither is used ingame for that purpose.
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    stofskstofsk Member Posts: 1,744 Arc User
    edited September 2013
    sampa4 wrote: »
    Ok, something I have noticed in this game that I feel is just not accurate in the canon is the amount of torpedoes your individual ship carries! As it stands now, you have an infinite number of torpedoes. In the canon, this is not true. In the canon, you have a finite number of torpedoes you can fire and then you run out! What would you think if they added this into the game (at least when playing on medium to hard difficulties)?
    Canon shmanon. The Enterprise-D had hundreds of photorps and when things got dire Picard didn't wring his hands over how many torpedoes he was throwing against the Borg.

    When you're in a battle you use every weapon you've got. You're in it to win it, not worry about your inventory before and after. Hell if you don't win, there won't be an 'after' anyway.

    And if you wanna talk about canon, well Voyager is canon too, and they fired more torpedoes throughout the course of the show than they started with.
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    capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    Magical Torpedo Pixies come and resupply your weapons when you arent looking...
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited September 2013
    stofsk wrote: »
    And if you wanna talk about canon, well Voyager is canon too, and they fired more torpedoes throughout the course of the show than they started with.

    If you really wanna talk canon and Voyager, every ship carries enough resources to manufacture a number of torpedoes.
    ZiOfChe.png?1
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    philipclaybergphilipclayberg Member Posts: 1,680
    edited September 2013
    timezarg wrote: »
    This game is not canon. It's not intended to be canon. So get that out of your head.

    But with a prime universe and an alternate universe, you do get dual canons (plasma, disruptor, phaser, etc.).
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    cidstormcidstorm Member Posts: 1,220 Arc User
    edited September 2013
    I was really hoping this would be a buff torpedoes thread.
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    dknight0001dknight0001 Member Posts: 1,542
    edited September 2013
    cidstorm wrote: »
    I was really hoping this would be a buff torpedoes thread.

    Bet you weren't expecting a Nerf Torpedoes for Show Accuracy thread.

    IE making me spend EC on Torpedoes.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
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    pottsey5gpottsey5g Member Posts: 4,188 Arc User
    edited September 2013
    sampa4 wrote: »
    Ok, something I have noticed in this game that I feel is just not accurate in the canon is the amount of torpedoes your individual ship carries! As it stands now, you have an infinite number of torpedoes. In the canon, this is not true. In the canon, you have a finite number of torpedoes you can fire and then you run out! What would you think if they added this into the game (at least when playing on medium to hard difficulties)?
    Did you not watch Voyager? that ship used up way more torpedoes then it holds. Voyager not only had what felt like infinite torpedoes but towards the end they started making up new torpedo types. There must be some sort of on ship way to produce more.
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    stofskstofsk Member Posts: 1,744 Arc User
    edited September 2013
    adamkafei wrote: »
    If you really wanna talk canon and Voyager, every ship carries enough resources to manufacture a number of torpedoes.

    Except Janeway explicitly says there's no way to replace them when they're gone. This was at the start of the series when they had like 38 photorps.

    Obviously they devised some means towards replicating replacement torpedoes. That would have been a neat plot point actually, and could have been one way of having the show refer to its premise. But AFAIK they didn't explain the discrepancy.
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    kapla1755kapla1755 Member Posts: 1,249
    edited September 2013
    sampa4 wrote: »
    Ok, something I have noticed in this game that I feel is just not accurate in the canon is the amount of torpedoes your individual ship carries! As it stands now, you have an infinite number of torpedoes. In the canon, this is not true. In the canon, you have a finite number of torpedoes you can fire and then you run out! What would you think if they added this into the game (at least when playing on medium to hard difficulties)?

    considering that a single torpedo spread-3 can fire up to 40 torpedoes (5 targets x 8 torpedoes per target) you would prefer we return to the star base to restock after 1 or 2 volleys is just silly.
    [SIGPIC][/SIGPIC]
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    a3001a3001 Member Posts: 1,132 Arc User
    edited September 2013
    sampa4 wrote: »
    Ok, something I have noticed in this game that I feel is just not accurate in the canon is the amount of torpedoes your individual ship carries! As it stands now, you have an infinite number of torpedoes. In the canon, this is not true. In the canon, you have a finite number of torpedoes you can fire and then you run out! What would you think if they added this into the game (at least when playing on medium to hard difficulties)?

    I (REALLY) think that you should play Star Trek: Legacy with UU installed.;)
    Rejoice JJ Trek people....

    http://www.arcgames.com/en/games/star-trek-online/news/detail/10052253

    Why are you not rejoicing?
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    jetwtfjetwtf Member Posts: 1,207
    edited September 2013
    Maybe this could be something for an uber elite mode where you have a finite supply of torpedoes and mines. Well OK people would cry, and what game actualy does finite ammo and not have a billion ammo laying about the place to pick up these days. Sometimes i mis the old days of running out of ammo and having to run to an armory to replenish and hope the other team isnt right inside the armory entry waiting...

