Tue May 01, 2018 5:52 pm
Well, i'm have some ideas...
And i must say that i'm bad at English language, so there may be mistakes. I'm sorry.
First of all: weapons devided to energy and kinetic.
Energy weapons more effective against armor, kinetic against shield(more about this later).
Also, all weapons have different efficiency at different distances. According distance we can divide weapons to more classes:
Longe range weapons:
Big and powerful guns for long range combat. Power hungry, so ability to install on small vessels is very limited.
-Keenetic artillery: very long range, very high damage, medium projectile speed. For long range ship-to-ship artillery duels. Not a threat to fighters, shuttles or corvets. Very low turret rotation speed.
-Railguns: very long range, medium damage, high projectile speed, but needs long time to reload and recharge. Used for taking down vessels that smaller than battleship, but bigger than corvette or frigate.
-Javelin of Light: very long range, medium firerate, VERY power hungry, can make battleship out of commission with just a few hits, but usless against shields.
-Torpedoes: very long range, low projectile speed,huge damage. Passive guidance system, uses laser or radar targeting from mothership to pursue targets, so can't be disabled using countermeasures such as false targets, but can be destroyed easily by point defences.
Medium range weapons: Used for low-to-medium battles between all ships that bigger than a shuttle.
Laser canon: Low damage, high firerate, high projectile flight speed. Universal weapon.
Autocannon: Low to Medium damage, high firerate, low projectile flight speed. Projectiles can be configurated for diffirent purposes. SABOT for piersing shields then they seriously damaged or making small holes inside hull. HEAT will damage ship deep through the hull. Uneffective against armor, but effective against crew and devises such as power generators, shield generators, radiators and other. HE just have AOE damage. Tandem will pierse through shields, but deals wery low damage both to hull and shields. EMP will deal increased damage against shields and electronic devises, but deals no damage to hull. FLAK will create many low damage fragments, that are effective against groups of fighters.
Ion cannon: Low firerate, low projectile flight speed, VERY high damage against shields, but no damage against hull.
Beam lasers: Very low damage, very big firerate, power hungry and can pierse through several blocks, but not through shields.
Photon cannons: Very high firerate, VERY low damage, but will cause terget to quickly overheat.
Missiles: Active lock-on, high damage, but can be destroyed by PD's and false targets.
Plasma cannons: High damage, medium firerate, low projectile flight speed. Will cause enemies to overheat.
Low range weapons: Mostly used as PD's and anti infanty weapons.
Mashineguns: VERY low damage, VERY high firerate, high projectile flight speed. Used for topedo/missile defense, as anti fighter weapon, ad as anti personnel weapon.
Flux cannons: Like machinegun, but hit scan, power hungry and smaller fire range.
Microwave emmiters: Wery low range, usless against shields but instantly roasts every living being even through armor. With enough time it can overheat a small ship, such as fighter.
Cryo cannons: Deals low damage to shields and no damage to armor, but can freeze the target, so it will become motionless. Uneffective against targets bigger than fighter.
Shields:
Let's talk about shields. Number of shield types that installed simultaneously is limited. Different shield types woks fully independently from each other.
Energy shields: Classic protectoin. Nothing more.
Nanite mesh generators: Effective from both energy and kineetic weapons, but have low capracity.
Double-flow shields: Twise smaller capracity, twise faster recharge speed. Can protect from shield piersing weapons.
Deflector Shields: Do not completely absorb damage, but reduce it. Very high capracity.
Keenetic Barriers: Protecting from keenetic weapons, but offers no protection from energy weapons.
Bubble shileds: VERY high capracity, VERY power hungry, slow recharge speed. Сreates a bubble around a ship. Does not protect from missiles/torpedos or fighters that can simply fly through.
This system can be greatly expanded in the future. More weapons and shield types, hull repair systems and much more.
Last edited by
AngryHamsterVS on Tue May 22, 2018 9:03 pm, edited 5 times in total.