https://starmadepedia.net/api.php?action=feedcontributions&user=14bauhr&feedformat=atomStarMade Wiki - User contributions [en]2024-03-29T05:12:10ZUser contributionsMediaWiki 1.31.3https://starmadepedia.net/index.php?title=Old_Weapon_Systems&diff=11862Old Weapon Systems2021-10-31T10:18:34Z<p>14bauhr: </p>
<hr />
<div>{{Ambox<br />
| type = notice<br />
| text = '''This page is for the Old Weapon systems prior to Version 0.201.126. For new weapon systems, see [[Weapons]]'''<br />
}}<br />
<br />
Weapon Systems in StarMade are used to deal damage to entities, be they players, ships, stations or other. Successful combat depends on both correct design and utilization of weapon systems.<br />
<br />
==Construction==<br />
Each weapon system consists of a computer [[Linking|linked]] to at least 1 module of the same type ([[Cannon Computer]] with [[Cannon Barrel]], etc.). Weapon modules in a physically-contiguous grouping are considered one group, and will output 1 projectile (unless modified otherwise). Larger groups have a directly proportionate increase in damage output and power cost per firing of the weapon. Although several groups can be linked to one computer, the total power cost is increased by 10% for every subsequent group for cannons and beams, and by 2.5% for missiles. Damage pulse has no penalty for multiple groups linked to the same computer.<br />
<br />
In each group, one block is defined as the "output": the location from which projectiles are emitted. The output of a group can be changed by aiming at the desired block and pressing {{K|Activate Module}}. The text which appears while aiming at a block will read "[R]: Make Output (CURRENT)" if that block is the current output for its group, and "[R]: Make Output" otherwise. The direction in which a weapon fires, relative to the ship it is on, depends on the orientation of the primary weapon computer. Because of this, players should be sure to place weapon computers in the default orientation unless they intend to make a weapon with non-standard characteristics (eg. vertical-launch missiles).<br />
<br />
===Weapon Types===<br />
<br />
Each weapon has the following general behaviors when used as a primary weapon. These are largely self-explanatory.<br />
{|class="wikitable"<br />
! System !! Effect<br />
|-<br />
| [[Damage Beam Computer|Damage Beam]] || A linear beam which travels instantly, dealing damage at regular intervals over a short burst.<br />
|-<br />
| [[Cannon Computer|Cannon]] || Fires relatively fast projectiles with reasonable penetration. <br />
|-<br />
| [[Missile Computer|Missile]] || Fires relatively slow projectiles which deal damage in an area. Most upgrades provide homing capabilities of some sort.<br />
|-<br />
| [[Damage Pulse Computer|Damage Pulse]] || Deals damage in a relatively large sphere directly in front of the output. Low power consumption due to difficulty of use.<br />
|}<br />
<br />
See the [[#Tables|Tables]] section for full numerical information on the attributes of each weapon system.<br />
<br />
===Support Tools as Weapons===<br />
Although the majority of the [[Support Tool Systems]] are, indeed, for use in supportive roles, a few of them are specifically useful as offensive tools, and are therefore detailed on this page. Those support tools which have offensive applications are detailed briefly in the table below.<br />
<br />
{|class="wikitable"<br />
! System !! Effect<br />
|-<br />
| [[Power Drain Computer|Power Drain Beam]] || A beam which drains the target's power, and transfers a percentage of the power drained to the ship firing the beam.<br />
|-<br />
| [[Shield Drain Computer|Shield Drain Beam]] || A beam which drains the target's shields, and transfers a percentage of the shields drained to the ship firing the beam.<br />
|-<br />
| [[Push Pulse Computer|Push Pulse]] || Emits a spherical pulse which pushes entities away, with a force proportional to the group's size.<br />
|-<br />
|}<br />
<br />
See the [[#Tables|Tables]] section for full numerical information on the attributes of each weapon system.<br />
<br />
==Linked Systems==<br />
The statistics of a weapon system can be modified by [[Linking|linking]] to other weapon systems or [[Effects|effects]]. Each weapon may only support 1 secondary and 1 tertiary system at a time.<br />
<br />
In linked weapon setups, the primary system is commonly referred to as the "master", with secondary and tertiary systems being termed "slaves". Only weapon systems can be used as secondary systems, not [[Support Tool Systems|support tool systems]]. Secondary systems provide the bulk of statistic alterations, affecting at least 2 of the following values: damage, power consumption, range, projectile speed, and projectile quantity. Secondary (and tertiary) systems are a trade-off: For example, a beam system slaved to a cannon quadruples the damage of the cannon, and doubles its projectile speed, but also quadruples both reload time and power consumption.<br />
<br />
Slaved systems lend their block-count to the primary system for purposes of damage and power calculations (which are linearly calculated per block), but do not act independently when slaved (they do not emit projectiles, and only the primary system is added to the hotbar and fired).<br />
<br />
The effectiveness of secondary and tertiary systems is derived from their size proportional to the primary weapon system: if the total block count of a slaved system is equal to that of the primary system, its modifications will be applied at 100% effectiveness. If the slave's block count is only 50% of the primary, all changes applied will be 50% as strong as normal. A slaved system cannot be more than 100% effective: block-counts greater than those of the primary system are redundant.<br />
<br />
Weapon systems can also have [[Effects|effects]] linked to them as tertiary systems, providing further modifications to weapon stats. These usually change what the weapon does with its damage output: for example, draining enemy power or shields, in exchange for dealing less block damage.<br />
<br />
===Secondary Systems===<br />
