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Re: [WIP] - Naval Torpedo

Posted: Fri Jun 17, 2011 6:40 pm
by CommonSenseOTB
How about a cluster of missiles that head to predefined positions relative to the target that surround from all directions and when most of the missiles reach those positions they then perform a simultaneous intercept. Closing the hand around the target so to speak. :evil:

Re: [WIP] - Naval Torpedo

Posted: Fri Jun 17, 2011 8:19 pm
by Thargoid
Fine until the target moves ;)

For something a little less surrounding, try my trident missile in Aquatics...

Re: [WIP] - Naval Torpedo

Posted: Sat Jun 18, 2011 4:32 pm
by CommonSenseOTB
I see your point Thargoid good call.

Re: [WIP] - Naval Torpedo

Posted: Tue Jun 21, 2011 1:01 am
by CaptSolo
Some of the ideas you fellows are proposing require a knowledge of JS which I do not have. So, unless I can learn from other authors scripts to adapt to my naval torpedo it will be released as is. I have modified the shipdata.plist to make it slower and less maneuverable than a standard missile but the weapon energy is such that it would destroy a Python but not any ship larger than a Python . Unless any of you think it should not do that please say so here.

Re: [WIP] - Naval Torpedo

Posted: Tue Jun 21, 2011 5:16 am
by Dragonfire
Not sure if this was already said, but by golly, make the thing ECM-hardened! I hate non-hardened missiles. They are SO worthless, unless you're fighting a very timid pirate.

Hmm, time to start actually filling that chaff dispenser...I need more pylon mounts.

Re: [WIP] - Naval Torpedo

Posted: Tue Jun 21, 2011 12:19 pm
by CaptSolo
Dragonfire wrote:
Not sure if this was already said, but by golly, make the thing ECM-hardened! I hate non-hardened missiles. They are SO worthless, unless you're fighting a very timid pirate.

Hmm, time to start actually filling that chaff dispenser...I need more pylon mounts.
It is in fact more resistant to ECM than the ECM-hardened missile. Unfortunately it is really only effective against slow coaches like the Python. On the plus side it makes for quite a big explosion. I should test to see if my ship receives damage when launched at close range.

Re: [WIP] - Naval Torpedo

Posted: Tue Jun 21, 2011 12:39 pm
by Gimi
CaptSolo wrote:
It is in fact more resistant to ECM than the ECM-hardened missile. Unfortunately it is really only effective against slow coaches like the Python. On the plus side it makes for quite a big explosion. I should test to see if my ship receives damage when launched at close range.
One thing with RL Torpedoes is that they are rather hard to detect and counter. What if the Oolite Naval Torpedo had some sort of cloak making them undetectable beyond a certain range (half or quarter scanner range for example) . The alternative is for it to be detectable, but not give the usual verbal missile warning.

A scenario could also be:
Very very slow until 2 km from target, but an extended range. (Will follow ship on last known course even if off the scanner)
Booster gives it higher speed (90% of Standard missile) for the close inn.
Does not identify as a missile unless targeted or until it enters high speed mode.

These suggestions will allow the player to use the common RL torpedo tactics of launching on an intercept course in order to negate the speed disadvantage.

Not sure how you would do this against a NPC though, but giving ships less reaction time unless they are very alert is a good idea for a slow moving weapon, and gives the Naval Torpedo a unique role in the Ooniverse.

My 0.2 credits worth. (Probably a little late.)

Re: [WIP] - Naval Torpedo

Posted: Tue Jun 21, 2011 2:42 pm
by Fatleaf
Now there is a thought. Probably mentioned before (if I'm being an idiot, tell me). Is a cloaked missile possible?

Re: [WIP] - Naval Torpedo

Posted: Tue Jun 21, 2011 4:40 pm
by Cmdr Wyvern
The abovementioned nuclear torpedo can crack a Python like an egg; I've used them to annihilate pirate Pythons.
A Naval torpedo should be able to bring down a really big baddy, like the slow but really tough Thargoid Carrier. On that note, make it shielded to resist point-defense fire from turrets and/or Thargoid lasers.

Re: [WIP] - Naval Torpedo

Posted: Tue Jun 21, 2011 5:07 pm
by Thargoid
It will be tricky to "not identify it as a missile until boosted or targetted". You can certainly change its scanner lollipop, but that will only affect the player not any NPC ship that it's fired at. You can't change the "true" scanclass of a ship except to become cargo by using the becomeUncontrolledThargon AI command.

The only way around it would be to remove and replace the scanclass ship (or rock or whatever) original with an identical ship that is scanclass missile and then pass all parameters (target, position, orientation etc) across, but that may well screw up for speed (although you can pass velocity) and also if done due to being locked onto then the target lock will be lost on the swap-over unless carefully handled.

Re: [WIP] - Naval Torpedo

Posted: Tue Jun 21, 2011 9:28 pm
by CaptSolo
I am testing it against Thargoid Warships and the odd thing is the robot fighters are firing upon the torpedo and sometimes striking the mother ship. Sometimes they manage to destroy the torpedo but if unsuccessful the detonation rips the warship in half. At present its scan class is "CLASS_NO_DRAW", thanks to a study of a couple of your OXP's Thargoid. I am not sure what price to give it. It is only useful against the slower ships.

Re: [WIP] - Naval Torpedo

Posted: Tue Jun 21, 2011 9:51 pm
by Cmdr Wyvern
Yeah, the Bugs forget about shooting you to perform point-defense when a missile or mine is used on them. That's why I suggested shielding it.

Pro-tip: To turn their attention back to you, shoot them with a laser burst. They'll forget about the torpedo, then BOOM, goodbye Bugs.

Re: [WIP] - Naval Torpedo

Posted: Sun Jun 26, 2011 4:17 am
by CaptSolo
Test release link below. It is slower and less maneuverable than standard missiles. Highly resistant to ECM and shielded per Cmdr Wyvern's suggestion. It is not cloaked. AI adapted and modified from aforementioned Nukes OXP.

Realistically effective only against slow and less agile ships that are not equipped with fuel injectors. It doesn't do anything fancy like Star Wars "Seismic Charge", change velocity, or spawn other munitions. Nukes OXP is your choice if you want some of those capabilities.

Because of stated limitations this OXP is available at tech 9 planets at a price of 400 Cr. I found it a good weapon against Thargoid Warships and some of the slower standard ships. If you use it against clean traders I will track you down wherever you are. :-)

If you install and test this OXP I need your feedback before I release the final version on the Wiki.

Naval Torpedo

Re: [WIP] - Naval Torpedo

Posted: Tue Jun 28, 2011 1:25 pm
by Cmdr Wyvern
Looks like you have a real Bugswatter here, Solo. :)

Thargoid Warship - one shot, one kill.
Thargoid Battleship/Cruiser - one torpedo weakens them enough that a quick laser volley finishes them.
Carrier - Two torp hits weakened it severely.

Only two things I would change: Make it visible on the radar. The Bugs saw it, why couldn't I?
Reduce the size of it's drive flame. The flame is larger than the missile. :shock:

Re: [WIP] - Naval Torpedo

Posted: Tue Jun 28, 2011 3:58 pm
by CaptSolo
Cmdr Wyvern wrote:
Only two things I would change: Make it visible on the radar. The Bugs saw it, why couldn't I?
Hmmm, that is odd it doesn't show on the scanner. I will double check into that.
[edit]
The torpedo is visible on my scanner seen here tracking a Python. Not sure why you don't see it.
Image
Cmdr Wyvern wrote:
Reduce the size of it's drive flame. The flame is larger than the missile. :shock:
Will do.