    Anywho, running out of ammo is not very popular a game mechanic these days just like they were never a popular feature in films where a revolver had 20+ shots. except plot points meant to convey drama or during dialouge... then ammo was out.:D
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    feiqafeiqa Member Posts: 2,410 Arc User
    edited September 2013
    In canon how many times did we see the Enterprise or Defiant stopping to take on new supplies?
    Most of it was assumed background during the many returns to star bases.
    Using that analogy, every time you level is the minimum number of times you go home. So you refresh your torpedoes and other consumables then.

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
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    dareaudareau Member Posts: 2,390 Arc User
    edited September 2013
    Two thoughts:

    1. You have a resupply freighter following you around. It's also wartime, so you have 3,000 torpedoes stored in your main cargo hold...

    2. I know this is delving into "softer" canon, but one of the tech manuals claims that probes and photon torps both use pretty much the same case. So, a ship runs with 40 torpedoes and 2,000 probes (remember, we're scientists in the blue wave), and we're "examining" the enemy ships with anti-matter warheads :P
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
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    rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited September 2013
    Limit a ships number of torpedoes to be 1/4 the number of crew staffing it...

    And then make torps have a 50% shield penetration (80% for transphasics), and watch the merry lulz as Bops cry and everyone scrambles for the biggest, slowest cruiser they can find.
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    senatorvreenaksenatorvreenak Member Posts: 0 Arc User
    edited September 2013
    Personally I think there should be a torpedo limit, and that they should be consumable ammunition you need to replenish.
    However, they should also be buffed to deal 100% of their damage against shields in such an event.

    Because canonicly, Torpedoes are the most powerful weapons a starship carries, period.
    Their firepower is far greater against shields and hulls than directed energy weapons, and they are the primary weapons of choice when the goal is to "destroy" a target.
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    swamarianswamarian Member Posts: 1,506 Arc User
    edited September 2013
    cidstorm wrote: »
    I was really hoping this would be a buff torpedoes thread.

    I was hoping that it was about using BoPs as torpedos.
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    rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited September 2013
    swamarian wrote: »
    I was hoping that it was about using BoPs as torpedos.

    Mount tricobalts on your bop, close range very quickly, fire tricobalts... get nailed by your own torps, hit ramming speed and ...

    yeah, i really just thought that out XD
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    davidwforddavidwford Member Posts: 1,836 Arc User
    edited September 2013
    stofsk wrote: »
    Except Janeway explicitly says there's no way to replace them when they're gone. This was at the start of the series when they had like 38 photorps.

    Obviously they devised some means towards replicating replacement torpedoes. That would have been a neat plot point actually, and could have been one way of having the show refer to its premise. But AFAIK they didn't explain the discrepancy.

    I agree with you that the number of torpedoes made for a great plot device, the resolution for which would have made for great storytelling. The only explanation I have for them being able to restock besides making them in situ would be that they traded with neutral and friendly parties. For example, in "Caretaker", Neelix said that water in the Ocampa Sector was scarce. It is entirely possible that Voyager traded copious amounts of water (since it is easy to create with replicators) in exchange for torpedoes.

    I could easily see someone like the Baneans trading torpedoes to Voyager. Even though their planet may be rich in water, the Baneans might trade for the water as a commodity they could then exchange for something else to the Kazon or other faction.
    Personally I think there should be a torpedo limit, and that they should be consumable ammunition you need to replenish.
    However, they should also be buffed to deal 100% of their damage against shields in such an event.

    Because canonicly, Torpedoes are the most powerful weapons a starship carries, period.
    Their firepower is far greater against shields and hulls than directed energy weapons, and they are the primary weapons of choice when the goal is to "destroy" a target.

    I disagree that torpedoes should be a consumable munitions. Do you really want to spend large amounts of EC, Dilithium, or Fleet Credits just to replenish your elite or very rare torpedo supply? In some games, this can create a major drain on player resources such that it breaks the game or makes it unplayable. Another problem becomes particularly long PvP matches. By the end, you are only using energy weapons because both sides have expended their supply of torpedoes Depending on the character set-up, this could create a zombie match where neither side can complete the victory conditions. To implement your suggestion, either the Torpedoes should loose their modifiers OR the price per torpedo should become dirt cheap to replace. Another problem becomes particularly long PvP matches. By the end, you are only using energy weapons because both sides have expended their supply of torpedoes.
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    feiqafeiqa Member Posts: 2,410 Arc User
    edited September 2013
    Mount tricobalts on your bop, close range very quickly, fire tricobalts... get nailed by your own torps, hit ramming speed and ...

    yeah, i really just thought that out XD

    The fact that you thought that out makes your avatar very fitting. . .

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
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    timezargtimezarg Member Posts: 1,268
    edited September 2013
    Mount tricobalts on your bop, close range very quickly, fire tricobalts... get nailed by your own torps, hit ramming speed and ...

    yeah, i really just thought that out XD

    That's actually an interesting idea. Problem is that BoPs aren't quite enough to kill someone with ramming speed, as it relies on how much hull you have left. At 50% hull, you likely have 10-15k HP left. That's enough to hurt someone, but not to kill them, not unless they were down to 10-20% hull (a single attack by tricobalts is highly unlikely to get them down to that, not unless their shields were down). Ramming speed is lethal when used by cruisers.
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    momawmomaw Member Posts: 0 Arc User
    edited September 2013
    Limit a ships number of torpedoes to be 1/4 the number of crew staffing it...

