Torpedoes, as it stands, have little to no use in PvE combat, as with the exception of some niche assassination builds with reverb cascades it's not worth giving up a regular hardpoint for a one-shot non-synthable weapon.
What I suggest is giving capital ships some subtargets that can specifically only be damaged by torpedoes with the effect of reducing the general effectiveness of the ship in combat, and opening up alternative rout conditions and possible bonus victory conditions for greater rewards than you'd normally get just by driving the ship off, with the ultimat intention that someone who is going out specifically to cripple a capship can gear up accordingly and actually get something worthwhile out of their reduced general combat effectiveness. Ideally this would be something for wings, but a solo player might find a use for it too. (lob a couple of torps at key structures then take the heat relays out with less threat from the rest of the ship)
If these subtargets are damaged but not destroyed, the relevant feature of the ship will suffer reduced effectiveness and periodic malfunctions.
If they are taken down to 0% integrity, they are crippled and forced to shut down while the crew attempt to repair them. This is similar to a player using an AFMU - integrity is restored over time but the module doesn't restart (and clear the "crippled" status) until the repairs are finished. Possibly only repair up to a certain threshold then reboot in a damaged state just to get them online. Of course, if you have more torps you can just smack them again to make sure they don't actually complete those repairs.
The sorts of subtargets we could see are things like:
Fire Control - when damaged, increases jitter on all weapons, malfunctions having a similar effect to the dispersal field weapon effect. When crippled, the crew are effectively firing blind with a permanent dispersal field effect until repaired.
Power grid - Effectively reduces the WEP capacitor of all weapons, reducing their firing rate. Malfunctions periodically stop all weapons firing. When crippled, it can only support half the weapons (chosen randomly) until repaired.
Bridge - damage hampers coordination of repair efforts on other systems. No effect for malfunctions. If the bridge is crippled, internal module repairs are greatly slowed and further module destruction (even external modules like turrets, and especially the heat relays) may prompt a rout even if there are heat relays remaining. (alternate victory condition: destroy the bridge then just pound the ship until the demoralised and leaderless crew just fire the engines and bug out)
Engines - No effect for damage in combat, BUT if all engines are crippled when the ship is forced into a rout (such as by the destruction of the heat relays) then it can't leave. If your side then wins the CZ by destroying all hostile ships before they manage to get the engines online and bug out, your side is awarded a major victory/rep bonus with the ol' "heave to and prepare to be boarded". Don't dally though because they will be pulling out all the stops to get back into witchspace before the last of their escorts pops.
tl;dr I really liked the torpedo bomber missions in the wing commander series where taking out a capital ship rested on you and the big bombs. Let's have more things like those.
What I suggest is giving capital ships some subtargets that can specifically only be damaged by torpedoes with the effect of reducing the general effectiveness of the ship in combat, and opening up alternative rout conditions and possible bonus victory conditions for greater rewards than you'd normally get just by driving the ship off, with the ultimat intention that someone who is going out specifically to cripple a capship can gear up accordingly and actually get something worthwhile out of their reduced general combat effectiveness. Ideally this would be something for wings, but a solo player might find a use for it too. (lob a couple of torps at key structures then take the heat relays out with less threat from the rest of the ship)
If these subtargets are damaged but not destroyed, the relevant feature of the ship will suffer reduced effectiveness and periodic malfunctions.
If they are taken down to 0% integrity, they are crippled and forced to shut down while the crew attempt to repair them. This is similar to a player using an AFMU - integrity is restored over time but the module doesn't restart (and clear the "crippled" status) until the repairs are finished. Possibly only repair up to a certain threshold then reboot in a damaged state just to get them online. Of course, if you have more torps you can just smack them again to make sure they don't actually complete those repairs.
The sorts of subtargets we could see are things like:
Fire Control - when damaged, increases jitter on all weapons, malfunctions having a similar effect to the dispersal field weapon effect. When crippled, the crew are effectively firing blind with a permanent dispersal field effect until repaired.
Power grid - Effectively reduces the WEP capacitor of all weapons, reducing their firing rate. Malfunctions periodically stop all weapons firing. When crippled, it can only support half the weapons (chosen randomly) until repaired.
Bridge - damage hampers coordination of repair efforts on other systems. No effect for malfunctions. If the bridge is crippled, internal module repairs are greatly slowed and further module destruction (even external modules like turrets, and especially the heat relays) may prompt a rout even if there are heat relays remaining. (alternate victory condition: destroy the bridge then just pound the ship until the demoralised and leaderless crew just fire the engines and bug out)
Engines - No effect for damage in combat, BUT if all engines are crippled when the ship is forced into a rout (such as by the destruction of the heat relays) then it can't leave. If your side then wins the CZ by destroying all hostile ships before they manage to get the engines online and bug out, your side is awarded a major victory/rep bonus with the ol' "heave to and prepare to be boarded". Don't dally though because they will be pulling out all the stops to get back into witchspace before the last of their escorts pops.
tl;dr I really liked the torpedo bomber missions in the wing commander series where taking out a capital ship rested on you and the big bombs. Let's have more things like those.