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Could we get a "torpedo tube" slot?

dahminusdahminus Member Posts: 0 Arc User
Enough TRIBBLE around, let's bring torpedos back into the game.

Cryptic has the ability to add "equipment slots"

Why not add a new slot, call it "torpedo tube" and allow all make all ships use torpedoes again without fretting about a loss if damage.
(you can still slot torpedoes in the default weapons slots, you essentially gain a +1 torpedo to your arsenal)

Maybe make this torp tube slot fire independently from your regular weapon powers

Whose with me here?

P.s. I have a 15k torp boat, they are viable to the average player but pale greatly in comparison to cannons and even more so, beams. I miss see big booms and I'm sure there are those that would like to see torps coming our of their beam boats
Chive on and prosper, eh?

My PvE/PvP hybrid skill tree
Post edited by dahminus on
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Comments

  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited January 2014
    dahminus wrote: »
    Whose with me here?

    Not I, I'm a fan of havng to make hard decisions as opposed to "let me use everything, all the time, with no downside or compromise."

    Want torps, use'em- but not for free on top of your min-maxed munchkin vessel's existing loadout.
  • tragamitestragamites Member Posts: 424 Arc User
    edited January 2014
    Ships carry a load of torpedoes, mines and probes, all of which are deployed via a launcher. There are specific locations as to where these launchers are on a ship. Torps mines and probes are not balls of energy, they are tangible consumeable items.

    This needs to be represented in STO. I'm good with them adding launcher slots to ships as I've said in other threads but the launched item needs to be burned and need to be replenished either by going to spacedock or other equipment resupply facility.
    [SIGPIC][/SIGPIC]
  • gonaliusgonalius Member Posts: 893 Arc User
    edited January 2014
    Not I, I'm a fan of havng to make hard decisions as opposed to "let me use everything, all the time, with no downside or compromise."

    Want torps, use'em- but not for free on top of your min-maxed munchkin vessel's existing loadout.

    Yup. The games already easy enough. I do not want to be able to boost my ship to the extent that I can solo elite STF's (Though that would be fun in the (very) short-term).
  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited January 2014
    tragamites wrote: »
    Ships carry a load of torpedoes, mines and probes, all of which are deployed via a launcher. There are specific locations as to where these launchers are on a ship.

    There are also specific locations where beam arrays can be located, where cannons can be located, and where dual beam banks can be located. But strangely I don't hear any of the "free extra launcher slots" crowd demanding that slots originally containing beams be locked from using cannons or vice-versa.

    All or nothing- either every ship gets slots dedicated to every specific weapon type and you don't "mix-and-match" any of them, or we stick with the current "it's a universal weapon slot" system. But oh, hell no to "universal energy weapon slots so I can min-max all cannons/beams/whatever, but free dedicated torp slots on top of that."
  • dahminusdahminus Member Posts: 0 Arc User
    edited January 2014
    Not I, I'm a fan of havng to make hard decisions as opposed to "let me use everything, all the time, with no downside or compromise."

    Want torps, use'em- but not for free on top of your min-maxed munchkin vessel's existing loadout.

    /smack

    Do you really feel that negatively about ships using an iconic weapon regardless of weapon type?

    Haters gotta hate some I guess

    gonalius wrote: »
    Yup. The games already easy enough. I do not want to be able to boost my ship to the extent that I can solo elite STF's (Though that would be fun in the (very) short-term).

    That ship has sailed a long time ago.

    The addition of a single torpedo will not send everyone into the zomg god mode...

    i would expect it to a welcomed addition that everyone would come to be thankful for. Especially the players that want their ship looking like the shows and those that can't figure out dpsing out
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • dahminusdahminus Member Posts: 0 Arc User
    edited January 2014
    Specific slots for everything would amazing. Game crushing balance at its finest
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • senatorvreenaksenatorvreenak Member Posts: 0 Arc User
    edited January 2014
    IMO they should break it down to two weapon slots categories.
    Energy Weapons and Projectiles, simple and not too cluttery.

    Perhaps even X amount of slots as fixed projectile weapons and X amount as energy weapons, with the rest as universal weapons slots.
  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited January 2014
    dahminus wrote: »
    Do you really feel that negatively about ships using an iconic weapon regardless of weapon type?