    And then make torps have a 50% shield penetration (80% for transphasics), and watch the merry lulz as Bops cry and everyone scrambles for the biggest, slowest cruiser they can find.

    I've often thought this should be a thing. Torpedoes should be deadly. The player's torpedoes, not just the NPC ones. But then, the size of the ship should determine just how many torpedoes can be carried. So, yes, all the little escorts have vastly superior gun firepower in the form of dual cannons and the agility to bring them to bear... but the big cruisers get to spray torpedoes everywhere.

    One of those silly "balance" things.
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    senatorvreenaksenatorvreenak Member Posts: 0 Arc User
    edited October 2013
    davidwford wrote: »
    I disagree that torpedoes should be a consumable munitions. Do you really want to spend large amounts of EC, Dilithium, or Fleet Credits just to replenish your elite or very rare torpedo supply? In some games, this can create a major drain on player resources such that it breaks the game or makes it unplayable. Another problem becomes particularly long PvP matches. By the end, you are only using energy weapons because both sides have expended their supply of torpedoes Depending on the character set-up, this could create a zombie match where neither side can complete the victory conditions. To implement your suggestion, either the Torpedoes should loose their modifiers OR the price per torpedo should become dirt cheap to replace. Another problem becomes particularly long PvP matches. By the end, you are only using energy weapons because both sides have expended their supply of torpedoes.

    Pretty much all that is moot.
    First, our very rare and elite torpedoes are not torpedoes, but specificly torpedo launchers.
    Theres no reason to make the consumable ammunition to be used with the launchers cost anything more than energy credits, with a similar pricetag to batteries.
    This game is already overflowing with an abundance of Energy Credits.

    Second, long PvP matches? lol sorry, but have you been around lately?
    Energy weapons reign supreme and unless you have a pure torpedo boat build, they are a complete waste of a weapons slot.
    You can't broadside with them, and on ships that can equip cannons your better off supplementing DHC's with a Dual Beam Bank and Beam Overload, an attack which is equally effective against shields and hull.
    And with the Beam Overload Doffs you can do A LOT of bleed damage through the shields as well.

    My suggestion would actually make torpedoes useful again.
    Because if they deal 100% of their damage against shields they will be very very powerful.
    But if there is no limit on them that would be overpowered, so a consumable torpedo limit based on ship size is only logical, which would also in turn give a much needed advantage to large and slow cruisers.
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    bridgernbridgern Member Posts: 709 Arc User
    edited October 2013
    I also have to say a limited amount of torpedoes is a bad idea, it would render them even more useless and everybody would just fly with DHC.
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    capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited October 2013
    We could throw a change at the hangar pet UI so we can pick "ballistic course"

    Elite Scorpion Torpedoes :D
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
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    davidwforddavidwford Member Posts: 1,836 Arc User
    edited October 2013
    My suggestion would actually make torpedoes useful again.
    Because if they deal 100% of their damage against shields they will be very very powerful.
    But if there is no limit on them that would be overpowered, so a consumable torpedo limit based on ship size is only logical, which would also in turn give a much needed advantage to large and slow cruisers.

    It would only be useful to those who are able to fight and win a battle of attrition.

    And yes, I have played PvP. I hate getting stuck in those few zombie matches. No fun at all.
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    superiorterransuperiorterran Member Posts: 48 Arc User
    edited October 2013
    It's not cannon for a federation captain to pilot a tholian ship (which would be uninhabitable to humans), or for a klingon captain in a bop to have access to federation quantum torpedoes, but it's all possible in this game. Make one thing cannon, and we change the entire gameplay style.
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    captainpirkocaptainpirko Member Posts: 270 Arc User
    edited October 2013
    It's not cannon for a federation captain to pilot a tholian ship (which would be uninhabitable to humans), or for a klingon captain in a bop to have access to federation quantum torpedoes, but it's all possible in this game. Make one thing cannon, and we change the entire gameplay style.

    that's BS.

    this game makes it own canon. in DS9 Sisko flew a jemhadar bugship into the middle of dominion space. also dukat, kept a BOP for a while as his personal flagship. there's no reason to say that just because you're a ___ captain, that you have to use ___ ship. what law is there in the federation that you cant fly that captured klingon ship?

    my only objection to STO having them is that they're the best ships in the game regardless of what the ship's supposed to be. bugship is supposed to be cannon fodder, it should be cannon fodder, no matter who's flying it.

    and i think the klingons would have invented quantum torpedoes, or gotten it from the treaty with the federation (you know, back when they were friends). if you remember in DS9 (yes i reference that alot) Worf was briefing Kira at one point on things that the federation had shared with the klingons and the bajorians, but didnt want to share with the cardassians even though they were just becoming allies at that point. tactical systems were mentioned by worf, so by extension, its not that hard to believe that the federation would have shared what makes a torpedo quantum instead of good ol' photon.
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