Torpedoes are both a cool thing, and a terrible thing, in present capacity.
Cons:
Tubes must be loaded manually by type
Only ten tubes
Tubes have limited capacity
Torpedoes must be purchased
cannot be blueprinted
cannot be built
Pros:
You can shoot a torpedo!
Torpedoes need to have a renaissance.
Allow a torpedo *type* to be set to the weapons module
EG, I choose to use Anti-Matter, Tandem, Kinetic Torpedoes, they are thus Weapons 3, 4, 5.
When I select 3 (AM), All ten tubes are immediately loaded with Antimatter torpedoes, until I select another torpedo type.
When I select 4 (Tandem), All ten tubes are loaded with tandem torpedoes
This process allows a tactical change in tube management, as kinetic torpedoes do more damage based on their end speed/distance traveled. shooting a kinetic torpedo at 1km is useless. allow that to be swapped. If I am assaulting a pirate base, I want to drop 20 kinetics at distance to soften it up,
This also allows (by my estimate at least) more than only 10 tubes to be used, in theory, 20, 30, 40, 50, tubes, if you have the storage space for it, why not?
Allow Torpedoes to be blueprinted
Allow Assembly to have more of a purpose than fighter creation--torpedoes are less complicated than a fighter, and a ship with good assembly should be able to create a torpedo at least once a minute x6
New class of ship could result from a solid restructure of torpedoes.
I use the hell out of torpedoes versus bosses like AI, but honestly----its a pain to:
Buy torpedoes
Stock torpedoes
Set up torpedoes
Arrange torpedoes
Find the right torpedoes
And when you run out, repeat!
Note!: This could be a "Macro/Micro" mode selection, as I can definitely see the need for micromanagement early-mid game. (it makes sense to have torpedo tube one shoot emp, and tubes 2,3,4,5 shoot nuclear/fusion off in a single salvo especially early game) I'm requesting more endgame support for torpedoes.
Alternatively, an option to manually fire a single torpedo tube instead of through the master fire button. Like ALT+1 ALT+2 Etc