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How to make torpedoes more fun? (Probably a limited number)
#6
I think there's been some good discussion here so far!

I too have fallen victim to just chillin doing what im doing, then 45 mins into the round with no warning hearing a couple of station-rocking booms approaching before suddenly my corpse is pasted on the wall and my gibs float down into the trench. It doesnt feel good lmao

Having said that, I think that more often than not it isn't a problem specific to torpedoes rather it's that there was 0 escalation and noone saw it coming. Massive waves of 10+ are a different issue, I agree and I'll talk more on that. Theoretically though, the exact same situation could happen via someone dragging a crate full of TTV's into space and straight-up yeeting them at the station (similarly, random minute-80 no-warning TTVs are an issue but not for this thread lol). If there was adequate escalation by Agent Bombs McGee who'd started with smoke beakers and worked their way up, cackling on the radio and making ominous announcements all the way I would actually be fine with that.

The difference though is that if you had enough money you can buy infinite(?) torpedoes whereas TTVs you are limited by the number of valves you can get your grubby traitor mitts on. Another difference is that for TTVs you actually have to spend time in toxins where someone can walk in and catch you while making them where torpedoes you can leave the station at minute 1, grow money trees (another issue I have that's not specifically for this thread :P) for half an hour in a trench derelict and never see another spacer before deleting half the station.

As such, I completely agree that limiting the number of torpedoes is a good step to bring them in line with TTV-level threats. I'd suggest making it the same amount as there are normally transfer valves (like 4-6?) Removing them outright I dont think it the answer, especially on Nadir (and to an extent, Neon, but its so small that TTVs are proportionally more devastating) as there's no toxins lab for an alternative. I'm not sold on making them TC only as that'd mean they're accessible from minute 1 and would mean being able to walk in to medbay, pull out your PDA and spawn multiple TTV-level bombs (in the most egregious case).

I also really like @Chasu's point 3.1 of a radar-warning-esque announcement à la salvager/nukie drop pods. I am of the opinion that announcements are always good for the story of the round as it keeps even the most solitary screen-glued geneticist more informed and involved. I've no perspective on how difficult it would be to code an impact zone but that would be nice too!

As for there being a near-zero chance of getting caught while buying them and setting up, I've been thinking and all I can suggest is moving where they're bought on-station. Maybe Geoff Honkington moonlights as an arms dealer for those with the right codeword, or there's a new shady owl with a fedora (iykyk) hanging out in the owlery/aviary that only speaks to agents.

TLDR: IMO make torpedoes in line with TTVs by limiting them to the same amount as there are transfer valves and bring the source of them on station so theres some chance of getting caught
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RE: How to make torpedoes more fun? (Probably a limited number) - by Roman - 12-24-2025, 01:39 AM

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