Torpedoes: this is just for reference
The_Shark
USA Join Date: 2015-08-24 Member: 207433Members
Alright, so I'm working on something big. A lot of big things. I'm currently working on a list of ideas for well over two dozen different vehicles. Some of them, knowing me, will end up having the option to fire torpedoes. As a result, I thought I'd make this page as a reference so people can understand what I'm trying to say when I mention different warheads. Now, this isn't meant to be a place to debate whether there should be lethal weapons in-game. I'm just stating my ideas for torpedoes for peer review. So, don't just say something like "No because it will hurt stuff," but more of "You should change it by... XYZ." Anyway, here's what I've got:
For the Minnow-class torpedoes (light, 250mm at most):
For the Goliath torpedoes (Medium, from 500 to 750mm):
For the Angel torpedoes (Large, 750mm or more):
You'll notice (hopefully) that there is precisely ONE warhead type capable of causing actual damage. The others are all various types of stun or utility. So, please don't rage about the ONE type that can hurt things. It's designed from the ground up to be last-resort anyway.
So, I feel the need to say again. I love criticism, but constructive criticism. I'm fine with you going out of your way to make me feel like an idiot, just as long as you actually contribute something. That means, actually tell me how I an make things better rather than just "No, you're a dumb." Anyway, let the comment war begin.
For the Minnow-class torpedoes (light, 250mm at most):
- Sound-Amplifying Nitroglycerin-Ignition Knockout (SANIK, and yes, the acronym was intentional)
Releases a sonic pulse which will shake up anything in the area. All creatures up to the size of a stalker will be knocked temporarily unconscious. This will cause them to start sinking as if they had been killed. After a certain amount of time, the creature will wake back up, and proceed as normal. Time is from 5 seconds for the largest creatures that can be affected, up to 30 for small things like Peepers. - Cleave
Causes 5x the damage of a single knife hit in a 10-meter radius. - Chronus
Somewhat like the Stasis Rifle, but not really. Whereas the Stasis Rifle will freeze its target in time, the Chronus warhead will drop them out of it entirely for a short while. Anything withing 5 meters, up to stalker size, will disappear, then reappear in the same location, position, and state, thirty seconds later. - Vibro
Pushes everything in a 5-meter radius away as if hit by a repulsion cannon. - Mole
Continues until hitting solid terrain, and then activates its ability. Will burrow a tunnel 3 meters in diameter and 50 meters long, then detonate at the end of this path, making a spherical cavern 10 meters in diameter. - Swarm
Swarm Warheads are very basic compared to many other things, even in modern day. They will release a small group of 10-15 glowing rods of metal, attracting the attention of any curious creatures (definitely Stalkers, maybe Reefbacks, Reapers, Peepers, and so on). These rods will fly up to 30 meters in any given direction, with no particular pattern to the distribution. They will then sink like normal items, and dissolve on contact with the seafloor. If a Stalker attacks the rods, then it will lose teeth as if it were scrap metal. - ILLUMA
Works as a mobile flare. Will illuminate a 25-meter-radius sphere around itself until it hits something. It will then stick to whatever it hit, giving off a reduced-radius (5-meter) sphere for 30 minutes before dying out and despawning. Useful for tagging potential threats, so you can see them from a long way off because of the telltale glow. - WIRE
WIRE warheads release a weak electrical field that scrambles the brain functions of anything up to Stalker size in a 5-meter radius. This will cause them to swim in circles, confused, for ten seconds. They will then remember what they were doing, and proceed as normal. - DETECT
DETECT warheads operate as long-range scanners. They will constantly relay information to whatever launched them about their current depth, temperature of the surrounding water, life signs in the area (organized to small, medium, large, and extreme), current direction of movement, and mineral types in the surrounding area. They will proceed until they have traveled 1 kilometer, banking off if any terrain or large creatures they might hit.
