Weapon Bay: Difference between revisions

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AI crew will not use the '''Weapon Deployment Bay'''.
AI crew will not use the '''Weapon Deployment Bay'''.
==Tractor Beam Bay==
The tractor beam bay is currently not implemented.


=Harvester Bay=
=Harvester Bay=

Revision as of 23:24, 7 October 2015

Module
Weapon Unit
Weapon_Module.png
Room
Weapon Bay
Weapon_Bay.png
Consumed Materials
Required Tools


Weapon bays hold high power, long range integrated weapon systems.

They can be placed in multiple places throughout the spacecraft, all weapon bays with the same room number are considered the same weapon and can that way span through multiple decks.

Weapon bays are controlled by fire control stations. A fire control station located on the bridge can control all weapon bays on the spacecraft, but a NPC crewman will only operate one bay at a time. Therefore when a spacecraft has multiple weapon bays, it is recommended to have a fire control station in each of the weapon bay rooms. This allows the crewman to focus on one weapon bay each.

For most purposes, weapon bays essentially replace turrets, although it can still be wise to place turrets in key positions, because weapon bays cannot target individual creatures or vehicles, only spacecraft.

athe weapon must have a clear line of fire to the target. It cannot shoot through buildings, terrain or friendly spacecraft. Attempting to shoot through the latter will result in friendly fire. The spacecraft cannot however hit itself.

Weapon Bay Types

The type of weapon bay can be selected in the design.

Weapon bay type can also be changed using weapon way modules and harvester way modules after it has been constructed.

Ballistic Weapon Bay

Can be constructed from TL 2 and beyond.

Ballistic Weapon Bay has (Round(Weapon System units/10)+1) cannons. One Heavy Arms Ammunition is used per cannon each shot. Damage depends on the ammo used, higher quality and high TL ammo will do more damage.

Energy Weapon Bay

Can be constructed from TL 5 and beyond.

Energy Weapon Bay has (Round(Weapon System units/25)+1) beam projectors. Each beam projector requires an Energy Weapon Unit in the cargo hold to fire at full power. Each shot uses some Electricity per beam projector from the spacecraft's capacitor.

Each Weapon System unit requires one full capacitor to fire. A good rule of thumb for powering these weapon bays is one Power Plant can fully power a unit or power 2 units at half power. However as Power Plants grant more capacitors at higher TLs, you would require less.

To maintain a continuous firing cycle, you need (more than) 6 points of capacitor per Weapon System unit installed. This number is not dependent on TL.

Weapon Launcher Bay

Can be constructed from TL 2 and beyond.

Weapon Launcher Bay has (Round(Weapon System units/90)+1) launchers. One Large Missile or Large Rocket is used per launcher each shot.

Missiles are guided and rockets are unguided, both can be shot down by enemy turrets or dodged. Damage depends on the ammo used, higher quality and high TL ammo will do more damage.

Weapon Deployment Bay

Can be constructed from TL 2 and beyond.

Weapon Deployment Bay has (Round(Weapon System units/100)+1) ejector racks. One Bomb is used per ejector rack each shot. Damage depends on the ammo used, higher quality and high TL ammo will do more damage.

Bombs are dropped from the ship and are affected by gravity. Mostly only useful while in orbit over an enemy city.

AI crew will not use the Weapon Deployment Bay.

Tractor Beam Bay

The tractor beam bay is currently not implemented.

Harvester Bay

Harvester bays use the same system as weapon bays. They are essentially the same thing, but separated here on the wiki for convenience.

This means that any weapon bay can be turned into a harvester bay as easily as the changing of weapon types.

Harvester bays are selected the same way weapon bays are, in the design or using harvester bay modules