Copy Cat,
This is not a good idea. It would actually may naval battles tedious and annoying. Because torpeedos are not kinetic projectiles, and they travel so much slower. Compared with the speed that the ships, or submarines themselves move. It would turn the naval contest into a siduation where micro was MANDATORY, because a fleet which microed could entierly avoid taking damage. Conversley, one moment of inattention would render your vessels killed very quickly.
Since the inception of this game, submarine torpeedos have undergone some significant nerfs. To the extent that T1 subs are generally usless as soon as T2 destroyers arrive. This basically undervalues the entire submarine combat theate. Because the primary ASW vessel also happens to be the primary Anti-Surface Vessel as well. Submarines are therefore relegated to sniping Engineers and Cruisers.
TBH, I have often thought that submarines in this game needed reworking. There needs to be some point to having them. The first issue I have is that the torps should do more damage. Secondly, all submarines should be able to avoid sonar detection when not moving. Finally, there should be some different interaction between destroyers and submarines. Such that the destroyers are equipped with rocket launched torpeedos and depthcharges. They can kill submarines at range. But should the submarines get close. The first volley will do significant damage, or destroy the ship outright.
This is just my opinion, but all torpeedo weapons should have increased damage, and reduced range. So that submarines need to get close to their prey, but when they do, their attack will be devastating. They should also have stealth when not moving or firing. With the exception of the Cyrban T2 sub, which is still stealthed while moving.
Depth charge weapons on destroyers should have longer range and be rocket launched. But should also have a minimum range radius. As a destroyer based weapon depth chargers should only be made to target sub-surface vessels, and the Destroyers should have a sonar stealth detection radius equal to 2/3 of depthcharge range. So a stealthed sub will get closer. But should the sub get inside minimum firing range, the tables are turned, because the depthcharge rockets cannot be fired.
Of course, this means that the submarine is much more powerful against anything that is not escorted by a destroyer. So underwater sonar contacts should have the Grey "U" and surface contacts be shown as inverted "U". So that it is obvious which is which.
However, this is a major game concept change, and will never happen in FAF. Unless a mod is made for it.