Weapon Bay
Weapon Unit |
---|
Weapon bays hold high powerful, long range integrated weapon systems.
Weapon bays are controlled by fire control stations. An NPC crewman will only operate the weapon bay connected to its fire control station. It is however possible for an avatar to control all weapon bays on the spacecraft from a captain's chair.
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, it can only target spacecraft and buildings.
The weapon must have a clear line of fire to the target. It cannot shoot through terrain or other entities. Attempting to shoot through a friendly spacecraft or building will result in friendly fire. The spacecraft cannot however hit itself.
Weapon Bay Types
The type of weapon bay can be selected in the designer, 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
The ballistic weapon has (Round(Weapon Bay volume/10)+1)
cannons. One heavy arms ammunition is used per cannon each shot at full power.
Ballistic projectiles can be dodged or simply miss, which makes the weapon difficult to use against a moving target. Damage depends on number of cannons used and on the ammo used, higher quality ammo will do more damage.
Projectile Stats
Cannon Shells:
- Muzzle velocity: 500m/s
- Lifespan: 5 seconds
- Affected by gravity inside atmosphere
Energy Weapon Bay
The energy weapon has (Round(Weapon Bay volume/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.
Damage depends number of beam projectors used and on the energy weapon lens used, higher quality energy weapon lens will do more damage.
Weapon Launcher Bay
The launcher weapon has (Round(Weapon Bay volume/90)+1)
launchers. One missile/rocket is used per launcher each shot at full power.
Missiles are guided and rockets are unguided, both can be shot down by enemy turrets or dodged. Damage depends number of launchers used and on the ammo used, higher quality ammo will do more damage.
Can use small missiles, small rockets, large missiles and large rockets.
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
The deployment weapon has (Round(Weapon Bay volume/100)+1)
ejector racks. One bomb is used per ejector rack each shot at full power. Damage depends on the ammo used, higher quality ammo will do more damage.
Bombs are dropped from the spacecraft with no momentum and are simply affected by gravity. Mostly only useful while in orbit over an enemy city.
AI crew will not use this weapon type.
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 |
---|
Update 2016-09-15: Tractor Beam
|
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 designer or using harvester bay modules