Why no Torpedo Synthesis??

So, built a stealth torp boat playing around only to notice explosive ammunition replenishment only works on mines and missiles. Is in flight torpedo replenishment ever going to be a thing 'cause y'now, that'd be nice. Even if they make it signigicantly more expensive to produce, I would really like to torpedo boat some passenger liners.
 
Yeah, I was also quite surprised, that there is no synthesis for torpedoes... Maybe due to their enormous effectiveness?

Same thing with SCBs, heat sinks, limpets...
 
They should be enormously effective. They should be enormously expensive to synth and take a while to reload. But you really should be able to either synth them or carry replacements in the cargohold, again with substantial reload time.
 
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Why are there even ammunition limits anyway?....If the Elite universe can instantly print 1,000 tons of complicated technology and hull I'm sure we could have little "3D printers" built into the torpedo launchers, missile launchers, cannons, MCs, rail guns and plasma accelerators.
 
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So, built a stealth torp boat playing around only to notice explosive ammunition replenishment only works on mines and missiles. Is in flight torpedo replenishment ever going to be a thing 'cause y'now, that'd be nice. Even if they make it signigicantly more expensive to produce, I would really like to torpedo boat some passenger liners.

I get the sentiment, but torpedoes as a special weapon,
especially with the ability to destroy shield-generators via
reverberating cascade are mildly dangerous;)
Imagine the outburst on the shield tanking SCB rocker side
of the game, all that security bypassed by heat mechanics,
and torpedos!

I was hoping that the devs reading through the beta reviews
of the missile and torpedo rebalance would jump onto the idea,
to let us at least retract the torp launchers a single time,
to replenish ammo internally in the ship.

This way small torpedo hardpoints would have
seen greater use as secondary/tertiary choices for weapons,
and that would come with inheriting drawbacks:
Time to retract, reload, deploy and lock-on again.
 
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Why are there even ammunition limits anyway?....If the Elite universe can instantly print 1,000 tons of complicated technology and hull I'm sure we could have little "3D printers" built into the torpedo launchers, missile launchers, cannons, MCs, rail guns and plasma accelerators.

+1 Strawman point. Yay. These seems popular at the moment.

I mean any module that can assemble/fabricate/print stuff would need "amo/pieces/ink" and should obviously have a weight.
But why think when one can blurb out strawman arguments straight from the stream of couciousness, uh.
 
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Hm, why not add a new module to do just that. Rearm torpedo tubes, missile rack and cannon amo.

Why not ?
sorry, i guess my sarcasm doesn't come across as cleanly as i'd like it to. :D
I was poking fun at the new 3D ship printing shenanigans they're introducing in 2.2

Anyway, no, I don't see why torpedo synthesis shouldn't be possible.
 
+1 Strawman point. Yay. These seems popular at the moment.

I mean any module that can assemble/fabricate/print stuff would need "amo/pieces/ink" and should obviously have a weight.
But why think when one can blurb out strawman arguments straight from the stream of couciousness, uh.

Yup...totally right and I don't care. I find it difficult to discuss game mechanics because I don't think FDev really cares about continuity anyway. Anything we discuss is probably not going to happen in a sensible and logical manner.

What I'd think is really cool, though, is if we could hire a resupply ship to travel with us. This was one of my favorite things in TIE Fighter...run out of missiles, no prob, just call the resupply boat.
 
+1 Strawman point. Yay. These seems popular at the moment.

I mean any module that can assemble/fabricate/print stuff would need "amo/pieces/ink" and should obviously have a weight.
But why think when one can blurb out strawman arguments straight from the stream of couciousness, uh.

Sorry, but if we can forego game balance for convenience in the cases of ship launched fighters and instant transfers, why should any other game balance feature be equally as easily dismissed? Why is it a strawman to apply the same logic to any other "inconvenient" feature?
 
Sorry, but if we can forego game balance for convenience in the cases of ship launched fighters and instant transfers, why should any other game balance feature be equally as easily dismissed? Why is it a strawman to apply the same logic to any other "inconvenient" feature?

Because I really do not expect ship bay to weight nothing, and I fully expect that we'll have to restock the Ikea fighters kits.
Perfectly consistant in my books.

As for ship transfers, I don't see any link with building stuff in our ships. (unless the explaination is 3D printing ships, then okay).
But going "printing out of thin air" argument is just silly. And by the way, when we die we get a new ship, 20K lyr away, instant with
all the mods. I would say that the ship being rebuilt/assembled/printed at the station makes more sense than having dudes go 20K lyr out to
collect pieces and bring them back to glue them. Probably faster and cheaper.

As for engineers mods, maybe they put DRM's on their blueprints. It not like this is not already happening XD.
 
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Add an ammunition rack module to the game that mentions in its description that it also contains the necessary weapon modification to allow in-flight reloads. Require a "Reload/Rearm" function similar to the "Reboot/Repair" sequence to pull ammunition from the rack module and put it in your weapons, meaning it would be a poor decision during combat. Then, allow synthesis to refill the weapon rack module.
 
Add an ammunition rack module to the game that mentions in its description that it also contains the necessary weapon modification to allow in-flight reloads. Require a "Reload/Rearm" function similar to the "Reboot/Repair" sequence to pull ammunition from the rack module and put it in your weapons, meaning it would be a poor decision during combat. Then, allow synthesis to refill the weapon rack module.

That module (without synthesis) has been asked for since the original releases.
Still not a thing to see.
 
Add an ammunition rack module to the game that mentions in its description that it also contains the necessary weapon modification to allow in-flight reloads. Require a "Reload/Rearm" function similar to the "Reboot/Repair" sequence to pull ammunition from the rack module and put it in your weapons, meaning it would be a poor decision during combat. Then, allow synthesis to refill the weapon rack module.

I like this. Would still be able to fire other weapons during reload...should it ammo module have a energy drain on SYS or WEP?
 
Add an ammunition rack module to the game that mentions in its description that it also contains the necessary weapon modification to allow in-flight reloads. Require a "Reload/Rearm" function similar to the "Reboot/Repair" sequence to pull ammunition from the rack module and put it in your weapons, meaning it would be a poor decision during combat. Then, allow synthesis to refill the weapon rack module.

Great idea+1.
 

Goose4291

Banned
Sorry, but if we can forego game balance for convenience in the cases of ship launched fighters and instant transfers, why should any other game balance feature be equally as easily dismissed? Why is it a strawman to apply the same logic to any other "inconvenient" feature?

Because if something doesn't suit your viewpoint, attack it as being a strawman. It's Internet debating 101, right after "accuse the other side of being like Hitler".
 
Why are there even ammunition limits anyway?....If the Elite universe can instantly print 1,000 tons of complicated technology and hull I'm sure we could have little "3D printers" built into the torpedo launchers, missile launchers, cannons, MCs, rail guns and plasma accelerators.

Because it was a game design decision to make it that way. Game design. You're playing a video game.

Video game.
 
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