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DarkSpace - Beta
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[FAQ
Forum Index » » Developer Feedback » » Energy Explosion Torpedos
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 Author Energy Explosion Torpedos
Abandoned Ships[AS]
Cadet

Joined: December 21, 2004
Posts: 46
Posted: 2007-02-07 15:45   
I think that you should incorperate energy-based torpedos which have a very very long range so long that all targets that are at a range of 249 are safe from these energy torpedos. They gain more strength as they fly.


If it manages to hit a target that is 1500gu away from launch point destroys anything below dessie class. Also it has a massive area of splash damage as the concentrated energy bursts out finishing off the damage done to impact.


They are not fit for close-combat as they would not be able to collect momentun to do serious damage the explosion does an extra 1/2 of damage dealt by the impact.

Also it has a lvast supply and can be set to do 2x shots 3x shots 4x shots and 5x shots but only dispersing its maximum damage across the other energy torps that are launched.

It can be upgraded 14 times. However the price to upgrade it increases by 4x the previous upgrade price making it somewhat hard to upgrade. The upgrade increases it's speed, impact damage, range, and energy required to reload with a 10% more rate of energy consumption.

It's cool but also it can be overloaded to increase it's damage with a chance that it may just blow up the component and detonate the energy torp within the ship causing more damage than the usual amount at that range. The chance of this actually happening depends on how much energy that the ship has left. It uses up all the available energy to increase the energy in the torp. Then there's the chance that it may not explode which decreases as the energy that the ship has is used in it.

It causes 80% of hull, armor, and shields to be wasted no matter how tough the armor and shields are. This only happens if it the torp and component explodes. All systems, and components will take 100% damage not including the shields and the armor.

The torpedo launcher takes up one or more space for it's other parts depending on the ship's size. As soon as the first ship loads and fits it then it will stay the same size even if it is transferred to another ship.

The torp launcher's size affects the damage that it can do by 50%. The torp destroys a ship that is 2 sizes smaller than the ship that's carrying it.

I don't know if it's a good or bad idea but it does have a limited tracking ability.
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Peter Wiggin
Midshipman

Joined: November 10, 2005
Posts: 636
Posted: 2007-02-07 16:07   
This sounds a lot like the current QST/ION
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Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2007-02-07 17:13   
Your Vore, arent you..
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Lyedtau
Admiral

Joined: January 18, 2007
Posts: 147
From: Dev land
Posted: 2007-02-07 18:53   
This is an exact copy of the QST, only your version has much shorter range, and more damage.

[ This Message was edited by: Lyedtau on 2007-02-07 18:53 ]
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Made by Doran

doda *EP5 no longer exception...*
Grand Admiral

Joined: December 11, 2005
Posts: 1012
From: happy land
Posted: 2007-02-08 01:33   
The one potential problem I see would be that slow targets like stations would be really vulnerable to these and also small ships like destroyers could pack a bigg punch. Which is opposite of the last 1.484 beta configuration.
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VCA since June 5th 06

Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2007-02-08 06:44   
Uber weapons = BAD BAD BAD BAD. On any ship. Whether its a Station or Scout.

Ill say here Im against any sort of weapon that can one hit anything. Period.






-Ent
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Destroh Phaytus
Grand Admiral

Joined: August 28, 2006
Posts: 74
From: There.....RIGHT THERE!!!!
Posted: 2007-02-08 13:22   
What if it could only be equipped on a heavy launcher slot? then it could only be used by cruisers and up...
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DANCE WITH ME!!!

  Email Destroh Phaytus
Light-of-Aurora
Grand Admiral

Joined: December 01, 2003
Posts: 602
From: NJ, USA
Posted: 2007-02-09 06:22   
I personally think the game would be ruined with so many ships with uber-powered weapons.

Maybe if its accuracy was ridiculously bad..
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2007-02-10 02:48   
how about we just keep the QST - IC - SI and not add another superweapon? that would be better...
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captain of the ICC Assault Cruiser C.S.S. Sledgehammer

  Email Leonide
Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2007-02-10 13:24   
How bout we get rid of supoerweapons all together? =)
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Lyedtau
Admiral

Joined: January 18, 2007
Posts: 147
From: Dev land
Posted: 2007-02-12 11:22   
Quote:

On 2007-02-10 13:24, |$in| wrote:
How bout we get rid of supoerweapons all together? =)




I think you'll find they're pretty much non-existant on all ships, except for the battle-class stations in 1.484
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Made by Doran

Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2007-02-12 13:43   
will those have 1, or still have 3...
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2007-02-13 04:21   
It'd be rather nice to see them gone ltogether.




-Ent
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Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2007-02-13 08:38   
id like battle stations having 1 (just one) core weapon
and a slight decrease to the IC
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2007-02-14 16:41   
It is likely that the Battle class stations will retain three core weapons, but with significantly reduced stats and AoE effects.
It is still in debate as to whether they core weapons will be removed from the EAD and the AD, this depends a lot on how they test under the new beta conditions. If we decide to remove them, it is possible that only the AD and EAD will be effected - the Mandible is likely to retain the SI to help maintain a sense of individuality between the factions.
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It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired

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