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ruless4s:sweapons [2024/07/13 13:13] – [Table] darkxerox | ruless4s:sweapons [2024/10/24 13:56] (current) – darkxerox | ||
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Ships will have access to a variety of weapons all with their pros and cons, these are divided in several groups: | Ships will have access to a variety of weapons all with their pros and cons, these are divided in several groups: | ||
- | **Offensive** | + | === Offensive |
- | - Energy Weapons | + | |
- Missile Weapons | - Missile Weapons | ||
- Ballistic Weapons | - Ballistic Weapons | ||
+ | - Railguns | ||
- | **Defensive** | + | === Defensive |
- PDC | - PDC | ||
- Electronic decoys/ | - Electronic decoys/ | ||
+ | === Nations === | ||
+ | |||
+ | Some weapons will require special parts build by the nations the weapons come from. | ||
+ | Civilian weapons won't require special parts, Nation build systems will have better performance than their civilian counter parts however will also cost more to build. | ||
+ | |||
+ | Nation parts cannot be build, they can only be purchased in shops run by the nation that owns the weapons. (or looted from npc) | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | === Capital ships === | ||
Certain capital ships have their own selection of weapons, these are mainly designed to destroy other large vessels or take down a base quickly but lack tracking to deal with smaller vessels. | Certain capital ships have their own selection of weapons, these are mainly designed to destroy other large vessels or take down a base quickly but lack tracking to deal with smaller vessels. | ||
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Short range & High Damage weapon systems. | Short range & High Damage weapon systems. | ||
- | ^ MOD ^ Name ^ Max Range ^ Radar ^ Points | + | ^ MOD | Nation |
- | | TT | + | | TT |
- | === Energy Weapons | + | === Railguns |
- | Energy Weapons are simple to setup however require large amounts of power in order to function. | + | High power long range killshot weapons, Require expensive specialized parts |
- | Once their capacitors are drained they can require a long time to recharge. | + | |
- | Medium range & Balanced | + | Long Range & High Damage |
- | ^ MOD ^ Name | + | ^ MOD | Nation |
- | | TT | Heavy Dual Pulse Laser Cannon | + | | TTSN | NATSO | MK51 Advanced Railgun System |
- | | TT | Tachyon Beam Cannon | + | | TTSN | SKFED | RAILGUN SYSTEM TBA | TBA | N/A | TBA | TBA |
=== Fixed gun systems === | === Fixed gun systems === | ||
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- | ^ MOD ^ Name ^ Max Range ^ Radar ^ Points | + | ^ MOD | Nation |
- | | TT | RAIL GUN | + | | TTSN | TBA | TBA | TBA | N/A | TBA | TBA | TBA | TBA | |
=== Missile Weapons === | === Missile Weapons === | ||
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Long range weapon systems. | Long range weapon systems. | ||
- | ^ MOD ^ Name ^ Max Range ^ Radar ^ Points | + | ^ MOD ^ Nation |
- | | TT | 16 Cell MultiPurpose | + | | TTSN | NATSO | TBA VLS | 4000 | TBA | TBA | TBA | TBA | TBA | TBA | |
- | | TT | 32 Cell MULTIPURPOSE VLS | TBA | TBA | TBA | TBA | TBA | + | | TTSN | SKFED | TBA SLANTED LAUNCHER |
- | | TT | 8 CELL Ballistic VLS | + | | TTSN |
===== Defensive systems ===== | ===== Defensive systems ===== | ||
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=== PDC === | === PDC === | ||
- | Point defense systems are designed to destroy any incoming missile, | + | Point defense systems are designed to destroy any incoming missile, |
+ | |||
+ | ^ MOD | Nation | ||
+ | | TTSN | NATSO | Phalanx | ||
+ | | TTSN | SKFED | AK-630 Duet | TBA | N/A | TBA | TBA | TBA | TBA | | ||
+ | | TTSN | Civilian | ||
+ | |||
+ | === Missile Interceptor Systems === | ||
+ | |||
+ | Specialised systems with extended range to intercept missiles, Cost a fair bit more than PDC but have about double the range to take out missiles long before they come into pdc range. **Cannot shoot at anything but missiles**. | ||
- | ^ MOD ^ Name | + | ^ MOD | Nation |
- | | TT | Phalanx Style PDC | TBA | N/A | TBA | TBA | TBA | TBA | | + | | TTSN | NATSO | SpaceRam |
+ | | TTSN | NATSO | HEL | | | | ||
+ | | TTSN | SKFED | Space Kashtan | ||
=== Electronic Decoy / Flares === | === Electronic Decoy / Flares === | ||
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Electronic Decoys & Flares will attract and confuse missiles rather than destroying them, these can be a more efficient way to deal with large amount of missiles or provide cover while your pdc are reloading. | Electronic Decoys & Flares will attract and confuse missiles rather than destroying them, these can be a more efficient way to deal with large amount of missiles or provide cover while your pdc are reloading. | ||
- | ^ MOD ^ Name ^ Max Range ^ Radar ^ Points | + | ^ MOD | Nation |
- | | TBA | TBA | TBA | N/A | TBA | TBA | TBA | TBA | | + | | TTSN | TBA |