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Originally Posted by mister_dee
When the pod on the Phoenix was a sensor pod (which was stated in the episode) where was it stated that the pod had both functions?
And since you threw in the term "canon":
Could you please point to the canon source that states the actual number of tubes on this ship and the pod? 
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http://www.dlmparts.com/images/513_Nebula_top_side.jpg
http://images.wikia.com/memoryalpha/...urbishment.jpg
There's a couple of pics of the actually model, notice the red bits on the pod? Those are torpedo tubes. That pod is LOADED!!!
Some of this knowledge also comes from a meeting I had with a set of actors that played the crew of a nebula class ship at N.A.S. Pensacola. They brought a mockup of the ship for people to look at, so I looked and loved.
Btw, the nebula's torpedo pod doesn't have the long range capabilities of the phoenix pod. Honestly, the pod they have on it in game doesn't really fit the whole science ship thing. If they want to make it a true science ship and step away from the true aggressive nature of the Nebula class they'd slap the phoenix pod onto it. However, if they wanted to have fun with it they could give us another nebula variant with, I dunno maybe a photon barrage console, something like a high yield and a torpedo spread all throw together.
OR!! And this is my solution to the whole "lol my ship has torpedoes and I can't shoot them because weaponslots problem" The current system for weapons hardpoints is canonically flawed because we KNOW that pretty much every ship in trek canon carried torpedoes and used them. HOWEVER what we see in this game is that it's not beneficial for many ships to carry them, eg. beam cruisers, turret cruisers, pure cannon escorts, and when you do they're not really much of a benefit to you because the fire rate is so slow, so to fix that here's what you do.
Give every ship in game their own SEPERATE hardpoints for projectile weapons, one point for each tube preferably.
Make torpedoes work like a magazine with a reload time after firing, (with a reload mechanic preferably) this should be different across different ships, eg.
Miranda class, 4 tubes: 2 fore. 2 aft. 1 shot each, 30 second reload
Star Cruiser 4 tubes: 2 fore. 2 aft. 4 shots each fore, 2 shots each aft. 30 second reload
Hegh'ta 1 for tube, 4 shots, 15 second reload
Negh'var 3 tubes, 2 fore. 1 aft. 4 shots each, 30 second reload
Fleet Escort 3 tubes, 2 fore. 1 aft. 4 shots each, 20 second reload
Nebula( gotta put it in) 14 tubes, 10 fore. 4 aft. 1 shot each, 60 second reload (this setup is for salvo fire)
working buffs into this system isn't too hard, the buffs effect each torpedo that is currently loaded, buffs cannot stack or overwrite(like they do now) except the "that thing's gotta have a tail pipe" torpedo, spread would work almost like a scatter volley, each torpedo splits to hit multiple targets, high yield would work like it should, each torp does more damage, yay