.TH Command TORPEDO
.SY "torpedo <SHIP> <TORP-SHIPS>"
or, if the mult-fire option is enabled:
.SY "torpedo <SHIP> <TORP-SHIPS>"
The torpedo command is used to shoot other naval vessels
in a sneaky manner.
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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.
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Your <TORPEDO-SHIPS> must meet the following criteria:
.nf
.in +0.3i
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
.in -0.3i
.fi
Meeting all these criteria, your torpedo will be launched
toward the victim ship and a countdown of seconds
until the expected detonation will commence.
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The range of a torpedo depends on the type of sub, and its tech
level. Currently the range formula looks like this:
.nf
	(frng/2) * (tech+50)/(tech+200)

	[Note: frng comes from show ship capability]
.fi
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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 distance
to the target:
.nf

     Range   Chance
     0       90%
     1       45%
     2       30%
     3       22.5%
     4       18%
     5       15%
.fi
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In addition, subs get a bonus, depending on their electronics, as measured
by their visibility (ability to sneak up), equal to (5-visib)*3%.
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A hit will be reported to you as \*QBOOM!\*U,
A torpedo does 50-100% damage, modified by the armor of the victim.
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In order to simulate the \*Qreal-time\*U situation,
your mobility will be decremented 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).
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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 destroyer.
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The range a ship can depth charge at is the same as its gun range.
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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.
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See also : attack, assault, fire