    Are you really that attached to "All min-max, all the time" that you've got to have more, more, more weapon slots? :rolleyes:
    dahminus wrote: »
    Specific slots for everything would amazing. Game crushing balance at its finest

    All or nothing, bay-bee! :P
  • turbomagnusturbomagnus Member Posts: 3,479 Arc User
    edited January 2014
    "Especially the players that want their ship looking like the shows and those that can't figure out dpsing out"

    That means no torpedos for the Constitution and T'liss ships since they didn't have them in TOS.

    God knows how the D-7 would work since it's just another skin for the later K'tinga - which had torpedos.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross; but it's not for the timid." -- Q, TNG: "Q-Who?"
    ^Words that every player should keep in mind, especially whenever there's a problem with the game...
  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited January 2014
    That means no torpedos for the Constitution and T'liss ships since they didn't have them in TOS.

    You might want to fact-check yourself a bit.

    No, seriously:
    Armament: 14 phaser banks and 2 photon torpedo launchers

    And then there's that Romulan ship...
    Armament: 1 plasma torpedo launcher, Nuclear missiles
  • turbomagnusturbomagnus Member Posts: 3,479 Arc User
    edited January 2014
    I did fact check. I wrote that while looking at the deck chart for the Constitution-class (pre-refit) Enterprise in Okuda and Okuda's "Star Trek Encyclopedia." It specifically lists Phaser controls on deck eleven, no mention is made of photon torpedo launchers on the ship.

    It also mentions a 'powerful plasma energy weapon' and a cloaking device for the TOS Romulan 'BoP' (T'liss warbird in STO), again, no torpedos.

    I can't help it if my primary source material and your's disagree on the matter.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross; but it's not for the timid." -- Q, TNG: "Q-Who?"
    ^Words that every player should keep in mind, especially whenever there's a problem with the game...
  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited January 2014
    I did fact check. I wrote that while looking at the deck chart for the Constitution-class (pre-refit) Enterprise in Okuda and Okuda's "Star Trek Encyclopedia." It specifically lists Phaser controls on deck eleven, no mention is made of photon torpedo launchers on the ship.

    I can't help it if my primary source material and your's disagree on the matter.

    And I can't help it if the photon torpedoes fired by the original NCC-1701 in the original series shows that your source is...lacking. But Memory Alpha, TOS, and the Starfleet Technical Manual (Ballantine Books, 1975) say that either your source material is lacking or you're not looking on the right page.

    -shrug-
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited January 2014
    That means no torpedos for the Constitution and T'liss ships since they didn't have them in TOS.

    God knows how the D-7 would work since it's just another skin for the later K'tinga - which had torpedos.

    Bad attempt at trolling since there were TOS episodes they fired Photon Torpedoes.

    And the Romulan BoP, I'm very sure they fired a Plasma Torpedo at the Enterprise in Balance of Terror. :rolleyes:
  • solidshatnersolidshatner Member Posts: 390 Arc User
    edited January 2014
    I did fact check. I wrote that while looking at the deck chart for the Constitution-class (pre-refit) Enterprise in Okuda and Okuda's "Star Trek Encyclopedia." It specifically lists Phaser controls on deck eleven, no mention is made of photon torpedo launchers on the ship.

    It also mentions a 'powerful plasma energy weapon' and a cloaking device for the TOS Romulan 'BoP' (T'liss warbird in STO), again, no torpedos.

    I can't help it if my primary source material and your's disagree on the matter.


    Actually, the TOS episode (adjusting my comic book nerd glasses and ketchup stained fanboy shirt) The Changling specifically says "Fire torpedo Tube 2!"

    So yes, the TOS Enterprise had torp tubes. FTW! lmao

    BTW - I kind of like having them as separate weapon slots. Kind of a good idea and sticks with the show. Some ships could have more than one fore and aft. Yeah, I kind of like the idea as long as they are no longer able to be slotted where energy weapons go. Although, I can see KDF BoP torp boat dudes getting irrate about that.
    [SIGPIC][/SIGPIC]
  • synchronicity75synchronicity75 Member Posts: 0 Arc User
    edited January 2014
    That means no torpedos for the Constitution and T'liss ships since they didn't have them in TOS.