A secondary system is a weapon system which is slaved to another weapon system or [[Support Tool Systems|support tool system]], modifying its statistics based on the combination and the proportions thereof.<br />
<br />
Each weapon system has the following general effects when slaved to another weapon:<br />
<br />
{|class="wikitable"<br />
! System !! Effect<br />
|-<br />
| [[Damage Beam Computer|Damage Beam]] || Improves range, speed and damage. Increases power consumption and reload time.<br />
|-<br />
| [[Cannon Computer|Cannon]] || Decreases reload time and power consumption, but also damage per shot.<br />
|-<br />
| [[Missile Computer|Missile]] || Increases the number of projectiles. Slightly increases damage, reload time, and power consumption.<br />
|-<br />
| [[Damage Pulse Computer|Damage Pulse]] || Increases damage, reload time and power consumption significantly.<br />
|}<br />
<br />
See the [[#Tables|Tables]] section for detailed numerical information on how support systems affect linked weapons.<br />
<br />
===Tertiary Systems (Effects)===<br />
A tertiary system is an [[:Category:Effect|effect computer]] slaved to a weapon system. For the purposes of any per-module cost or value (damage and power consumption), effect modules increase the effective module count of the primary weapon, up to the same limits applied to secondary systems (cannot exceed 100% efficiency). Effects apply all of their modifications after total block count is found (and the stats before effects are calculated), including Overdrive's damage and power consumption increases.<br />
<br />
Each effect system has the following general effect when slaved a weapon system:<br />
<br />
{|class="wikitable"<br />
! Effect Computer !! Description<br />
|-<br />
| [[EMP Effect Computer]] || Converts weapon damage to power damage, reducing the power of the entity hit.<br />
|-<br />
| [[Explosive Effect Computer]] || For beam and cannon, spreads damage over the area immediately around the point of impact. Increases the radius of missile and pulse.<br />
|-<br />
| [[Ion Effect Computer]] || Increased damage to shields, but reduced damage to blocks.<br />
|-<br />
| [[Overdrive Effect Computer]] || Increases overall weapon damage at the expense of dramatically higher energy usage.<br />
|-<br />
| [[Piercing Effect Computer]] || For beams and cannons, increases block damage and reduces shield damage, as well as increasing [[Defense Systems#Armor HP|AHP]] damage. For missiles and pulses, increases blast radius.<br/>For all weapons, causes them to ignore 50% of a block's [[Defense Systems#Armor|armor]] value.<br />
|-<br />
| [[Punch-Through Effect Computer]] || For beams and cannons, increases block damage dealt, as well as increasing damage dealt to AHP.<br/>For missiles and pulses, increase blast radius, and increases AHP damage more significantly than it does for beams and cannons.<br />
|-<br />
| [[Push Effect Computer]] || Converts damage to a pulling effect on the target.<br />
|-<br />
| [[Pull Effect Computer]] || Converts damage to a pulling effect on the target.<br />
|-<br />
| [[Stop Effect Computer]] || Converts damage to a braking effect, reducing the target's velocity.<br />
|}<br />
<br />
See the [[#Tables|Tables]] section for detailed numerical information on how effect systems affect linked weapons.<br />
<br />
===Coloring===<br />
The projectile or effect color of any weapon can be altered by [[linking]] the primary weapon computer to any light emitting block.<br />
<br />
==Tables==<br />
<blockquote>Values in this section may be subject to change. This disclaimer is here to mark which StarMade version this is in accordance with, in order to prevent misinformation.<br/><br />
This section is up to date with: [https://www.star-made.org/news/starmade-v0-199-654-exploit-fixes StarMade v0.199.654, 22nd August 2017].</blockquote> <!-- When updating this section, only change this disclaimer to the version used when you are confident it is fully updated (Heillos, 9/10/2016) --><br />
<br />
===Summary Table===<br />
The table below offers a very brief summary of the effect which a given system will have when given a particular secondary system:<br />
{|class="wikitable"<br />
! rowspan="2" |Primary<br />
! colspan="4" |Secondary<br />
|-<br />
| Cannon<br />
| Missile<br />
| Damage Beam<br />
| Damage Pulse<br />
|-<br />
| '''Cannon'''<br />
| -Damage, -Reload, -Power Cost <br />
| +Damage, +Reload, +Power Cost, +Projectile Count<br />
| +Damage, +Reload, +Range, +Projectile Speed, +Power Cost <br />
| +Damage, +Reload, +Power Cost<br />
|-<br />
| '''Missile'''<br />
| -Damage, -Reload, -Power Cost,+Projectile Speed, -AoE<br />
| -Projectile Speed, +Projectile Count, -AoE, Heat-Seeking (indiscriminate)<br />
| +Damage, +Reload, +Range, +Power Cost, +Projectile Speed, Lock-On Homing<br />
| +Damage, +Reload, +Power Cost, -Projectile Speed, +AoE, Lock-On Homing<br />
|-<br />
| '''Damage Beam'''<br />
| -Damage, -Reload, -Power Cost<br />
| +Projectile Count<br />
| +Damage, +Reload, +Power Cost, +Range<br />
| +Damage, +Reload, +Power Cost<br />
|-<br />
| '''Damage Pulse'''<br />
| -Damage, -Reload, -Power Cost<br />
| -Damage, -Reload, -Power Cost<br />
| +Damage, +Reload, +Power Cost, +AoE<br />
| +Damage, +Reload, +Power Cost, +AoE <br />
|-<br />
| '''Power Drain'''<br />
| -Damage, +Hit Rate, -Reload, -Power Cost<br />
| +Projectile Count<br />
| +Damage, +Range, +Reload, +Power Cost<br />
| +Damage, -Hit Rate, +Reload, +Power Cost, +Burst Time<br />
|-<br />
| '''Shield Drain'''<br />
| -Damage, +Hit Rate, -Reload, -Power Cost<br />
| +Projectile Count<br />
| +Damage, +Range, +Reload, +Power Cost<br />
| +Damage, -Hit Rate, +Reload, +Power Cost, +Burst Time<br />
|-<br />
| '''Push Pulse'''<br />
| -Force, -Reload, -Power Cost<br />
| -Force, -Reload, -Power Cost<br />
| +Radius, +Power Cost<br />
| +Force, +Reload, +Power Cost<br />
|}<br />
<br />
===Definitions===<br />
Due to the large number of different values involved, information on weapon combinations is presented in relatively complex tables in the following sections. To ensure clarity, the structure of these tables, and specific meanings of the terms used, are specified herein.<br />
