Recognized Bobby AI "Torpedo" Mode

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    A simple suggestion, add a torpedo mode to the Bobby AI, which works like the ship mode, except instead of trying to maintain a distance, the Bobby AI actively attempts to ram any enemies.
     
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    Been suggested a million times, but yeah we need it.
     

    NeonSturm

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    Does it not work with a very-short range pulse weapon and speed too much for the break-rate?
     
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    Torpedo option with an arming distance, for the Captain Tupolevs of the world.

    It'd be cool if we could have an ICBM mode and build missile bases and boats too!
     
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    Jarraff

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    I can just see a large ship being set to torpedo mode... and when it hits the server is going to have a bad time.
     

    NeonSturm

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    I can just see a large ship being set to torpedo mode... and when it hits the server is going to have a bad time.
    And you get bananed for crashing big ships into planets (or world-ships which is the same).
     

    sayerulz

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    I do really want this. But there is one thing I would point out, which is that there needs to be a range limitation. If a torpedo can just lock onto any enemy ship in its radar range, then it will effectively go forever, and could chase you all over the server. I would suggest that a torpedo needs to have antenna blocks slaved the the AI module to increase its detection range, which means that a long range torpedo will need to either sacrifice speed or explosive power, or be huge. If there are no enemies in detection range for a certain amount of time, then the torpedo will detonate. There should also be a time limit, although probably a generous one, after which the torpedo will also detonate.
     
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    Who cares if it can follow you everywhere? Just blow it up if there is nothing else around. Either that or jump away!
     

    sayerulz

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    Who cares if it can follow you everywhere? Just blow it up if there is nothing else around. Either that or jump away!
    It becomes a big issue mostly when someone leaves a huge pile of them in a sector and waits for someone to show up. It could be a big griefing tool if someone could leave a bunch of them near spawn to blow up any new players who go near them.
     
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    It becomes a big issue mostly when someone leaves a huge pile of them in a sector and waits for someone to show up. It could be a big griefing tool if someone could leave a bunch of them near spawn to blow up any new players who go near them.
    I'd argue that laying minefields is a feature, not a flaw. As to overdoing it, how much is too much is up to your server admins to decide.

    I do really want this. But there is one thing I would point out, which is that there needs to be a range limitation. If a torpedo can just lock onto any enemy ship in its radar range, then it will effectively go forever, and could chase you all over the server. I would suggest that a torpedo needs to have antenna blocks slaved the the AI module to increase its detection range, which means that a long range torpedo will need to either sacrifice speed or explosive power, or be huge. If there are no enemies in detection range for a certain amount of time, then the torpedo will detonate. There should also be a time limit, although probably a generous one, after which the torpedo will also detonate.
    It would have the same detection range limitations drones do now. The only difference is AI behavior.
     
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    Yea I mean you could just leave a bunch of drones in a sector too. Considering they require physical material to fire I think that being able chase targets like a ship would is a good trade-off. You forget if you make to many torpedoes they will end up smashing into each other and doing no damage.
     

    AtraUnam

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    This is already doable with a little enginuity and personally I would rather it stay that way.
     
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    I'd like to be able to have the entity delete itself after the warhead explodes. C on bobby, v on the warhead, upon warhead explosion the entity goes poof, no more cores floating everywhere waiting for the overheat to finish.
     
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    Dont see the problem with making it a bit simpler to make torpedoes. So whynot!
     

    Keptick

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    I do really want this. But there is one thing I would point out, which is that there needs to be a range limitation. If a torpedo can just lock onto any enemy ship in its radar range, then it will effectively go forever, and could chase you all over the server. I would suggest that a torpedo needs to have antenna blocks slaved the the AI module to increase its detection range, which means that a long range torpedo will need to either sacrifice speed or explosive power, or be huge. If there are no enemies in detection range for a certain amount of time, then the torpedo will detonate. There should also be a time limit, although probably a generous one, after which the torpedo will also detonate.
    Or, you know, the person being chased could just blow it up... Torpedoes are already bad enough, no need to add extra cost/complication to them.
     
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    I love this idea.

    I think there should be a new Torpedo block to replace the ship core that way it acts as a torpedo and explodes on detonation.

    Then limit the search distance to just one sector. Even if they can chase you like a ship it would be an awesome way to make minefields and would be very fun for some large boats to use as if they were literal torpedoes.

    No size limit either then if you want to spend the materials you could make a huge one with shield just to explode on impact.(I tend to think they would be more like ICMBs in space) Also if you were a smart flier you could get a few following you and direct them back to the ship that fired them, so there are some interesting trade offs as well.

    Sounds reasonable to me.
     
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    Idk if I'm saying something really obvious but there already is a way to make torpedoes by simply having a clock on it that keeps activating forward burst, the AI aims at the enemy, the forward burst goes in for the kill. For a minefield all you need is a ship with an enemy detector on it (from the community content) Once the detector detects an enemy it will make the clocks start ticking and the torpedoes will start moving.

    to make them even better, put some area detectors on front of the torpedo, connect them up to the warheads, test a bit and find the right timing and the damage caused by the warheads is way better, not that using warheads is efficient.

    ps: Having a special core+detection range+range limit torpedo is just a big missile that is hard to fire and ignores shields, There is no need for a special core as Warheads explode on detonation/collision.

    Like the suggestion but isn't a small buff of warheads better, or a better collision system because right now even if the missiles work great (I've made a few and tested) the time (in battle) and space isn't worth the torpedo, filling it up with a weapon system would be more dps.
     
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    Idk if I'm saying something really obvious but there already is a way to make torpedoes by simply having a clock on it that keeps activating forward burst, the AI aims at the enemy, the forward burst goes in for the kill. For a minefield all you need is a ship with an enemy detector on it (from the community content) Once the detector detects an enemy it will make the clocks start ticking and the torpedoes will start moving.

    to make them even better, put some area detectors on front of the torpedo, connect them up to the warheads, test a bit and find the right timing and the damage caused by the warheads is way better, not that using warheads is efficient.

    ps: Having a special core+detection range+range limit torpedo is just a big missile that is hard to fire and ignores shields, There is no need for a special core as Warheads explode on detonation/collision.

    Like the suggestion but isn't a small buff of warheads better, or a better collision system because right now even if the missiles work great (I've made a few and tested) the time (in battle) and space isn't worth the torpedo, filling it up with a weapon system would be more dps.
    I personally wouldn't make them ignore shield if this were implemented because it makes more sense that they just do tons of damage but the shield should take the brunt of that damage. Then say you want to take all shields down on a large ship, so you keep two large ICBMs onboard your ship, with shields to block cannon fire. They may be expensive, but they would be pretty darn effective I imagine.

    On another note, I haven't tried your method for making missiles, but now I'm going to test your theory and see how effective it is with the current system.
     

    jayman38

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    Doesn't an AI drone (in this case, a torpedo) go into "torpedo mode" automatically , if it doesn't have on-board weapon blocks? ("Torpedo Mode" meaning Charging and physically ramming a target.)