July 18, 2019, 06:51:33 PM

Author Topic: Different Torpedo Idea  (Read 1751 times)

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Offline Xyon

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Different Torpedo Idea
« on: December 11, 2010, 03:10:44 PM »
I like the FAQ 2010 torp idea where all torpedo waves are reprisented by the 4 strong torp marker. It represents torpedoes as more of a cluster of missiles representing potential damage to deal, or damage density, since 1 torp could take the same space as 20 torps.

I have an idea on how torps deal damage in their attack turn.

Once fired they move like normal until they hit an enemy ship, figure out how many ships are hit by the torpedo wave.   Instead of reducing the strength of the torp wave for each turret hit, and for each torp that deals damage.  Make attack runs against each ship at the full strength of the torp wave,  reducing potential hits from turrets like normal.

Once all the attacks have been made, remove the torp marker from play as all of its potential has been used.

Example of this would be a 6 strong torp wave manages to hit 2 ships,  each ship makes its turret attacks to reduce potential hits like normal,  and then from the remaining 6 minus turret hits, make attacks on both ships, then remove the torp marker from play.

And if you dont like this as a general idea for torps, it could make for an interesting special issue torp.  But then again if this was the norm, it could allow for some good potential special issue torps to base off of this model as well.

Offline Gron

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Re: Different Torpedo Idea
« Reply #1 on: January 10, 2011, 09:44:24 AM »
It isn't hard to keep track of the strength of multiple torpedo markers simultaneously but I still like the concept of your idea Xyon.

Just thinking of it fluffwise (or realistic) it is very silly to utilise a technology that fires torpedoes in a straight line that doesn't have its own guidance once launched in space. Even if firing at a defence, it would still be moving along the orbit and rotation of its planet and would be quite impossible to hit with something that can't adjust its own trajectory in flight.

On the other hand it can be argued that torpedoes do have this guidance but the scale of BFG is to big to represent this other than that they move inside the area of the torpedo marker, and the trajectory of the torpedo marker is the result of these targeting solutions before firing.

To go back on track, with the current system it must be assumed that each wave of torpedoes must be of a high quantity in order to have any effect in a large area as even a S2 marker. With this in mind it is not unreasonable to say that even after multiple turrets and hull impacts a remaining torpedo marker could still consists of hundreds of warheads able to hit another target in their path.

Basically torpedoes are the shotgun of BFG.

Offline Zhukov

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Re: Different Torpedo Idea
« Reply #2 on: January 10, 2011, 11:09:05 PM »

I always figured the abstract size of the torpedo marker represented the guidance system of the torps. The more torps in a wave, the better chance the wave has at detecting a target farther away, hence the large size of the marker.

I am Zukov's Klaw.

"Oh mah gawd its like a giant veil was just lifted off my face and the beautiful maiden before my eyes just turned into a hideous Ork with a giant, bloody choppa."