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Captain
Join Date: Nov 2012
Posts: 3,465
# 45
01-21-2013, 03:28 PM
Quote:
Originally Posted by jivedutch View Post
Mem-Alpha has some interesting things to say about Torp Launchers in general :
http://en.memory-alpha.org/wiki/Torpedo_launcher

On several starships torpedo launchers also doubled as directed energy weapon emitters. The Galaxy-class forward launcher and the Intrepid-class aft launchers had phaser banks, the Klingon K't'inga-class and the Romulan D'deridex-class forward launchers had disruptors.
A few things. First off, the sole example where a galaxy shoots laser beams out of it's torp launcher (Darmok) is a giant error. The vfx crew screwed the pooch big time there.

Quote:
Originally Posted by jivedutch View Post
Sidenote, the elderly Galaxy Class had way more than 4 front & aft weapons....
http://en.memory-alpha.org/wiki/Galaxy_class
http://en.memory-alpha.org/wiki/Phaser_array <== specifically notes the locations of said weapons.... 10 phasers & 2 torps

The Akira carried fifteen torpedo launchers on top of respectable phaser batteries. Game balance trumps canon when it comes to ship weapon loadouts.

Quote:
Originally Posted by jivedutch View Post
Didn't we all see ppl flying thru the air & consoles exploding when the ships were being pounded by torpedos, and Scotty/Geordi counting down the shield strength ??
Consoles exploded when somebody sneezed. The concept is one of energy transfer, specifically kinetic shock from the shields absorbing a hit transferring a reduced amount of energy to the shield systems or hull. Also, that mechanic already exists in-game. It's called bleedthrough.

Quote:
Originally Posted by jivedutch View Post
As for the damage, it is reasonable that a torp hitting a shield would not detonate on hull, but away from it, it is not reasonable that said explosion would still severly flow over the shield-damage into the ships (cue exploding consoles near camera ).
So a fairly simple calculation like 100% damage to shields, untill shields are down, when shields almost down, subtract shield strength from damage, 50% of leftover damage goes to hull as shockwave. (Torp-Dmg - Shield Strength)*50% damage to hull.
NPCs already have this mechanic to a degree (NPC torps do a vastly larger amount of damage to shields than player torpedoes do) and we've seen how bad an idea it is. Do you really want player ships one-shotting shields with the first torpedo in an HYT3 salvo?

Last edited by stirling191; 01-21-2013 at 06:59 PM.