    God knows how the D-7 would work since it's just another skin for the later K'tinga - which had torpedos.

    The TOS episode "Arena" begs to differ about there being no torpedos. Source: Memory Alpha

    ◾ Phasers prove ineffective against the Gorn ship, so Kirk gives the order to arm the photon torpedoes, marking the first naming of that weapon in the series. Sulu says they get off a full discharging of photon torpedo "banks" in this episode, which constitutes only two shots, and they are red globular discharges that fire from the glowing dome under the saucer.
  • earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited January 2014
    There already has been a thread about a "dedicated torpedo launcher slot". The general consensus was, it's a horrid idea. Mainly for two reasons.

    A>Takes away from the customizability of a ship. While I (and a great many others), enjoy using torps, some people either do not, or have specific builds for certain ships of theirs, that don't utilize them. Also, if you have dedi torp slots, wouldn't it be logical to have dedicated cannon, dual cannon, beam array, dual beam bank, and turret slots as well? Again, would lead to reducing the customizability of ships.

    B> Adds even more damage capability to ships. While some of the lower tier ship (1-3) might actually see this as a benefit, this game is already easy mode enough. At any tier and level. And once you start getting rep items, fleet items, etc etc, installed on your ships, most people do weird amounts of damage already to at least NPC's, and I've even heard PvP'ers say that the damage levels can go to insane proportions in that mode of gameplay.

    So overall, most of the people, in that prior thread, and the few I've already read in this one, seem to agree, with good reasoning, that any kind of hard lock on what kind of weapon in particular you can mount in a slot, even if "extra slots" are given, is just a bad idea. As do I.
    [SIGPIC][/SIGPIC]
    butcher suspect, "What'd you hit me with?"
    Temperance Brennan, "A building"
  • gonaliusgonalius Member Posts: 893 Arc User
    edited January 2014
    dahminus wrote: »
    The addition of a single torpedo will not send everyone into the zomg god mode...

    i would expect it to a welcomed addition that everyone would come to be thankful for. Especially the players that want their ship looking like the shows and those that can't figure out dpsing out

    Except that some people won't just want one, ohh no. First one, then two, and their universal console slots (A lengthy thread from a few days back), never mind that 'universal' in this case means it'll simply fit in any regular slot, then what else?

    And if you want your ship to be like the shows, there is absolutely nothing stopping you from equipping a torpedo launcher. Actually, if it were like the shows, we wouldn't be able to modify our ships. We'd have one loadout, and that's it - Unless we have a lengthy stopover at a Starbase.
  • arrowmaticarrowmatic Member Posts: 27 Arc User
    edited January 2014
    I agree completely that torpedoes are absolutely iconic and that it's a shame they're not more widely used. But the reason they are not used is because they are not useful.

    Specialized weapon slots are not the solution because the problem is not a lack of weapon slots. The problem is the way torpedoes are implemented in the game. This has been discussed to death but the central fact remains both true and unchanged: torpedoes are simply done badly here in STO.

    In SFC, upon which the combat in this game is loosely based, any sensible person was terrified of a torpedo strike. You ran like the wind from a Romulan torpedo, and you stayed well out of arc & range of an overloaded photon strike from a Fed. Why? Because torpedoes were actually dangerous.

    In this game, however, they decided to make torpedoes into pretty fireworks. More often than not they splatter uselessly against a red sliver of a shield. Meanwhile, energy weapons will continuously output actual damage. Thus there are precious few circumstances under which you would choose a torpedo over a gun. That is the problem.

    Giving us a slot dedicated to housing a basically impotent weapon will not make the weapon useful. Revisiting the mechanics of the torpedo itself, however, might do the trick.
  • dahminusdahminus Member Posts: 0 Arc User
    edited January 2014
    The idea isn't to increase dps but to see everyone using torpedos.

    Idea has been shot down, I'll go back to throwing builds at everyone
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • venetar90venetar90 Member Posts: 2 Arc User
    edited January 2014
    IMO they should break it down to two weapon slots categories.
    Energy Weapons and Projectiles, simple and not too cluttery.

    Perhaps even X amount of slots as fixed projectile weapons and X amount as energy weapons, with the rest as universal weapons slots.

