Captain
Join Date: Oct 2012
Posts: 818
Dear Devs,

I know this first one may sound like a silly request, but I would greatly appreciate it if you would make torpedoes fire as volleys rather than one torp every 8 seconds (in the example of quantum torpedoes). It just looks really lame to, every 8 seconds, pop out one puny little torpedo. Even if no damage modifications were made, I would appreciate the aesthetics and "feel" of firing off a salvo. So, for example, if a quantum torpedo does 4k damage every 8 seconds with one little torp popping off, I would rather it look like 3-5 torps fired off and did the 4k damage.

I realize that high yield currently makes most torps fire as a volley... which is, frankly, inaccurate. The effect of high yield on plasma is correct in that it simply enhances damage, "raising the yield" of the single torp usually fired. So, I would appreciate all torps being made to fire as a salvo, and high yield, rather than providing the aesthetics of firing off a salvo could simply amplify the damage of the salvo that is fired normally. It's simply a cosmetic change but, at least to me, it would make torpedoes look and "feel" more star trek and more epic, particularly for cruisers and science vessels who don't typically have enough tactical bridge powers available to make torpedoes shine, at the very least aesthetically if not functionally as well.

Additionally, the flight speed of torpedoes should be increased, they currently do very little damage against shields and fly so slowly that an unshielded target is likely to have recovered at least some measure of shielding by the time the torpedo gets there. This also speaks to the 'feel' of torpedoes in that they currently kind of skip along merrily rather than flying with fury and purpose.

In regard to turning, I would appreciate it if slowing down literally improved turn rate rather than simply providing the appearance of it. Currently, slowing to 1/2-1/4 impulse provides the illusion of a better turn rate as a function of a constant turn rate modified by a slower speed. I.E. one's turn rate has not improved, but because one has slowed down, their ship makes a smaller circle when turning than it would at higher speeds. It would be nice if, for example, a cruiser that typically has a turn rate of 10 degrees per second (as seen under the status window while in motion, not the number listed at the purchase screen) when going full impulse, when at 3/4 impulse, the turn rate would go to 11, 1/2 to 12, and 1/4 to 13.

I suggest a mere 1 point turn rate increase as, if this were to be applied across the board, ships that already have a high turn rate such as escorts and birds of prey could become incredibly unwieldy at low speeds, unless the devs saw fit to make it so that ships with low turn speeds at high speed gain higher turn rate returns for slowing down than ships that have high turn rates at high speed.

I remember seeing somewhere in an interview that one of the reasons for not giving cruisers better turn rates is that it makes them "squirrely" and look odd as they fight their inertia and whatnot. Which is true, I have given an odyssey 4 rcs consoles with high engine power and watched it 'drift' as it turned in a very awkward way. The changes to speed and turn rate I propose would allow cruisers (and all vessels) to improve their turn rate by going slower. This, to me, makes sense as the less power is going through the main engines for forward thrust, the more power should be available to the maneuvering thrusters for better turning, plus one sacrifices defense stat by going slower, so there should be some benefit to compensate for that other than simply the appearance of better turning.

I appreciate your attention... provided I have managed to garner it... and hope these proposals will be well received. Thank you for your time.
Commander
Join Date: Jan 2013
Posts: 336
# 2
03-12-2013, 06:09 PM
Quote:
Originally Posted by wrathofachilles View Post
Dear Devs,

I know this first one may sound like a silly request, but I would greatly appreciate it if you would make torpedoes fire as volleys rather than one torp every 8 seconds (in the example of quantum torpedoes). It just looks really lame to, every 8 seconds, pop out one puny little torpedo. Even if no damage modifications were made, I would appreciate the aesthetics and "feel" of firing off a salvo. So, for example, if a quantum torpedo does 4k damage every 8 seconds with one little torp popping off, I would rather it look like 3-5 torps fired off and did the 4k damage.

I realize that high yield currently makes most torps fire as a volley... which is, frankly, inaccurate. The effect of high yield on plasma is correct in that it simply enhances damage, "raising the yield" of the single torp usually fired. So, I would appreciate all torps being made to fire as a salvo, and high yield, rather than providing the aesthetics of firing off a salvo could simply amplify the damage of the salvo that is fired normally. It's simply a cosmetic change but, at least to me, it would make torpedoes look and "feel" more star trek and more epic, particularly for cruisers and science vessels who don't typically have enough tactical bridge powers available to make torpedoes shine, at the very least aesthetically if not functionally as well.
That's pretty much all your personal preference. I don't particularly like your idea and rationalization, as I don't see any reason why torpedoes must always be fired in salvos. In any case, there is an inherent gameplay reason why some torpedoes are fired in salvos when under the effects of high yield, and that is to indicate that they are using the high yield ability. That being said, I would like to see more differentiation between high yield and spread torpedoes, with the latter firing fewer torpedoes at each target.