<br />
The first subsection of each table, "Primary Stats", details the base statistics of the weapon, without any slaves. The first column states the value, and unit thereof, for each row. A breakdown of these values is below:<br />
*'''Damage (per hit)''': Damage dealt per hit by this weapon. <br />
**Beams deal multiple hits per activation, at the rate specified by "'''Hit Rate (hits per second)'''". <br />
**Weapons with multiple projectiles have their damage spread evenly across all projectiles.<br />
**'''Drain (% of damage)''': Power and Shield Drain systems transfer a percentage of the damage they deal back to the ship operating the system.<br />
**Push Pulse has its strength expressed as '''Force (unknown unit)''', as it moves entities rather than damaging them.<br />
*'''Power (per activation)''': The power cost of firing a weapon. <br />
**Beam power costs are expressed as "'''Power (energy/second)'''" due to their time-based activation. <br />
*'''Reload (seconds)''': The time, from firing, until the weapon can fire again. Note that beam reload times also start at first firing, not at the end of their pulse (firing time overlaps reload time)<br />
**'''Burst Time (seconds)''': For beams only, this value states how long a beam fires for.<br />
**'''Hit Rate (hits per second)''': For beams only, this value states how many times per second a beam deals damage while firing.<br />
*'''Range (sectors)''': The range, in sectors, which a given weapon can fire to. <br />
**Range is expressed in sectors so that it scales with non-default configs: If one is interested in measuring this in metres, the default sector size is 2000m.<br />
*'''Speed (times server max)''': The speed, in multiples of the server maximum value, which a weapon's projectile travels at. <br />
**This is also expressed in multiples of maximum speed for scaling purposes. <br />
**To view these speeds in m/s for the default config, multiply it by the default maximum speed of 75m/s. <br />
**If playing on a non-default server (and being unaware of the config value used for maximum speed), this value can be found by viewing any weapon's stated speed in the Weapon Menu (Accessed by pressing {{K|Weapon Menu}}) and, referring to these tables, dividing the stated value by the speed multiplier of that weapon.<br />
*'''Projectiles''': The number of projectiles this weapon fires. 1 is the default for non-Missile-slaved weapons. <br />
**''Weapons with multiple projectiles (excluding missiles) fire in a "shotgun" pattern (non-randomized) which is unsuited for most combat, besides at very close range, or in "target-rich environments".''<br />
*'''Homing''': For missiles only, this expresses the behavior of missile projectiles, which are explained below:<br />
**Dumb-fire: This missile does not home in, and will fly in a straight line like any other projectile.<br />
**Heat-seeking: This missile will home in on any target, friend or foe, with targeting priority based approximately on distance. <br />
***''Use with caution: these are not practical if flying with allies, as friendly fire is very likely.''<br />
**Lock-on: This missile, when aimed at a target for long enough, will lock onto it. When fired, a missile which has locked on to a target will home in, attempting to hit it.<br />
*'''Blast radius (metres max.)''': The maximum effect radius, in metres, of a given pulse or missile system.<br />
<br />
The second column states if the value is increased with each module added (linearly, therefore TotalValue = BlockCount * ValuePerModule). Secondary and tertiary systems add their module counts to the effective block count for per-module values, with one caveat: If the slaved system's block count is ''greater'' than the primary system's block count, only an amount equal to the primary system's block count is added. <br />
<br />
Next, the second section, "Secondary Stats", shows the values for the given weapon, when affected by the stated secondary system (as specified by the column header) at 100% effectiveness.<br />
<br />
The following table details the statistics of weapon systems, as well as their statistics when modified by secondary systems. Bear in mind that the minimum block count for a weapon with 1 slave (secondary ''or'' tertiary) is 2, and is 3 blocks with 2 slaves (secondary ''and'' tertiary). See the [[Support Tool Systems]] section for descriptions of the effects on those systems.<br />
<br />
===Cannon Statistics===<br />
{|class="wikitable"<br />
|+Cannon<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse<br />
|-<br />
| Damage (per activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 10 || style="text-align:right" | 1 || style="text-align:right" | 20 || style="text-align:right" | 40 || style="text-align:right" | 160<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 0.1 || style="text-align:right" | 2 || style="text-align:right" | 4 || style="text-align:right" | 16<br />
|-<br />
| Range (sectors)<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 3 || style="text-align:right" | 1<br />
|-<br />
| Speed (times server max)<br />
| style="text-align:center" | no || style="text-align:right" | 12.5 || style="text-align:right" | 12.5 || style="text-align:right" | 12.5 || style="text-align:right" | 25 || style="text-align:right" | 12.5<br />
|-<br />
| Power (energy/activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 100 || style="text-align:right" | 10 || style="text-align:right" | 200 || style="text-align:right" | 400 || style="text-align:right" | 1600<br />
|-<br />
| Projectiles<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 10 || style="text-align:right" | 1 || style="text-align:right" | 1<br />
|} <!--Cannon--><br />
<br />
===Missile Statistics===<br />
{|class="wikitable"<br />
|+Missile<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse<br />
|-<br />
| Damage (per activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 300 || style="text-align:right" | 20 || style="text-align:right" | 300 || style="text-align:right" | 900 || style="text-align:right" | 1800<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 15 || style="text-align:right" | 1 || style="text-align:right" | 15 || style="text-align:right" | 45 || style="text-align:right" | 90<br />
