Dam the Torpedoes? |

Am i missing something?
I do not see any advantage to developing the torpedos (advanced military sciences:1 benefit)...
rather than simplyincrease one's capital ship missile.
i even hae that name .. its a hold over from Starfire Empires, Kidz!
but how are torpedo's better than csm's to justify the invested research?
And i assume this is a bug:
i get all 3 torpedo's at once..
it would only seem logical that Quantum torpedos require the quantum drive, and anti-matter the anti-matter (i'm sorry, contra-terra) drives/technology,
yet i invariably get all 3 before i'm anywhere close to out of ion technology...
Am i alone on these..."observations"...?

Stock torpedoes are underwhelming
The only thing anti-matter torpedoes have on CSMs is a small damage advantage. However, their range is only 60 ls, compared to 160 ls of the CSMs. The torpedo also moves 10km/s slower, and so is easier to shoot down with PD.
Quantum torpedoes have 40 ls farther range, 20 more damage, and can track. Unless the other tech requisite is enabled again, this makes AM torpedoes useless, and Quantum torpedoes not much better.
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Watch for my mod - codename: Dimensions - coming by Summer, 2007!

Good ideas
I like these ideas. Too bad we can't design ordnance in stock, but perhaps by using small drones instead, a mod could make a more realistic large missile system.
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Watch for my mod - codename: Dimensions - coming by Summer, 2007!
ION engines are real, and that's the problem
Do you know what an "Ion" Engine really is? Rocket Propulsion makes a total joke out of Ion technology for short term. Ion technology allows longer accellerations with less fuel. So over the course of a star system Ion torps would be killer, but we are talking about small stelliar distances, which means the most acceleration in the shortest time.
Real Ion Engines
http://en.wikipedia.org/wiki/Ion_Engine
Last part, Low accelerations, means that over short distances, they are moving too slowly to have alot of speed. Chemical reaction drives still provide higher accelerations over short distances.
Ion engines are real 

They're real and have been used
They've actually already used Ion engines for space craft, but only for flights specifically desgined to test the technology as far as I can tell: http://www.boeing.com/defense-space/space/bss/factsheets/xips/nstar/ionengine.html
I'm sure Ion engines will get much better in time, even to the point of surpasing standard chemical propulsion in time. Especially by 2400...
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Watch for my mod - codename: Dimensions - coming by Summer, 2007!
Agreed. The CSM would by
Agreed. The CSM would by it's very nature be limited to a certain range, with the others getting faster the further they go, and being orders of magnitude further distance then equal chemical reaction missiles. Ion Engines of EQUAL development should be 100% further distance then a standard CSM, and likewise increases for each next level.
And the warhead on a Chemical Reaction drive can just as easily go on an Ion missile, so they should do at least the same damage.
I feel that having the torpedos just having super-range and making CSMs more of a medium range weapon would be more accurate. Torps should go slow on launch and accelerate slowly but have an enormous range, CSMs should be moderate-long range, Projectile should have moderate-short, and beam short. That's how it should be.
Well Yes, but once launched
Well Yes, but once launched out they will travel at the speed they are launched at until something affects them. Their Effective range should be short, but they should have a very long max range, that's why I say Moderate short instead of just short. Beams suffer something similar where they loose cohesion from particles that might be in the way, so they would be, to my thought anyway, Pure short.
So, given a scale of 1-10 on distance
Beams 1-3
Projectile 1-5
CSM 4-7
Torps 6-10
With Projectile having the gentlest curve in damage dropoff and beams the steepest, CSMs being unchanged, and torps ACTUALLY INCREASING damage with distance (They get faster, they hit harder!)

Stock has that problem too
Actually, when a projectile weapon like DUCs track your ship that's because the numbers say they hit. Whenever SE:V decides a direct fire projectile has hit it will twist reality in such a way as to force it to collide. If the projectiles don't track the ship, they would've missed anyway.
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Watch for my mod - codename: Dimensions - coming by Summer, 2007!
what is the fastest torpedo
what is the fastest torpedo type? Or are they all the same speed?

CSM vs. Quantum torps
The other 2 torps, imho, cannot compete with the CSM, but the Quantum can, for one simple, overlooked reason: Cost.
In Stock a level 100 CSM and level 100 Quantum torp both do the same damage, but the CSM has almost double the range.
HOWEVER, the CSM will cost around 5000 minerals EACH, with a maintenance cost of around 1250 per turn.
The Quantum torp has shorter range, but only costs around 800/200!
A cruiser with 10 CSM instead of 12 Quantums (quantums take less space) can cost 40,000 minerals more to build and 10,000 more minerals every single turn for each cruiser.




Torpedoes
At one point the Quantum Torpedoes did require Quantum Engines in stock. Anyway, at the very least I thought they should be at least staggered in their availability.
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Space Empires Depot | SE:V Balance Mod