                              Command : TORPEDO

 SYNTAX:
   [##:##] Command: torpedo <SHIP> <TORP-SHIPS>

or, if the mult-fire option is enabled:  SYNTAX:
   [##:##] Command: torpedo <SHIP> <TORP-SHIPS>

The torpedo command is used to shoot other naval vessels in a sneaky manner.

The <SHIP> argument is the victim ship number and the <TORP-SHIPS> argument is
the  number(s)  of  your submarine or other ship(s) with torpedo ability.  The
program will ask for these if not provided on the command line.  If using  the
multi-fire option, the program will prompt for targets for EACH firing torpedo
ship, if no target was given on the command line.

Your <TORPEDO-SHIPS> must meet the following criteria:
   1) It must have torpedo ability. (see info show)
   2) It must have at least 1 gun (torpedo tube)
   3) It must have at least 3 shells (3 shells = 1 torpedo)
   4) It must be at least 60% efficient
   5) It must have some mobility

                              Command : TORPEDO

Meeting all these criteria, your torpedo will be launched  toward  the  victim
ship and a countdown of seconds until the expected detonation will commence.

The range of a torpedo depends on  the  type  of  sub,  and  its  tech  level.
Currently the range formula looks like this:
        (frng) * (tech+50)/(tech+200)

        [Note: frng comes from show ship capability]

If the target is out of range, you will be told so, (after your torp is in the
water).   If you are in range, your chance of making a hit depends on the dis-
tance to the target:

     Range   Chance
     0       90%
     1       45%
     2       30%
     3       22.5%
     4       18%
     5       15%

                              Command : TORPEDO

In addition, subs get a bonus, depending on their electronics, as measured  by
their visibility (ability to sneak up), equal to (5-visib)*3%.

A hit will be reported to you as BOOM!, A torpedo does 50-100%  damage,  modi-
fied by the armor of the victim.

In order to simulate the real-time situation, your  mobility  will  be  decre-
mented  by mobility equal to 1/2 the cost the torpedo-ship would pay to move a
sector for each torpedo fired; if it goes to zero  (or  beyond)  you  will  be
forced  to  stick  around.   If your torpedo scores a hit, your victim will be
informed of the fact and will be told the number of the torpedo-ship, but  not
the country (so you can deny it).

The victim's only automatic protection against sub attacks is that any ship of
his/hers  that  is  near  you and has depth-charge ability and has shells will
drop them on you as depth charges.  Each depth charge does 10% to  40%  damage
to  your  sub,  depending  on  the armor of the sub, and the range of the des-
troyer.

                              Command : TORPEDO

The range a ship can depth charge at is the same as its gun range.

Against surface ships launching torpedo attacks, the victim gets to  fire  all
his  ships & sectors within range at the attackers BEFORE the attackers get to
fire. Damage done by all defending ships is divided evenly over all  attacking
ships.

See also : attack, assault, fire

