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Weapon components

431 bytes added, 1 year ago
Rewrote some of the text, again to improve spelling and consistency
== Overview ==
Ingame, a weapon has the following stats:* Cost: How many resources required the weapon requires in order to buildbe built and operated.* Power Usage: How many much power it the weapon will consumewhen installed.* Type: Which What category of weapons this particular weapon belongs to.* Damage: How many much damage the weapon will be delivered deal per hit when hit a if it hits its target with at 100% efficiency. Larger weapon inflicts much more damage than smaller one.* Cooldown: Cooldown After attacking, every weapon has a mandatory time(day) between two attacksdelay it has to go through before it can attack again.* Accuracy: Chance to hit against The base chance of the weapon hitting a target with zero , assuming the target has 0% evasion. Certain weapons are easier to aim than others.* Tracking: How many much of the target's evasion value the weapon will be ignored by ignore when firing at its target. If this value is higher than the target's evasion value, the weapon. Smaller weapon has higher trackingwill enjoy base accuracy.* Range: How far this The maximum effective firing distance of the weapon can reach. Larger A target must be within this firing range in order for a weapon have bigger range.to be able to engage it* Average Damage: How many much damage the weapon will be delivered deal per in-game day , assuming every shot hits the target with 100% efficiency, against a target with zero evasion.* Damage multipler: The effciency How effective the weapon is against various a given type of defense type.
Many weapons come in multiple sizes. Larger sizes have {{red|lower}} {{iconify|tracking}}, but {{green|greater}} {{iconify|weapons range}} and high raw damage while smaller sizes conversely have {{green|higher}} {{iconify|tracking}} and {{green|higher}} {{iconify|accuracy}} but {{red|lesser}} {{iconify|weapons range}} and low raw damage. Compared to a {{icon|slot s}} small weapon, a {{icon|slot l}} large weapon typically has about 50% less {{iconify|tracking}}, twice the 200% more range, and deals about 150% more damage per size. This means that larger weapons are generally more effective against larger, slower ships, and smaller weapons are more effective against smaller, faster ships.
<!-- The tables below also utilize normalized DPS (damage per sol) value in one of their columns, which is calculated as follows:
Based on {{iconify|Physics}} technology, energy weapons use energy-based attacks and are generally effective against armor but ineffective against shields. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating.
Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Advanced energy weapons require {{iconify|Rare Crystals}} and {{iconify|Exotic Gases}} to build and operate.
=== Anti-Armor ===
==== Laser ====
Lasers are the basic energy weapon. They fire focused beams of superconcentrated light at targets, causing damage through the generation of intense heat. They are very effective against armor but very ineffective against shields.
* Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots
* '''4.6''' day cooldown
==== Plasma Launcher ====
Plasma launchers launch balls of highly energized and destructive plasma. They are highly extremely effective against armor and very effective against hull but highly ineffective against against shields.
* Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots
* '''5.1''' day cooldown
==== Lance ====
Lances are heavy energy weapons that fire large focused beams of highly energized particles and cause massive damage. Essentially a hybrid between lasers and plasma launchers, they are highly extremely effective against armor and very effective against hull but are very ineffective against shields.
* Can fit into {{icon|slot xl}} Extra-Large slots
* '''8.0''' day cooldown
==== Mining Laser ====
Salvaged from ancient mining drones, these weapons use strong-focus lenses in combination with an oscillating firing frequency to create lasers strong enough to allow them to mine asteroids, or mine ships, destroying them. They are very highly effective against hull and are somewhat effective against armor but are very ineffective against shields.
* Can fit into {{icon|slot s}} Small and {{icon|slot m}} Medium slots
* '''4.0''' day cooldown
==== Particle Launcher ====
These weapons fire projectiles consisting of a rocket carrying an explosive energy payload of tightly concentrated protons or neutrons, capable of causing immense damage to the hull of enemy ships. They are very highly effective against hull and very effective against armor but are very ineffective against shields.
* Can fit into {{icon|slot l}} Large slots
* '''16.0''' day cooldown
==== Cloud Lightning ====
Salvaged from Void Clouds, these weapons are essentially scaled-up Disruptors that use a special gas composition together with a specialized condult conduit to emit powerful lightnings. They ignore both shields and armor and deal base damage directly to the hull.
* Can fit into {{icon|slot l}} Large slots
* '''6.0''' day cooldown
==== Energy Siphon ====
Based on {{iconify|Society}} technology, this weapon drains energy from enemy ships by adapting the tiyanki Tiyanki method of siphoning energy from gaseous matter.
They are extremely effective against shields but highly ineffective against armor.
* Can fit into {{icon|slot s}} Small slots
=== Mass Driver ===
Mass Drivers are the basic kinetic weapons. These projectile launchers use verious systems of electromagnets to accelerate and fire solid armor-piercing projectiles towards targets at high speeds. They are very effective against shields but very ineffective against armor.
* Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots
* '''3.45''' day cooldown
Based on {{iconify|Engineering}} technology, explosive weapons fire guided projectiles that carry an explosive payload.
Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and TorpedosTorpedoes.
They have very long range compared to other {{iconify|Medium}} weapons and ignore shields. They have 100% accuracy and 100% Tracking so their damage is unavoidable but their projectiles can be shot down by point defense weapons and strike craft, so their actual Average Damage depends on the enemy's point-defense capabilities.
== Strike Craft ==
Based on {{iconify|Engineering}} technology, strike craft hangars do not attack the enemy directly, but instead launch small spaceships to attack. Like explosive weapons, strike craft ignore shields but can be shot down by flak guns. All strike craft go in a special {{icon|slot h}} hangar slot. Destoyed Destroyed strike craft regenerate at the a rate of 0.13 strike craft per day or 7.7 days per strike craft.
The DPS takes into account the number of strike craft per hangar. However, note that this is a very optimistic estimate as strike craft appear to only spend a fraction of the time actually firing, instead spending the majority of their time evading enemy fire and they will suffer casualties.
=== Amoeba ===
Based on {{iconify|Society}} technology, an empire can breed Space Amoebae and use its Flagellas Flagella as strike craft. They are very effective against armor.
* '''8''' units per hangar
* '''5.0''' day cooldown
== Point-defense weapons ==
Point-defense weapons are small turrets that are capable of targeting and destroying incoming missiles and strike craft, preventing them from dealing damage to the ship. They are nigh-useless against full-size warships, however, as they negligible damage compared to ther other weapons. They come in two types: Flak Guns and Point-Defense.
All point-defense weapons use {{icon|slot pd}} Point-Defense slot.
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