====== Space Naval Combat systems ====== Ships will have access to a variety of weapons all with their pros and cons, these are divided in several groups: === Offensive === - Missile Weapons - Ballistic Weapons - Railguns === Defensive === - PDC - Electronic decoys/flares === 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. The Titan Class will have access to super weapons of which only one may be fitted, this is a very expensive weapon that can deal extreme damage but will take a while to reload. ===== Offensive systems ===== === Ballistic Weapons === Low power weapons, requires conveyors to setup but doesn't eat up all your ships power in a fight. Short range & High Damage weapon systems. ^ MOD | Nation ^ Name ^ Max Range ^ Radar ^ Points ^ Size ^ Idle Power (MW) ^ Power per shot (MW) ^ | TT | TBA | TBA | TBA | N/A | TBA | TBA | TBA | TBA | === Railguns === High power long range killshot weapons, Require expensive specialized parts Long Range & High Damage weapon systems. ^ MOD | Nation ^ Name ^ Max Range ^ Radar ^ Points ^ Size ^ Idle Power (MW) ^ Power per shot (MW) ^ | TT | NATSO | MK51 Advanced Railgun System | TBA | N/A | TBA | TBA | 5 | TBA | === Fixed gun systems === Fixed gun systems require you to aim manually to land a shot, high risk high reward. ^ MOD | Nation ^ Name ^ Max Range ^ Radar ^ Points ^ Size ^ Idle Power (MW) ^ Power per shot (MW) ^ | TT | TBA | TBA | TBA | N/A | TBA | TBA | TBA | TBA | === Missile Weapons === Missiles are an expensive system to operate however has the longest range and can inflict the most damage if it makes it to the target. Long range weapon systems. ^ MOD | Nation ^ Name ^ Max Range ^ Radar ^ Points ^ Size ^ Idle Power (MW) ^ Power per shot (MW) ^ | TT | TBA | TBA | TBA | N/A | TBA | TBA | TBA | TBA | ===== Defensive systems ===== === PDC === Point defense systems are designed to destroy any incoming missile, some will aid in cqb as well. ^ MOD | Nation ^ Name ^ Max Range ^ Radar ^ Points ^ Size ^ Idle Power (MW) ^ Power per shot (MW) ^ | TT | NATSO | Phalanx | TBA | N/A | TBA | TBA | TBA | TBA | | TT | SKFED | AK-630 Duet | TBA | N/A | TBA | TBA | TBA | TBA | | TT | Civilian | TBA | TBA | N/A | TBA | TBA | TBA | TBA | === 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 | Nation ^ Name ^ Max Range ^ Radar ^ Points ^ Size ^ Idle Power (MW) ^ Power per shot (MW) ^ | TT | NATSO | SpaceRam | TBA | N/A | TBA | TBA | TBA | TBA | | TT | NATSO | HEL | | | | | | | | TT | SKFED | TBA | TBA | N/A | TBA | TBA | TBA | TBA | === Electronic Decoy / Flares === 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 | Nation ^ Name ^ Max Range ^ Radar ^ Points ^ Size ^ Idle Power (MW) ^ Power per shot (MW) ^ | TT | TBA | TBA | TBA | N/A | TBA | TBA | TBA | TBA |