Modular Torpedoes?
EvilSmoo
Join Date: 2008-02-16 Member: 63662Members
I realized that I used the torpedos like... twice. Grand total.
Chassis:
Warhead:
Guidance:
Propulsion:
This gives torpedoes a LOT more potential, while not making them much more violent at all. You can still create loads of torpedoes for the same amount, a Vortex would simply be 1 titanium for warhead/chassis each. All crafts give 3 torpedoes, I guess? Resource requirements would need tweaking.
Also, the Cyclops could really use the ability to make minisub upgrades like the Moonpool. Or at least torpedoes.
Chassis:
- One-shot chassis. Cheap, and expendable.
- Reusable chassis, the warhead is lost, but torpedo falls to the floor and preserves the other components.
- Returning chassis. When combined with the directional propulsion, it attempts to return to storage on the firing vehicle after expending warhead or not hitting target. Boomerang torpedo, reloads if it doesn't expend warhead. (Not 100% sure on this one...)
Warhead:
- Gas/Vortex as vanilla
- Flashbang flare! A VERY bright light used against fish with massive eyes in the darkest depths would probably be very inconvenient for them eating me... Enemies with eyes flee, Crabsnakes wonder what all the fuss is about.
- Stasis torpedo because why not. Works like a fully-charged stasis gun shot
- Grapple module, comes with a cable. Does not consume warhead, reusable in reusable or returning chassis.
- Light module- hangs in water, provides light for a time over large area, can be retrieved and recharged (2-5% of cell power) and reused
- Anchor- grapple module, but with a secondary grapple that attempts to anchor itself to terrain. Potentially reusable, but you'll probably NOT head back for it...
- Kinetic- Zoom. Thump. Ow.
Guidance:
- None (as now)
- Homing- target lock
- Proximity- moves forward slightly and hangs in water, activating on proximity to sharks/crabsquid or larger
- Camera-guided (100m range? 200m?)
- Returning module, for returning chassis.
Propulsion:
- Normal (free)
- High-speed, more energy cost
- Directional (required for all guidance and self-guided applications to function correctly), increased energy cost.
- Teleport- warps from silo to target, VERY useful with homing, significant energy cost.
This gives torpedoes a LOT more potential, while not making them much more violent at all. You can still create loads of torpedoes for the same amount, a Vortex would simply be 1 titanium for warhead/chassis each. All crafts give 3 torpedoes, I guess? Resource requirements would need tweaking.
Also, the Cyclops could really use the ability to make minisub upgrades like the Moonpool. Or at least torpedoes.
Comments
Also, depth charges. A big version of the percussion mine that is dropped to scare critters away from an area for a couple minutes. Might attract bigger predators.
Useful for mining the areas where bonesharks, sandsharks and the like roam in thick droves.
*sigh*
<span style="font-size:50px"><span style="color:#FF0000;">NO.</span></span>
No weapons. This is not yet-another-add-guns thread. No cluster mines, no depth charges, no explodey stuff.
Sorry, I was thinking a sound pulse. Not actual bombs. Kinda like a repulsion gun blast but not nearly that powerful. ONLY A DETERRENT. Not a weapon. I realize now that I didn't mention that. My bad.
I don't want weapons either. I like the feel and challenge of being passive as much as possible.
What about torpedoes that are nets? We can catch a few fish at a time.
Torpedoes that are 'tags' ? We can keep track of the Reaper's location from anywhere.
Dunno about nets and sedative. I don't think the engine has any good way of simulating a net. Think of the possible collision issues, and if not collision issues, it could look funky clipping through things. Would that kind of dev time be worth the payoff? I know that grapples work, if something latched onto an NPC and onto terrain, it could tether it, right?
Sedative... do you mean tranquilizer darts in hardcore torpedo form? Might make more sense to make a torpedo that uses infuser serums. One-shot homing transfusions that you lob at Reapers and run away.
So, a tag warhead, transfusion warhead, and fire-and-forget guidance that homes in on the nearest large target (shark or above in class)?
Tranquilizer torpedoes are what I was going for. I think that would be really cool, especially when trying to get to the Aurora and collect materials around areas like the mountain island. It might be nice to disable warpers, too. I'm on the Xbox One version so I haven't seen that anything of that sort would be necessary, but you might have a better insight than I do.
I haven't used the transfuser yet, so I don't think I can properly contribute to that concept.
A tag warhead would be cool, especially when searching for stuff. Maybe something that tells you if a creature is coming to you fast enough that you wont be able to reach your vehicle in time? Or so you can just know where a creature is. I don't think itd be a good idea to allow smaller creatures to be tagged, otherwise player will fill up their screens with beacons. Maybe give it a short battery life?
This should be its own thread. Great idea. Being passive and still being able to do things in areas where dangerous creatures lurk would be super nice. A simple robotic bait fish could even work. Swimming nearby and attracting predators away from you. But also being short lived and attracting more total numbers of predators to make it only work for a couple minutes before making things worse. Giving time to scan a fragment without having to use a propulsion rifle. To keep attacking predators that get too close.
Adding a torpedo warhead with this capability would work for larger predators.
Oh, quite yes. A decoy warhead that projects the image of something juicy-looking and makes a lot of noise. Decoy II warhead with the same, but scent trail as well for blind things.
It could modify the propulsion, go slow initially, speeding up when something gets close. Or if you use guidance propulsion, be even more distracting.
I don't really think tranquilizer as a way of killing warpers is a good idea. They're interesting because they're impossible to deal with, but not hard to drive off. If I could shut one down, my very next move would be to ram or knife it to death.
Tagging them, though? And even having an audible proximity alert when a tagged warper teleports in near me? That would be downright convenient. Or, I'd use one-shot chassis, tag warhead, proximity guidance, and guidance propulsion to create tag-mines that I could just leave sitting around until a warper lands on it and gets tagged.
What about a remote control for the tranquilizer? You decide when to use it.
If we had a torpedo that could shock a Reaper, that might be nice. It can have a short battery life of 3 or 4 discharges, and could be set off by proximity. If the Reaper swims towards you, ready to strike, it is zapped like the Seamoth Perimeter Defense System.
Also, they could be inversely effective as to how deep you find things. Surface fish would be slightly dazed, Crabsquid would be blinded for a while, and panic. (And probably EMP immediately...)
A jet black torpedo.
With a white Skull and Crossbones printed menacingly across the warhead.
A yellow and black radiation label is emblazoned on its side.
You know that this Torpedo means danger.
You fire the beast and watch as it launches away from you - an ominous green glow emanating from the rear, a huge growling rumble thundering in its wake.
The torpedo hits a Reaper, a direct strike to the leviathan's forehead and...
The back of the torpedo drops off and out flips a large white flag with the words "BANG!"
The Reaper shakes it's head and goes off in search for something less annoying.
Mission accomplished!
End of game rewards?
and Magnesium
Salt is easy- just have a bunch of thermal gens on a vent powering a MFR fulla desalinators. Though technically you'd want phosphorus, but whatever.
well real flashbangs usually use Magnesium so ones in Subnautica could do the same