|-<br />
| Range (sectors)<br />
| style="text-align:center" | no || style="text-align:right" | 1.6 || style="text-align:right" | 1.6 || style="text-align:right" | 1.6 || style="text-align:right" | 4.8 || style="text-align:right" | 1.6<br />
|-<br />
| Speed (times server max)<br />
| style="text-align:center" | no || style="text-align:right" | 2.48 || style="text-align:right" | 7.44 || style="text-align:right" | 1.24 || style="text-align:right" | 4.96 || style="text-align:right" | 0.827<br />
|-<br />
| Power (energy/activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 1500 || style="text-align:right" | 100 || style="text-align:right" | 1500 || style="text-align:right" | 4500 || style="text-align:right" | 9000<br />
|-<br />
| Projectiles<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 10 || style="text-align:right" | 1 || style="text-align:right" | 1<br />
|-<br />
| Blast Radius (metres max.)<br />
| style="text-align:center" | no || style="text-align:right" | 12 || style="text-align:right" | 6 || style="text-align:right" | 4 || style="text-align:right" | 12 || style="text-align:right" | 48<br />
|-<br />
| Homing<br />
| style="text-align:center" | no || style="text-align:right" | Dumb-fire || style="text-align:right" | Dumb-fire || style="text-align:right" | Heat-seeker || style="text-align:right" | Lock-on || style="text-align:right" | Lock-on<br />
|} <!--Missile--><br />
<br />
===Damage Beam Statistics===<br />
{|class="wikitable"<br />
|+Damage Beam<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse <br />
|-<br />
| Damage (damage/hit)<br />
| style="text-align:center" | yes || style="text-align:right" | 10 || style="text-align:right" | 2 || style="text-align:right" | 10 || style="text-align:right" | 30 || style="text-align:right" | 110<br />
|-<br />
| Hit Rate (hit/sec)<br />
| style="text-align:center" | no || style="text-align:right" | 5 || style="text-align:right" | 5 || style="text-align:right" | 5 || style="text-align:right" | 5 || style="text-align:right" | 5<br />
|-<br />
| Burst Time (secs/activation)<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 1<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 5 || style="text-align:right" | 1 || style="text-align:right" | 5 || style="text-align:right" | 15 || style="text-align:right" | 55<br />
|-<br />
| Power (energy/second)<br />
| style="text-align:center" | yes || style="text-align:right" | 500 || style="text-align:right" | 100 || style="text-align:right" | 500 || style="text-align:right" | 1500 || style="text-align:right" | 5500<br />
|-<br />
| Range (sectors)<br />
| style="text-align:center" | no || style="text-align:right" | 0.5 || style="text-align:right" | 0.5 || style="text-align:right" | 0.5 || style="text-align:right" | 1.5 || style="text-align:right" | 0.5<br />
|-<br />
| Projectiles<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 10 || style="text-align:right" | 1 || style="text-align:right" | 1<br />
|} <!--Damage Beam--><br />
<br />
===Damage Pulse Statistics===<br />
{|class="wikitable"<br />
|+Damage Pulse<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse<br />
|-<br />
| Damage (per activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 100 || style="text-align:right" | 20 || style="text-align:right" | 20 || style="text-align:right" | 300 || style="text-align:right" | 600<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 10 || style="text-align:right" | 2 || style="text-align:right" | 2 || style="text-align:right" | 30 || style="text-align:right" | 60<br />
|-<br />
| Power (energy/activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 500 || style="text-align:right" | 100 || style="text-align:right" | 100 || style="text-align:right" | 1500 || style="text-align:right" | 6000<br />
|-<br />
| Blast Radius (metres max.)<br />
| style="text-align:center" | no || style="text-align:right" | 10 || style="text-align:right" | 10 || style="text-align:right" | 10 || style="text-align:right" | 25 || style="text-align:right" | 40<br />
|} <!--Damage Pulse--><br />
<br />
===Power Drain Statistics===<br />
{|class="wikitable"<br />
|+Power Drain<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse<br />
|-<br />
| Damage (damage/hit)<br />
| style="text-align:center" | yes || style="text-align:right" | 100 || style="text-align:right" | 5 || style="text-align:right" | 100 || style="text-align:right" | 300 || style="text-align:right" | 600<br />
|-<br />
| Drain (% of damage)<br />
| style="text-align:center" | no || style="text-align:right" | 75% || style="text-align:right" | 75% || style="text-align:right" | 75% || style="text-align:right" | 75% || style="text-align:right" | 75%<br />
|-<br />
| Hit Rate (hit/sec)<br />
| style="text-align:center" | no || style="text-align:right" | 2 || style="text-align:right" | 20 || style="text-align:right" | 2 || style="text-align:right" | 2 || style="text-align:right" | 0.333<br />
|-<br />
| Burst Time (secs/activation)<br />
| style="text-align:center" | no || style="text-align:right" | 2.5 || style="text-align:right" | 2.5 || style="text-align:right" | 2.5 || style="text-align:right" | 2.5 || style="text-align:right" | 15<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 5 || style="text-align:right" | 2.5 || style="text-align:right" | 5 || style="text-align:right" | 15 || style="text-align:right" | 30<br />
|-<br />
| Power (energy/second)<br />
| style="text-align:center" | yes || style="text-align:right" | 50 || style="text-align:right" | 50 || style="text-align:right" | 50 || style="text-align:right" | 150 || style="text-align:right" | 300<br />
|-<br />
| Range (sectors)<br />
| style="text-align:center" | no || style="text-align:right" | 0.24 || style="text-align:right" | 0.24 || style="text-align:right" | 0.24 || style="text-align:right" | 0.72 || style="text-align:right" | 0.24<br />
|-<br />
| Projectiles<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 10 || style="text-align:right" | 1 || style="text-align:right" | 1<br />
