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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Should there be Destroyer torpedo tubes?

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Should there be Destroyer torpedo tubes?
Offline FroMcJoe
09-12-2009, 08:02 PM,
#1
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Posts: 28
Threads: 8
Joined: Aug 2009

Hi everyone! I was thinking that the Freelancer world is kind of like the naval warfare of WW2 in the sense that we are not locking on to targets across the systems and raining Tomahawks and Harpoons on them from vertical launch systems and is about capitol ships closing to the rang of the their big guns (also the fighters and the bombers have to get close, no equivalent of cruise missiles). So if this is the case why don't destroyers have a complement of some torpedo tubes to shot in spreads at the enemies from long rang. Now I know this idea is going to hated on so hear me out. These torpedoes would not be fast, but would be very powerful and have long ranges (they would be very evadable). For all of you that have played Battle Stations Midway you know that this is a good way to distract the captain of a capitol ship from air strikes because they have to maneuver around the torpedoes (the computer never does a good job in my opinion). Or sometimes you can shoot spreads that will make the ship stop going on its course which lets you battleships have easier shots on the target. Hell, you could make daring suicide charges in a destroyer. Now I have never taken part of an RP battle but I think that this could add a lot to a RP battle (like what happened in the battle of the Samar Sea). So what do you all think about this. I couldn't ever model them but if someone did, they would be very long ranged, slow moving, slow refire, and A LOT of explosive power.
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Offline Magoo!
09-12-2009, 08:12 PM,
#2
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Posts: 1,875
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Joined: Sep 2007

Sounds awesome. And it makes sense.

Okay, em. So, before this post gets deleted for just being a "lul, gudd id34", I'll say this.

The Dev's would have to fix the world's inability to shoot down missiles first, I think, otherwise it would chase you into infinity at 10 m/s. At least, I can never shoot missiles or torpedoes. Other than that, I forsee no problems with this.
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Offline FroMcJoe
09-12-2009, 08:26 PM,
#3
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Posts: 28
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Joined: Aug 2009

' Wrote:Sounds awesome. And it makes sense.

Okay, em. So, before this post gets deleted for just being a "lul, gudd id34", I'll say this.

The Dev's would have to fix the world's inability to shoot down missiles first, I think, otherwise it would chase you into infinity at 10 m/s. At least, I can never shoot missiles or torpedoes. Other than that, I forsee no problems with this.

If that is true (i don't know if it is on single player I just take the missiles) you should be able to shoot them down. If we can now we should definitely be able to in a futuristic game
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Offline Tenacity
09-12-2009, 08:31 PM,
#4
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Posts: 9,496
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As long as the snac exists, it wont happen.

Remove the snac, add more torpedo weapons, profit.

[Image: Tenacity.gif]
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Offline Jinx
09-12-2009, 08:31 PM,
#5
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firstly:

freelancer is not ww2 naval combat - not even remotely related to any naval combat of any era of earth history.

secondly:

destroyers / cruisers have the longest range missiles ( but you could call them ship to ship torpedos ) in the entire game. the range of those missiles exceeds every other weaponsystem - and can even fire at targets almost out of sight ( 6000 meters )

so - i think they already have the equivalent of a long range missile that also does a lot of damage.

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Offline Linkus
09-12-2009, 08:31 PM,
#6
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It's more game mechanics than actual common sense that would be the issue there.

In any case, great idea.
Would work.
Would add new tactics to the combat side of things.
Just would need balancing.

I'm currently making a gunboat/cruiser sized ship that is only going to use torpedo's hopefully.





Facilitating the rise of robotics since 0 A.D.
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Offline Jinx
09-12-2009, 08:36 PM,
#7
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just to add to any ambition making creating ships with the ability to cross-use equipment from other ship classes.

every weaponsystem is balanced ( regarding their energy use and damage ) - only within its own shipclass.

even bombers cause problems there, cause they are not really meant to be fighters - yet make use of fighterweapons with the much greater powercore - hence we got so much trouble with bomberbalancing.

the equipment is not meant to be used by other shipclasses. - the equipment is balanced in a way that its mostly impossible for another shipclass to make a use of it efficiently ( like battleship turrets on a cruiser ) - the actual amount of energy they use is not to be compared to any other weapon of another shipclass.

( that means, you cannot argue that 1 point of damage equals X amount of energy on a fighter, so why does 1 point of damage equal Y amount of energy on a battleship )

ships have to be kept within their class range if possible - hybrid ships cause problems - unless they are kept "underpowered".

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Offline schlurbi
09-12-2009, 08:44 PM,
#8
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Too much hassle with balancing/adding that to the game.

"Who is it doing this synthetic type of alpha beta psychedelic funkin'?"
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Offline Sprolf
09-12-2009, 08:47 PM,
#9
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Posts: 3,052
Threads: 48
Joined: Mar 2009

Before I piloted capital ships, I thought this was the case for some reason.
Now that I do pilot ships, I've always wondered why there aren't torpedo tubes.

Definitely should be added.




And I agree with Tenacity.
Remove the SNAC. Add Torpedo weapons. Profit.

And no, there isn't a "????" in there. It's straightfoward.

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Offline Linkus
09-12-2009, 09:58 PM,
#10
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Posts: 4,027
Threads: 155
Joined: Mar 2008

Make a new ship with a specific powerplant, or variants of current ship designs.

Give them a few torp tubes and a crappy powerplant. They can launch all the torps they like but not a snac.





Facilitating the rise of robotics since 0 A.D.
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