    I think that could actually be kind of cool. Could add more individuality to ships like the armitage with its torpedo centric console theme. Or for the galaxy that has the largest phaser strip in the federation still lol
    [/SIGPIC][SIGPIC]
  • amalefactoramalefactor Member Posts: 511 Arc User
    edited January 2014
    There already has been a thread about a "dedicated torpedo launcher slot". The general consensus was, it's a horrid idea. Mainly for two reasons.

    A>Takes away from the customizability of a ship. While I (and a great many others), enjoy using torps, some people either do not, or have specific builds for certain ships of theirs, that don't utilize them. Also, if you have dedi torp slots, wouldn't it be logical to have dedicated cannon, dual cannon, beam array, dual beam bank, and turret slots as well? Again, would lead to reducing the customizability of ships.

    B> Adds even more damage capability to ships. While some of the lower tier ship (1-3) might actually see this as a benefit, this game is already easy mode enough. At any tier and level. And once you start getting rep items, fleet items, etc etc, installed on your ships, most people do weird amounts of damage already to at least NPC's, and I've even heard PvP'ers say that the damage levels can go to insane proportions in that mode of gameplay.

    So overall, most of the people, in that prior thread, and the few I've already read in this one, seem to agree, with good reasoning, that any kind of hard lock on what kind of weapon in particular you can mount in a slot, even if "extra slots" are given, is just a bad idea. As do I.

    That's some serious retconning there. The idea was actually quite well received, even if there was disagreement. Some didn't like it at all which can be expected, but many others had different ideas on how to implement it, some wishing to include secondary systems like phaser lances, which were potentially good ideas.

    Saying "the general consensus was it was a horrible idea" is manipulative and dishonest. I know you don't like the idea, but don't try to change history.

    To address the thread, yes, like in the previous thread, I suppose the idea of ships having launcher and energy slots. Of course beam boaters might not generally like it, because of the old "I got mine" mentality, but for the rest of us, including the beam boaters who actually miss using torpedoes on the side (I got several characters like that), it would add some variety to how battles went.

    Granted because of power creep it might require some boosting of NPCs, but I could deal with that.
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited January 2014
    venetar90 wrote: »
    I think that could actually be kind of cool. Could add more individuality to ships like the armitage with its torpedo centric console theme. Or for the galaxy that has the largest phaser strip in the federation still lol

    I think one way to do this would involve a proper revamp of power levels. Not just drain as people often propose.

    IMHO, energy weapons, going off the canon, should drain engine power.

    Currently, engine power affects speed and turnrate but I think this could be more dramatic.

    Instead of all weapons using "weapon power", I think weapons should use different power settings and that drain on each power setting should have a non-damage cost so that, for example, using a full energy loadout will cause your speed and maneuverability to dip when multiple weapons fire at once. Whereas you might have a momentary shield dip when firing multiple projectiles at once since maybe you have to modulate your shields to allow a projectile through. And an aux dip when using lots of mines/missiles/gimmicks.
  • sigurdrosssigurdross Member Posts: 56 Arc User
    edited January 2014
    Hey! Awesome! This thread's back :D

    I'm glad to see its a fairly popular idea nad I do hope Cryptic puts it through.

    There's barely a ship out there now with an all torpedo setup, save maybe a fleet B'rel acting as a mines and torp only healer. We all otherwise fit some energy weapons somewhere. Torpedos and mines are really optional, energy weapons aren't

    By giving these things a slot we can make it so we don't have to worry about the option of it, just what KIND of torpedo/mine we fit. Kind of like how we all decide we wanna fit polorons or disruptors or plasma. With a slot we're thinking "should I put a chroniton or transphasic? Or maybe a tricobalt for big punch? Nah, Photons for rapid firing."
  • amalefactoramalefactor Member Posts: 511 Arc User
    edited January 2014
    I think one way to do this would involve a proper revamp of power levels. Not just drain as people often propose.

    IMHO, energy weapons, going off the canon, should drain engine power.

    Currently, engine power affects speed and turnrate but I think this could be more dramatic.

    Instead of all weapons using "weapon power", I think weapons should use different power settings and that drain on each power setting should have a non-damage cost so that, for example, using a full energy loadout will cause your speed and maneuverability to dip when multiple weapons fire at once. Whereas you might have a momentary shield dip when firing multiple projectiles at once since maybe you have to modulate your shields to allow a projectile through. And an aux dip when using lots of mines/missiles/gimmicks.