|} <!--Power Drain--><br />
<br />
===Shield Drain Statistics===<br />
{|class="wikitable"<br />
|+Shield Drain<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse<br />
|-<br />
| Damage (damage/hit)<br />
| style="text-align:center" | yes || style="text-align:right" | 10 || style="text-align:right" | 0.5 || style="text-align:right" | 10 || style="text-align:right" | 30 || style="text-align:right" | 60<br />
|-<br />
| Drain (% of damage)<br />
| style="text-align:center" | no || style="text-align:right" | 50% || style="text-align:right" | 50% || style="text-align:right" | 50% || style="text-align:right" | 50% || style="text-align:right" | 50%<br />
|-<br />
| Hit Rate (hit/sec)<br />
| style="text-align:center" | no || style="text-align:right" | 2 || style="text-align:right" | 20 || style="text-align:right" | 2 || style="text-align:right" | 2 || style="text-align:right" | 0.333<br />
|-<br />
| Burst Time (secs/activation)<br />
| style="text-align:center" | no || style="text-align:right" | 2.5 || style="text-align:right" | 2.5 || style="text-align:right" | 2.5 || style="text-align:right" | 2.5 || style="text-align:right" | 15<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 5 || style="text-align:right" | 2.5 || style="text-align:right" | 5 || style="text-align:right" | 15 || style="text-align:right" | 30<br />
|-<br />
| Power (energy/second)<br />
| style="text-align:center" | yes || style="text-align:right" | 200 || style="text-align:right" | 200 || style="text-align:right" | 200 || style="text-align:right" | 600 || style="text-align:right" | 1200<br />
|-<br />
| Range (sectors)<br />
| style="text-align:center" | no || style="text-align:right" | 0.24 || style="text-align:right" | 0.24 || style="text-align:right" | 0.24 || style="text-align:right" | 0.72 || style="text-align:right" | 0.24<br />
|-<br />
| Projectiles<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 10 || style="text-align:right" | 1 || style="text-align:right" | 1<br />
|} <!--Shield Drain--><br />
<br />
===Push Pulse Statistics===<br />
{|class="wikitable"<br />
|+Push Pulse<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse<br />
|-<br />
| Force (unknown unit)<br />
| style="text-align:center" | yes || style="text-align:right" | 25 || style="text-align:right" | 5 || style="text-align:right" | 5 || style="text-align:right" | 25 || style="text-align:right" | 150<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 5 || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 5 || style="text-align:right" | 30<br />
|-<br />
| Power (energy/activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 250 || style="text-align:right" | 50 || style="text-align:right" | 50 || style="text-align:right" | 750 || style="text-align:right" | 1500<br />
|-<br />
| Blast Radius (metres)<br />
| style="text-align:center" | no || style="text-align:right" | 100 || style="text-align:right" | 100 || style="text-align:right" | 100 || style="text-align:right" | 250 || style="text-align:right" | 100<br />
|} <!--Push Pulse--><br />
<br />
==Trivia==<br />
[[File:Old_Weapon_Combos.png|thumb|right|An old chart displaying planned weapon combinations for StarMade v0.15; note the mention of Mine Layers.]]<br />
<br />
*A 5th weapon system, called the "Mine Layer", was originally planned<ref>https://twitter.com/star_made/status/431591890811506688</ref> as part of the Weapon System update of StarMade v0.15<ref>https://www.star-made.org/news/patch-day-starmade-0-15</ref> but was put on hold before the launch of that update<ref>https://starmadedock.net/threads/weapons-demonstration-news-and-discussion.971/#post-12628</ref>. Mines were later readded.<br />
**It was to lay free-floating mines that would explode upon contact with an entity, or after a certain amount of time had passed.<br />
** Its property when used as a secondary system was to be "Delayed Action", giving the primary system time-based charging or delay functions. For example, the Damage Beam + Mine Layer combination was to allow the player to hold {{K|Attack}} to charge a more powerful shot. <br />
*Push Pulse, when first introduced, applied an "EMP" effect (no relation to the currently-existing effect system) which caused ships to temporarily lose control of thrust and rotation, as well as pushing them. <br />
**This effect was later removed after the development of small drones which used rapid-fire Push Pulse to permanently disable ships of any size. The majority of these drones were referred to as "skoomdrones"<ref>https://starmadedock.net/threads/the-ultimate-drone-r-d-thread.3246/page-16#post-57364</ref> or, in their prototypical phase, "skoomseekers"<ref>https://starmadedock.net/threads/the-ultimate-drone-r-d-thread.3246/page-10#post-54310</ref>.<br />
<br />
==References==<br />
{{Reflist}}</div>14bauhrhttps://starmadepedia.net/index.php?title=Defense_Systems&diff=11750Defense Systems2021-01-12T17:09:41Z<p>14bauhr: removed outdated stuff</p>
<hr />
<div>{{WIP}}<br />
<br />
In [[StarMade]], players will often face a variety of threats to the safety of themselves and their entities (ships, stations, turrets or otherwise). Regardless of whether the attackers are players, NPCs, or both at once, the ways in which a player can ensure their survival are the same. This page details these mechanics by which a player can ensure the safety of their entities.<br />
<br />
==Summary==<br />
<br />
Here is a brief breakdown of the various mechanics which are relevant to defense.<br />
*'''Shields:''' A regenerating HP pool which absorbs all incoming damage until depleted. When depleted, they enter a brief "outage" phase (wherein they do not recharge) before beginning to regenerate again.<br />
**'''Defensive Ion Effect:''' Decreases damage dealt to shields by up to 60% when active.<br />
*'''Hit Points (HP):''' Every block has a set HP value, representing its own structural integrity. When the HP of a block is reduced to 0, it is destroyed.<br />
*'''Armor:''' A flat percentage value granted to a range of blocks, which reduces damage dealt to that block by the stated percentage. Applied before AHP absorption.<br />