Quote:
Additionally, the flight speed of torpedoes should be increased, they currently do very little damage against shields and fly so slowly that an unshielded target is likely to have recovered at least some measure of shielding by the time the torpedo gets there. This also speaks to the 'feel' of torpedoes in that they currently kind of skip along merrily rather than flying with fury and purpose.
Totally, 100% agreed with. I don't have any particular objection to the flight speed of heavy torpedoes like tricobalts, but it seems that regular torpedoes simply move too slowly.

Quote:
In regard to turning, I would appreciate it if slowing down literally improved turn rate rather than simply providing the appearance of it. Currently, slowing to 1/2-1/4 impulse provides the illusion of a better turn rate as a function of a constant turn rate modified by a slower speed. I.E. one's turn rate has not improved, but because one has slowed down, their ship makes a smaller circle when turning than it would at higher speeds. It would be nice if, for example, a cruiser that typically has a turn rate of 10 degrees per second (as seen under the status window while in motion, not the number listed at the purchase screen) when going full impulse, when at 3/4 impulse, the turn rate would go to 11, 1/2 to 12, and 1/4 to 13.

I suggest a mere 1 point turn rate increase as, if this were to be applied across the board, ships that already have a high turn rate such as escorts and birds of prey could become incredibly unwieldy at low speeds, unless the devs saw fit to make it so that ships with low turn speeds at high speed gain higher turn rate returns for slowing down than ships that have high turn rates at high speed.

I remember seeing somewhere in an interview that one of the reasons for not giving cruisers better turn rates is that it makes them "squirrely" and look odd as they fight their inertia and whatnot. Which is true, I have given an odyssey 4 rcs consoles with high engine power and watched it 'drift' as it turned in a very awkward way. The changes to speed and turn rate I propose would allow cruisers (and all vessels) to improve their turn rate by going slower. This, to me, makes sense as the less power is going through the main engines for forward thrust, the more power should be available to the maneuvering thrusters for better turning, plus one sacrifices defense stat by going slower, so there should be some benefit to compensate for that other than simply the appearance of better turning.

I appreciate your attention... provided I have managed to garner it... and hope these proposals will be well received. Thank you for your time.
Would completely support this for cruisers in particular, although I'd be happy with just a marginal increase in turn rate under any situation.

Last edited by eraserfish; 03-12-2013 at 06:14 PM.
Captain
Join Date: Oct 2012
Posts: 818
# 3
03-12-2013, 08:48 PM
Quote:
Originally Posted by eraserfish View Post
That's pretty much all your personal preference. I don't particularly like your idea and rationalization, as I don't see any reason why torpedoes must always be fired in salvos. In any case, there is an inherent gameplay reason why some torpedoes are fired in salvos when under the effects of high yield, and that is to indicate that they are using the high yield ability. That being said, I would like to see more differentiation between high yield and spread torpedoes, with the latter firing fewer torpedoes at each target.
Torpedoes don't "always have to be fired in salvos" they just typically are. It is a rarer occasion to see a single torp fired because the enemy has been so badly damaged that it is all that is needed to finish them off or because one torp is all that is needed to destroy that abandoned facility that just tried to telepathically molest your crew because you were lured in by a bajillion year old distress call. Under combat situations, torps typically are shown being fired in salvos, and definitely not like "pew"........ "pew"........ "pew"...... "pew"......."pew".... It's more like "pew pew pew pew pew!"....... "pew pew pew pew pew!"

There are few times I recall seeing a single torpedo being fired and it being "cool" or "epic" and it's when "all we need is one torp to finish this." and then it's "pew....BOOM!" Other than that, it's spreads and volleys. And in particular, since science ships and cruisers have so few tactical abilities/slots available to them, beam skills are typically taken over torp skills, if the ship even bothers equipping torps considering how torps are so nerfed against shields that a cruiser turning out of broadside to use it is counterproductive and sci ships with four beams and two torps probably wont' get through anything's shields. If high yield non-plasma torps need a visual cue, they can be extra sparkly glowy or something, but to give the volley graphic for it, to me, is lame. And if I'm in a cruiser with three tac skills available to it, and I choose the requisite-tac team, fire at will, and an attack pattern, I don't want to be stuck with little turdlet torpedoes squeezing off every now and then, or to go all -shudder- "beam boat"... star trek without torps?-bleh. I still want my torps to look epic even if they've got no extra special high yield or spread juju behind them, and even if they don't do much damage, particularly to shields, I want them to LOOK like they do.

I do agree with your sentiments on the torp spread though. If a ship could fire five torps at a time, it was typically in a salvo, 5 torps to one face, or spread, 5 torps divided amongst 5 faces. It wasn't 5 torps to one face, and eleventy bajillion torps divided amongst 5 faces.
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