Weapon Bay: Difference between revisions

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m (Added Tractor Beam Bay.)
(→‎Weapon Bay Types: Added projectile stats.)
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'''Ballistic Weapon Bay''' has (Round([[Weapon System|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.
'''Ballistic Weapon Bay''' has (Round([[Weapon System|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.
===Projectile Stats===
Cannon Shells:
* Muzzle velocity: 500m/s
* Lifespan: 5 seconds
* Affected by gravity inside atmosphere


==Energy Weapon Bay==
==Energy Weapon Bay==
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Missiles are guided and rockets are unguided, both can be shot down by enemy [[turret]]s or dodged. Damage depends on the ammo used, higher quality and high TL ammo will do more damage.
Missiles are guided and rockets are unguided, both can be shot down by enemy [[turret]]s or dodged. Damage depends on the ammo used, higher quality and high TL ammo will do more damage.
===Projectile Stats===
Small missiles:
* Initial speed: 1/10th of acceleration
* Acceleration: 1000m/s/s
* Lifespan: 5 seconds
Large Missiles:
* Initial speed: 1/10th of acceleration
* Acceleration: 500m/s/s
* Lifespan: 5 seconds
Small Rockets:
* Initial speed: 1/5th of acceleration
* Acceleration: 1000m/s/s
* Lifespan: 5 seconds
* Affected by gravity inside atmosphere
Large Rockets:
* Initial speed: 1/5th of acceleration
* Acceleration: 500m/s/s
* Lifespan: 5 seconds
* Affected by gravity inside atmosphere


==Weapon Deployment Bay==
==Weapon Deployment Bay==
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AI crew will not use the '''Weapon Deployment Bay'''.
AI crew will not use the '''Weapon Deployment Bay'''.
===Projectile Stats===
Bombs:
* Initial speed: 0
* Acceleration: by gravity
* Lifespan: 15 seconds
* Affected by gravity anywhere.


==Tractor Beam Bay==
==Tractor Beam Bay==

Revision as of 13:27, 12 November 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.

Projectile Stats

Cannon Shells:

  • Muzzle velocity: 500m/s
  • Lifespan: 5 seconds
  • Affected by gravity inside atmosphere

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.

Projectile Stats

Small missiles:

  • Initial speed: 1/10th of acceleration
  • Acceleration: 1000m/s/s
  • Lifespan: 5 seconds

Large Missiles:

  • Initial speed: 1/10th of acceleration
  • Acceleration: 500m/s/s
  • Lifespan: 5 seconds

Small Rockets:

  • Initial speed: 1/5th of acceleration
  • Acceleration: 1000m/s/s
  • Lifespan: 5 seconds
  • Affected by gravity inside atmosphere

Large Rockets:

  • Initial speed: 1/5th of acceleration
  • Acceleration: 500m/s/s
  • Lifespan: 5 seconds
  • Affected by gravity inside atmosphere

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.

Projectile Stats

Bombs:

  • Initial speed: 0
  • Acceleration: by gravity
  • Lifespan: 15 seconds
  • Affected by gravity anywhere.

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