*'''Armor HP (AHP):''' A non-regenerating HP pool which absorbs 50% (without defensive effects) of all damage dealt to any block which contributes to the AHP pool (in short, all tiers of hull and doors). Applied after armor reduction, and stacks multiplicatively with it.<br />
**'''Defensive Piercing Effect:''' Increases the amount of damage absorbed by AHP to a maximum of 75% (from 50%) <br />
**'''Defensive Punch-Through Effect:''' Reduces damage taken by AHP by up to 25%. Does not change amount of damage absorbed, but rather acts as an Armor value for the AHP pool itself.<br />
*'''Structure HP (SHP):''' A non-regenerating HP pool which serves as a measure of an entity's integrity. As it decreases, various penalties are applied to the entity. When it is reduced to 50%, the entity will overheat: this ejects any pilot in its [[Ship Core]] and renders it inoperable. An overheating entity has a countdown, proportional to the entity's size, before it collapses, disappearing altogether. This countdown can be stopped, and the entity rendered operable again, by "rebooting" it.<br />
*'''Turrets:''' Although not exclusively defensive in nature, AI-controlled turrets still play key roles in entity defense:<br />
**Shooting down incoming missiles, neutralizing damage which would otherwise have to be mitigated by shields or armor.<br />
**Allowing heavy, slow-turning ships to apply damage to smaller, more maneuverable vessels.<br />
<br />
==Shields==<br />
<br />
Shields are the first layer of an entity's defenses. A shield system relies on two blocks: the [[Shield Capacitor]] and the [[Shield-Recharger]]. The capacity of the shield is dependent on the number of Shield Capacitors, and its rate of regeneration is dependent on the number of Shield-Rechargers. While an entity has any shield remaining, it will not take block damage. Once the shield is depleted, it is rendered temporarily vulnerable. <br />
<br />
Once a ship's shields have reached 0 HP, they will stop recharging for 10 seconds. After this 10 seconds has elapsed, the shields will begin recharging once more. However, if the ship is still taking damage, it is likely that they will be rapidly depleted again, and another 10 second recovery time will begin, leaving the ship open to continued damage.<br />
<br />
Unlike most other ship systems, shield systems require no controller, nor do they have any placement rules which affect efficiency. This often serves to make them an ideal filler block, being used in small spaces where other blocks, which require efficient placement, would go to waste. The only design consideration is deciding what values of shield capacity and regeneration are desirable; bearing in mind the power demands the [[Shield-Recharger]]s will make on the ship's [[Power_Systems|power system]].<br />
<br />
The strength of a shield can be increased using the [[Ion Effect Computer|Ion Effect system]]: this will reduce damage taken by shields by up to 60%, effectively functioning as an Armor value for shields. This is explained in more detail in the [[#Defensive Effects|Defensive Effects]] section below.<br />
<br />
===Shield Rules===<br />
{| class="wikitable"<br />
|-<br />
! '''LEGEND'''<br />
|-<br />
| '''C''' || Shield Capacity<br />
|-<br />
| '''N<sub>C</sub>''' || Number of Shield Capacitators<br />
|-<br />
| '''N<sub>R</sub>''' || Number of Shield-Rechargers<br />
|-<br />
| '''R''' || Shield Regeneration per Second<br />
|-<br />
| '''S''' || Current amount of shields<br />
|-<br />
| '''P''' || Power Usage<br />
|}<br />
<br />
The exact capacity, regeneration, and power consumption of a shield system can be calculated by using a few different formulas.<br />
Any decimal results produced by these formulas should be rounded down to the nearest whole number. <br />
<br />
The shield capacity, '''C''', of a ship with '''N<sub>C</sub>''' number of [[Shield Capacitor]]s, can be found by the formula: <br><br />
<tt style="font-size: large">'''C''' = '''N<sub>C</sub>'''<sup>0.9791797578</sup> * '''110''' + '''220'''</tt>.<br />
<br />
The shield regeneration per second, '''R''', of a ship with '''N<sub>R</sub>''' number of [[Shield-Recharger]]s, can be found by the formula: <br><br />
<tt style="font-size: large">'''R''' = '''N<sub>R</sub>''' * '''5.5'''</tt><br />
<br />
Upon taking a hit, the shield regeneration per second drops to <br><br />
<tt style="font-size: large">'''R''' = '''N<sub>R</sub>''' * '''5.5''' * '''0.25''' * ('''1''' - '''0.5''' * '''S''' / '''C''')</tt> <br><br />
for one minute, where '''S''' is the current amount of remaining shields (effectively reducing the shield regeneration to 12.5% when shields are at max capacity, increasing as shield levels drop, reaching 25% when your ship's shields are depleted)<br />
<br />
The power usage per second, '''P''', for a given number of [[Shield-Recharger]]s changes depending on whether or not the ship's shields are fully charged. <br />
<br />
If the shields are fully charged: <br><br />
<tt style="font-size: large">'''P''' = '''R''' </tt><br />
<br />
If the shields are not fully charged: <br><br />
<tt style="font-size: large">'''P''' = '''10''' * '''R''' </tt><br />
<br />
==Armor==<br />
All blocks have an armor value, although in the majority of cases it is 0%. Non-0% armor values decrease damage dealt to that block by the given percentage. For example, consider a 400-damage cannon projectile striking a block of Advanced Armor (250HP, 75% armor reduction). 400 reduced by 75% is 100, and so the Advanced Armor block takes only 100HP of damage. <br />
<br />
==Hit Points==<br />
All blocks also have a Hit Points (HP) value, representative of that block's durability and integrity (stronger blocks, like armor, have higher HP). When the HP of a block reaches 0, it is destroyed. <br />
<br />
Damaged blocks can be repaired by [[Astrotech Computer|Astrotech Beams]].<br />
<br />
As the HP of a block decreases, it appears progressively more dented and darkened, with almost-broken blocks approaching black in colouration and being very visibly crumpled. Destroyed blocks break into fragments which will bounce around for a duration before disappearing altogether.<br />
