Info > Feedback and Suggestions
The Barracuda Sky Torpedo
Captain Smollett:
At one point early on in the thread the weapon had a balloon attached. For something to be traveling slowly and to float like a torpedo I think this would be a must.
Oh and it would be cool as heck.
Pickle:
Part of the point of it is that it would have to be insanely slow, you'd see it coming and either have to be boxed into a corner, stubborn or daft not to get out of its way. It should be the ideal too to break-up a stalemate. For example, when Red has set up camp in the northern arm of Canyon and is sniping with Mercury and Lumberjack as soon as Blue try and push into the open to rush them. Or break a camp on the CP point when Labyrinth is heading for a shut-out victory.
Here's an odd idea.. what if the guidance mode only worked as long as the original gunner (not Gunner) that fired it remains on the weapon and does not fire a second torpedo? If the gunner gets off the weapon, or fires a second torpedo, the original loses all guidance and cruises along in the current direction of travel. Possibly with a time-delay fuse initiated so it explodes 5 seconds after losing communication.
Captain Smollett:
Or.... what if the gunner could guide it?
Squidslinger Gilder:
The torpedo still has a balloon attached. That never left.
One qualm I did think up with flare guidance setup is that the flares would not be limited to one side. The opponent could use flares to dupe torpedoes and keep them away. Yeah that is nice and realistic, but the flares last long enough where more can be shot out the moment the reload is up. So you'd have a literal flare war making sure the torpedoes never find their target. Sorta makes the weapon trivial in competition because competitive teams would be using flares like this. Maybe some tuning here would change this.
Now a guidance between firing idea. That is interesting. Promotes less spam fire. Course it will be slow firing anyways but that would add another factor.
Oh I know how to make them propeller powered and still have a contrail. Goes with that idea earlier but I hadn't pictured the mechanism yet. They will have...*drumroll*...a mini steam pipe exhaust that pops up from the back of the torpedo near the propeller and balloon. So internally it has a tiny steam/diesel engine powering the propeller.
Ok so run down story so far...Torpedoes will be:
-Long range->very long range
-Do impact damage like mines. All the damage types rolled into one.
-Warheads are like long torpedoes and are heavy. Will require a medium weapon mount
-Propeller driven so speed will be slower, also has slow reload
-Has a thin balloon to match it's profile to help keep it in the air
-Has a contrail effect in the air generated from it's own drive exhaust system
-Unguided but will have an activation time before the engine and balloon pop out. Gunners will have to compensate for it because the torpedo will drop a little in the air. This is time before the mini engine on board gets online.
-Can be shot down
-Basic model will be unguided
Undecided:
-Tracking system. Magnetic, heat, or other.
-Weapon mount appearance. Tube or more box shape like hwacha, animations for reloading, ammo capacity
-Different name?
-Anything else?
Andrej Peribosky:
I think this would change the game for the better.
Even if 1 in 5 shots hits, it promotes movement, and like another poster said, icarus lacks reasons for movement.
Flare lock-on is bad for gameplay however, and also difficult to code.
Magnetic or heat guidance is basically the same under a different name. I think we don't want heat seeking missiles.
This is unreal engine right? In that case, "follow the crosshairs" guidance is hardcoded into it. That could be used, but with very slow turn rate. If another missile is fired, previous missile becomes dumb-fire.
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