[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [HOE] torpedos [HOPLER?]





Nick Zachariasen wrote:
> 
> O.K., I've gotten my hands on Epitaph #2, and Float made me think of
> something: how would you build torpedos?  Would Rocket Man work, or do you
> think it would need its own power?  After all, there's a power for making
> bullets and a power for making rockets/missiles, so what about aquatic
> kaboomage?
> 
> Would you need to build Gunsmith into the craft for the torpedo tubes, or
> could you just designate something like 5% of the vehicle's slots per tube?
> Of course, that assumes the tubes would be underwater, so if they're above
> water (like being mounted on the sides of a boat) they might need something
> to launch them. Thought, anyone?

	The first thing that comes to my mind is to build the torpedoes themselves with
the Float power and then install a Warhead in them from Rocketman. Sensors and
Agility can go in if it self-tracks and isn't a "dumb" torpedo. IE zips along a
straight line.  Figure the amount of space the Torpedo Vehicle needs and you
have a rough idea how many slots the tubes will need. 
	If they are just tubes below the surface that only hold the torpedoes in place
they would not need a great deal of slots about the actual cargo area of the
Torp. If they have snazzy opening doors and soft launch the torpedo with
compressed air or something, that would be more involved.  Hmm not to much help
I know as far as the launcher. Maybe use Gunsmith to build a weapon that could
fire a projectile the size of the Torpedo? :) WOO! No just kidding. Although the
effective range of the weapon would only have to be ten feet or so.. enough to
clear the Torpedo from the boat.. then it takes over. Still a silly idea.  

-- 
David Heth 
"Those are the tools of Satan!"
"Really!? Metric or Standard?"