<br />
As well as individual block HP, entities have two overall HP pools: Structure HP and Armor HP, both of which are detailed below.<br />
<br />
===Structure HP===<br />
Structure HP, abbreviated to "SHP", is a measure of the overall structural integrity of a ship. Its maximum value is the sum of each block in the ship's individual SHP contribution: systems blocks such as power, shields, and weapons are the primary contributors to the SHP total. Armor and miscellaneous blocks provide very small SHP contributions. Any block that is intangible, or can become intangible (such as door blocks) provide no SHP: this prevents the creation of effectively-invulnerable pools of hitpoints.<br />
<br />
SHP, being the measure of a ship's integrity, also defines when it is destroyed. When blocks on a ship are destroyed, the ship loses SHP proportional to both the SHP contribution of the block, and the overall size of the ship (the maximum SHP value remains unchanged, so that how damaged the ship is can be measured). As SHP decreases, various penalties are applied to the ship. <br />
<br />
Once SHP has decreased to 50% of its maximum, the ship enters an "overheating" state. When a ship begins overheating, any player who is piloting it, or in a block such as a weapon computer or [[Build Block]], will be ejected: there are no direct penalties to the pilot or crew, but they will likely be threatened by whatever force has overheated their ship. An overheating ship has a countdown, proportional to its size, before it "collapses", disappearing altogether: this countdown can be stopped by [[#Rebooting|rebooting]] the ship. Overheating ships are inoperable, and the core cannot be entered until rebooted.<br />
<br />
While a ship's structure HP is at 100%, it can be edited normally, with no negative effect. However, when its SHP is below 100%, it cannot be edited without consequences: removing blocks will only remove their SHP value from the current HP amount, and adding blocks will only add their SHP value to the maximum SHP amount. In this way, any change made to a damaged ship will cause its current SHP% to decrease, eventually causing it to overheat if too many changes are made.<br />
<br />
The table below displays the penalties applied to an entity as structure HP decreases. To ensure clarity, the definition of each term is explained beforehand:<br />
<br />
*'''SHP %''': When the entity's current SHP % is less than this, the stated penalties are in effect.<br />
*'''Power Recharge''': The percentage, of the normal value, which power regenerates at. Does not have any effect on [[Power Auxiliary|Power Auxiliaries]].<br />
*'''Shield Recharge''': The percentage, of the normal value, which shields regenerate at.<br />
*'''Thrust''': The percentage, of the normal value, which maximum speed is set to (thrust output, power cost, and thrust:mass ratio are seemingly unchanged) <br />
*'''Control Loss''': Makes the entity unresponsive to player input of any sort, besides rebooting. Particularly harmful if the ship is part-way through a rotation, as the pilot will be unable to stop the rotation.<br />
<br />
{|class="wikitable"<br />
|+SHP Damage Penalties<br />
|-<br />
!SHP %<br />
!Power Recharge<br />
!Shield Recharge<br />
!Thrust<br />
!Control Loss<br />
!Overheating<br />
|-<br />
|90%<br />
|90%<br />
|90%<br />
|90%<br />
|No<br />
|No<br />
|-<br />
|80%<br />
|80%<br />
|80%<br />
|80%<br />
|No<br />
|No<br />
|-<br />
|70%<br />
|70%<br />
|70%<br />
|70%<br />
|No<br />
|No<br />
|-<br />
|60%<br />
|50%<br />
|50%<br />
|50%<br />
|No<br />
|No<br />
|- style="background-color:#e69500" <br />
|55%<br />
|50% <br />
|50% <br />
|50% <br />
|Yes <br />
|No<br />
|- style="background-color:#e60000" <br />
|50%<br />
|0%<br />
|0%<br />
|50%<br />
|Yes<br />
|Yes<br />
|}<br />
===Armor HP===<br />
Armor HP, abbreviated AHP, is a damage mitigation pool which applies only to armored blocks. As with SHP, its maximum value is the sum of individual blocks' AHP values. Comparatively few blocks contribute to AHP: Only door blocks (Glass Doors, Plex Doors, Blast Doors, and Forcefields) and all types of hull/armor (Basic, Standard, Advanced and Crystal). AHP absorbs 50% of damage dealt to any block which contributes to the AHP pool; this absorption takes place after per-block armor reduction. Note that AHP will only apply its absorption to blocks which have an AHP value themselves, and will not affect damage dealt to systems such as power or shields.<br />
<br />
For example, consider a 400-damage cannon projectile striking a block of Advanced Armor (as mentioned in the Armor section), but this time factoring in AHP as well. The Advanced Armor block reduces the 400 damage by 75%, to 100 damage, but this is not actually dealt to the block yet. Armor HP absorbs 50% of this reduced amount, and so 50 damage is dealt to the Advanced Armor block, with the other 50 damage being taken by the AHP pool instead. <br />
<br />
The amount which armor HP absorbs can be increased by using the Piercing Effect defensively, and Punch-Through Effect will reduce the damage taken by the AHP pool, effectively negating up to 25% of all damage which it absorbs. These are explained in more detail in the [[#Defensive Effects|Defensive Effects]] section.<br />
<br />
Because AHP takes damage based on incoming damage, ''not'' block destruction (Like SHP), it can often be depleted far in advance of all armor blocks on a ship being destroyed. When AHP reaches 0, it will no longer be able to absorb any of the damage dealt to armor blocks.<br />
<br />
===Effective HP===<br />
An important concept to understand, when designing a ship's defenses, is that of Effective HP (EHP). This is the amount of damage it takes to destroy a block, accounting for armor and armor HP reductions. For a given block, its EHP can be found by the following formula. ''Note that percentages should be expressed as their decimal forms, in order to produce correct results. Armor HP reduction is 50% (0.5) by default, and reaches a maximum of 75% (0.75) with 25% Piercing Effect.''<br />