For the Goliath torpedoes (Medium, from 500 to 750mm):
- Sound-Amplifying Nitroglycerin-Ignition Knockout (SANIK)
Releases a sonic pulse which will shake up anything in the area. All creatures up to the size of a Reaper will be knocked temporarily unconscious. This will cause them to start sinking as if they had been killed. After a certain amount of time, the creature will wake back up, and proceed as normal. Time is from 10 seconds for the largest creatures that can be affected, up to 120 for small things like Peepers. - Cleave
Causes 10x the damage of a single knife hit in a 25-meter radius. - Chronus
Somewhat like the Stasis Rifle, but not really. Whereas the Stasis Rifle will freeze its target in time, the Chronus warhead will drop them out of it entirely for a short while. Anything within 20 meters, up to Reaper size, will disappear, then reappear in the same location, position, and state, one minute later. - Vibro
Pushes everything in a 25-meter radius away as if hit by a repulsion cannon. - Mole
Continues until hitting solid terrain, and then activates its ability. Will burrow a tunnel 5 meters in diameter and 100 meters long, then detonate at the end of this path, making a spherical cavern 25 meters in diameter.
For the Angel torpedoes (Large, 750mm or more):
- Sound-Amplifying Nitroglycerin-Ignition Knockout (SANIK)
Releases a sonic pulse which will shake up anything in the area. All creatures up to the size of an adult Reefback will be knocked temporarily unconscious. This will cause them to start sinking as if they had been killed. After a certain amount of time, the creature will wake back up, and proceed as normal. Time is from 15 seconds for the largest creatures that can be affected, up to 300 for small things like Peepers. - Cleave
Causes 20x the damage of a single knife hit in a 50-meter radius. - Vibro
Pushes everything in a 50-meter radius away as if hit by a repulsion cannon.
You'll notice (hopefully) that there is precisely ONE warhead type capable of causing actual damage. The others are all various types of stun or utility. So, please don't rage about the ONE type that can hurt things. It's designed from the ground up to be last-resort anyway.
So, I feel the need to say again. I love criticism, but constructive criticism. I'm fine with you going out of your way to make me feel like an idiot, just as long as you actually contribute something. That means, actually tell me how I an make things better rather than just "No, you're a dumb." Anyway, let the comment war begin.
Comments
I like the variety of warheads you've listed, and that each one has a specific function. My question is mainly how do you see managing the loadout (or changing which torpedo to fire) in an emergency? Can you mix the loadout or do all the torpedoes loaded have to be all the same?
I think what's missing is a true tagging torpedo (I saw that the ILLUMA tags), but something more like a shootable Beacon, which would attach to larger life forms, or areas of interest/harvesting.
To pacify the 'no damaging warheads' crowd, I would suggest that making a Cleave torpedo be the most resource intensive, so that players don't stockpile an armory of them.
Now for the obligatory part:
No. You're dumb. Intentional is written with an N.
The loadouts available differ by vehicle. For instance, a SeaMoth can't shoot the WIRE warheads. However, for the ones that are available, you only need to install a single launcher, and they're all at your fingertips. You simply press one of two buttons (I'm thinking [ and ]) to cycle through the ones available. You're busy using the Mole to mine, and a Stalker decides you look like lunch. Press one key, maybe more than once, and then you've switched to Chronus, and you can inform him he isn't welcome by removing him from time for a little while.
That is a fantastic idea. I shall begin work... eventually. I have a lot to do, actually... but I'll come up with a name and some specifics and stuff.
I agree, and I fully intended that to be the case. Each torpedo would require a certain amount of one specific material per shot, called Munition. Most would only cost one or two (in the case of the Minnow), but the Cleave warhead would cost eight. Like I said, it's designed as a last resort.
Hm... I don't really see where you're coming from with the SANIK being overpowered. It's basically a stun grenade. It knocks them out for a few seconds, or longer with the really small guys (Peepers). The Chrono... Yeah, I admit, I probably got a bit carried away there. A stasis rifle torpedo thing would be fine by me. Oh, whoops. I'll go fix that.
Not really sold on the others , one stun torpedo (the existing one) is enough. The mole torpedo would be a marginal luxury item since there are no underground resources to gather.
You could still use the electric defense module of the seamoth.
But i like that idea as well!
I... love that idea. Maybe it could only be applied to "Leviathan-class" entities, just to prevent people from crashing the game by tracking every fish in the ocean.
And I honestly agree, the Mole is more of a luxury. But it could be a life saver if you want to build an underground base.