Weapon Bay
Weapon Unit |
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Weapon bays hold high power, long range integrated weapon systems.
They can be placed in multiple places throughout the spacecraft, with each weapon bay being controlled by the fire control station that placed it.
Weapon bays are controlled by fire control stations. An NPC crewman will only operate one bay at a time. Therefore when a spacecraft has multiple weapon bays, it is recommended to have all fire control stations close to each other, to allow the AI to operate them properly.
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 or cities.
The 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, when placing a Fire Control Station.
Weapon bay type can also be changed using weapon bay modules and harvester bay 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 lens 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 unit can fully power a unit or power 2 units at half power. However as power plant units 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
This section is in need of revision. Please help improve it or discuss these issues on the talk page. The reason given is: Recently implemented. See: Update 2016-09-15 Tractor Beam They are kind of complicated and could maybe benefit from having their own page. |
Related patch notes |
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Update 2016-09-15: Tractor Beam
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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