    With Cryptic hinting at a new expansion, the time may be right for a combination of your proposal and the launcher slot idea. We've revamped entire systems before, from skill trees to the basic structure of leveling up, so this may be a good time for Cryptic to consider encouraging some more Trek feel with dedicated launchers and other hardpoints.

    Of course there will always be the "everything is fine how it is L2P" people, but of course the landed and priveliged will resist change.
  • amalefactoramalefactor Member Posts: 511 Arc User
    edited January 2014
    To me the biggest issue with current weapon setups is that torps require almost twice the skillpoint investment than a energy-only ship, and while energy-only is more than viable, in fact optimal, an all-torp ship is almost worthless in most situations.

    Unless torps were cheaper at the very least, the way things are now, torpedoes are a lot of expense for minimal value.
  • earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited January 2014
    That's some serious retconning there. The idea was actually quite well received, even if there was disagreement. Some didn't like it at all which can be expected, but many others had different ideas on how to implement it, some wishing to include secondary systems like phaser lances, which were potentially good ideas.

    Saying "the general consensus was it was a horrible idea" is manipulative and dishonest. I know you don't like the idea, but don't try to change history.

    To address the thread, yes, like in the previous thread, I suppose the idea of ships having launcher and energy slots. Of course beam boaters might not generally like it, because of the old "I got mine" mentality, but for the rest of us, including the beam boaters who actually miss using torpedoes on the side (I got several characters like that), it would add some variety to how battles went.

    Granted because of power creep it might require some boosting of NPCs, but I could deal with that.

    Ok, I see we're going to have another head-butting session.First of all, on my part, there was no "retconning", or revisionism. I suggest you re-read that thread, and tell me how you think a serious number of posters there even liked the idea. Of course, you're just going to do as you've done before, and dismiss anyone who disagrees with you, or start attacking them, as you've already done.
    And as far as the "old "I got mine" mentality", there IS no such thing. You are NOT forced to use any kind of energy weapons if you do not wish to. So load up on as many torps as you want and go for it.
    Of course, again, I believe you're just going to dismiss this post, because it doesn't agree with you, and offer insults instead. Which if that happens, I'm going to request a mod lock this thread. And you can take you're "manipulative & dishonest", and shove it where the sun doesn't shine.

    Have a nice day!
    [SIGPIC][/SIGPIC]
    butcher suspect, "What'd you hit me with?"
    Temperance Brennan, "A building"
  • earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited January 2014
    I think one way to do this would involve a proper revamp of power levels. Not just drain as people often propose.

    IMHO, energy weapons, going off the canon, should drain engine power.

    Currently, engine power affects speed and turnrate but I think this could be more dramatic.

    Instead of all weapons using "weapon power", I think weapons should use different power settings and that drain on each power setting should have a non-damage cost so that, for example, using a full energy loadout will cause your speed and maneuverability to dip when multiple weapons fire at once. Whereas you might have a momentary shield dip when firing multiple projectiles at once since maybe you have to modulate your shields to allow a projectile through. And an aux dip when using lots of mines/missiles/gimmicks.

    I disagree with this. Most RPG's (or simulators for that matter, whether computer-related or table-top), usually, whatever power you allocate towards engine goes to movement, and if anything happens to be left over, that's what you get to send to other systems/sub-systems. That would have a better feel to me.
    [SIGPIC][/SIGPIC]
    butcher suspect, "What'd you hit me with?"
    Temperance Brennan, "A building"
  • thegalaxy31thegalaxy31 Member Posts: 1,211 Arc User
    edited January 2014
    I only had to read the title... no.
    I would love to visit this star in-game...or maybe this one!
    Won't SOMEONE please think of the CHILDREN?!
  • xsupersnailxxsupersnailx Member Posts: 180 Arc User
    edited January 2014
    yes yes yes
  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited January 2014
    yes yes yes

    No no no

    Not without dedicated, can't-mount-anything-else-there Beam Array slots, Cannon slots, Dual Cannon slots, Dual Heavy Cannon slots, and Dual Beam Bank slots.
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