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Post by Cory Trese on Apr 9, 2011 18:54:43 GMT -5
Looting Torps was added in a beta-version and in v3.6.6 the re-arm button has been limited by difficulty level.
Here are some facts:
For every 2 unfired torpedoes on a hostile ship, the Crew can salvage 1 workable torpedo after a victorious battle.
For ever 4 unfired torpedoes on a hostile ship, the Crew can salvage 1 workable torpedo after a victorious battle on Crazy or harder difficulty.
The average (MEAN) number of Torps on the current (v3.6.6) ship database is 8.842
The base cost of a High Quality Torp in startdock is 700 Credits.
The 2:1 ration was developed to bring the ratio of Torp cost (HQ) into alignment with the 2:1 ratio between salvage and repair costs for Solar, Hull and Engine. This makes Torp "balanced" with the same degree as the other repair/restock option (destroy ship, buy repairs.)
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Post by jeffjway on Apr 20, 2011 20:57:47 GMT -5
That's fair.
But Is it possible for fractional torps to be re-armed? I have seen the Rearm button appear before, but received no torps from the enemy ship.
Is it a % chance to "salvage 1 workable torpedo"?
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Post by oldalchemist on Apr 21, 2011 8:42:34 GMT -5
Certain officers ought to modify that chance. Military Officers and Mechanics should be able to raise quality. (The military guy has an eye for which one to take. The Mechanic has some spare torpedo fins in her workshop.) Smugglers should be able to increase quantity. (What do you mean the torp tube door is locked? Step back, sailor.)
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Post by callidus on Apr 21, 2011 9:13:09 GMT -5
Does the re-arm mechanic check the max number of torpedoes the ship can carry? After defeating a target and re-arming, I'm now flying a Jango class carrying 10 torpedoes, when the ship stats page says maximum is 9.
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Post by slayernz on Apr 23, 2011 0:42:25 GMT -5
There weren't enough cradles for all of the torps, so you've had to make a sacrifice in order to accommodate the extra torp. You've made the crew swear never ever ever to talk about where you had to stick it, nor why you are walking a little stiffly and aren't able to sit down until you've fired off at least one of the torps in your inventory.
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Post by absimiliard on Apr 23, 2011 7:42:30 GMT -5
Just another typical Thulun captain. Torp always stuck up his . . . .
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Post by captain nemo on Apr 23, 2011 11:05:14 GMT -5
I like the re-arm button. Please keep it
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Post by Cory Trese on Apr 23, 2011 13:28:41 GMT -5
callidus: that really sounds like a bug to me. I will investigate the issue with max torps.
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Post by madmatt on Apr 24, 2011 11:57:02 GMT -5
After defeating a target and re-arming, I'm now flying a Jango class carrying 10 torpedoes, when the ship stats page says maximum is 9. I rationalize this as your crew being willing to take an extra chance or two and store the extra salvaged torp wrapped in spare blankets in the weapons bay because their captain is "a bloody war-mongering fool who takes us boldly to where no man should EVER go."
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Post by captain nemo on Apr 27, 2011 19:54:44 GMT -5
I like being able to rearm my torps, they should as salvageable as any of the cargo is. It lets me stay in space longer too. So I'm not always looking to go somewhere to reload. I like the current way it's setup but the max torp bug does need to be fixed. I have a max of 12 and have 15 ooops. That's why everyone walks funny !!!!
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Post by oldalchemist on Apr 28, 2011 10:13:29 GMT -5
Torps auto-return if they don't hit. Maybe your crew is keeping three juggled between launch tubes and retrieval nets.
How exactly does a torpedo return for re-launch? I think that's the place you want to shoot at on an enemy craft.
"How many torps did we launch, Cap'n?" "One." "Well, there are two coming back. What color did we paint ours?" "Pink. This ship isn't called Smell The Glove for nothing!"
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Post by Cory Trese on Apr 28, 2011 23:04:39 GMT -5
captain nemo -- this is fixed in the latest version on Android Market. The Amazon one is in the approval queue.
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