<br />
<big>'''EHP''' = '''BlockHP''' / ( '''1''' - '''Armor%''' ) / ( '''0.5''' - '''Piercing%''' )</big> <br />
<br />
The table below lists effective HP values for hull, standard armor and advanced armor. EHP values are displayed for 3 distinct states of damage reduction: AHP+25% Piercing Effect, AHP, and no AHP.<br />
<br />
{|class="wikitable"<br />
|+ Armor EHP<br />
! Armor Tier !! AHP+Piercing !! AHP Only !! No AHP<br />
|-<br />
| [[:Category:Hull|Hull]] ||style="text-align:right"| 300 ||style="text-align:right"| 150 ||style="text-align:right"| 75<br />
|-<br />
| [[:Category:Standard|Standard Armor]] ||style="text-align:right"| 1,000 ||style="text-align:right"| 500 ||style="text-align:right"| 250<br />
|-<br />
| [[:Category:Advanced|Advanced Armor]] ||style="text-align:right"| 4,000 ||style="text-align:right"| 2,000 ||style="text-align:right"| 1,000<br />
|}<br />
<br />
A simple [https://www.desmos.com/calculator/scuhccyzn5 Desmos graph] displays the change in an armor block's EHP as Piercing Effect is added to AHP absorption.<br />
<br />
===Rebooting===<br />
A ship can be "rebooted" to reset its current SHP to 100%, also stopping it from overheating, if it currently is. Specifically, this sets the maximum SHP value of the ship to the sum of every remaining block's SHP value. Rebooting is accomplished by pressing {{K|Reboot}}, if in the ship, or simply activating the core by pressing {{K|Activate module}}. Rebooting takes a minimum of 30 seconds, with larger ships taking proportionally longer to reboot.<br />
<br />
The formula below is believed to accurately express the reboot time, in seconds, of a given ship. This value is partially dependent on the current SHP, as a percentage, of the ship being rebooted. Mass is the most significant driver of reboot time, and very large ships can take exceedingly long periods to reboot. <br />
<br />
<big>'''RebootTime''' = '''40''' - '''CurrentSHP%''' * '''10''' + '''ShipMass''' * '''0.0002'''</big><br />
<br />
Note that rebooting a ship will not reset its AHP value. AHP must be repaired at any station with shop capabilities; this includes player-made stations with [[Shop Module|Shop Modules]]. Repairs cost 1 credit per AHP repaired.<br />
<br />
==Turrets==<br />
Any entity can have turrets docked to it; separate entities which rotate freely about a [[Rail Turret Axis]], usually working in pairs to provide both axes of motion. Although not exclusively a defensive weapon, turrets play some key roles in defending an entity, both in shooting down missiles, and in protecting large, lumbering ships from more nimble harrassers.<br />
<br />
===Anti-Missile===<br />
The foremost defensive use of turrets is in shooting down enemy missiles, readily negating often significant amounts of potential damage. Turrets used for this purpose are referred to as point-defense (PD), point-defense turrets (PDT), or sometimes anti-missile turrets (AMT). The term CIWS (Close-In Weapon System) also sees some use, as this is the real-world equivalent of such systems.<br />
<br />
For a turret to shoot down missiles, it must be equipped with [[Cannon Computer|cannons]]: these are the only type of weapon which can damage missiles. Missiles have only 1 HP, and are therefore destroyed by any hit. Although a player operating a point-defense turret is technically possible, it is not advisable, as missiles do not have navigation markers, and players cannot reasonably match the rate at which AI can track and destroy them. Therefore, a point defense turret should also be equipped with a [[BOBBY AI Module]] set to behave as a turret, and ordered to target missiles in particular. <br />
<br />
The weapons utilized by a point-defense turret have a few peculiarities, due to their specialized role. First and foremost, one must note that all [[Effects|tertiary effects]] are of no use on a point-defense turret: all it needs to do is deal 1 damage to each missile, and every tertiary effect simply modifies the effect of a weapon's damage, which is redundant when the target will die in one hit. As cannons are the only weapon type which can damage missiles, options are somewhat limited. The most important characteristic of a point-defense turret is to produce a great volume of fire, therefore increasing the chance of the turret hitting its target. The preeminent weapon combination, therefore, is cannon/cannon, due to its high rate of fire. <br />
<br />
A useful supplementary (but not primary, especially for-point defense) choice of weapon is cannon/missile, owing to its shotgun-like effect (producing a spread of 10 projectiles per firing of the weapon). This spread can prove useful against missile/missile systems (which also launch many projectiles), as the large area of a cannon/missile spread makes them more likely to collide with such clusters of missiles. However, it has a lower rate of fire than cannon/cannon, and, due to its arbitrary and non-centered spread (none of the projectiles fired fire directly forwards), is unsuited for use in most cases, particularly with AI. This is because an AI does not recognize the pattern which cannon/missile fires in, and simply aims as though the projectile will fire directly forwards.<br />
<br />
===Anti-Ship===<br />
Turrets are, of course, of particular use in defending slow or stationary targets against faster-moving entities which a large ship cannot neccessarily bring its main guns to bear on. This is a fairly broad topic, of course, and design varies significantly as it is not such a specific role as point-defense. There are no particular specifications to be upheld, as long as the turret is effective within the relevant context. <br />
<br />
A designer should, however, pay particular attention to the area which their turrets are able to target, and work to eliminate blind-spots where possible.<br />
<br />
<br />
==Related==<br />
{{Game Mechanics Navigator}}<br />
<br />
[[Category:Ship]]<br />
[[Category:Game Mechanics]]</div>14bauhrhttps://starmadepedia.net/index.php?title=Old_Weapon_Systems&diff=11738Old Weapon Systems2021-01-02T13:32:11Z<p>14bauhr: </p>
<hr />
<div>{{Ambox<br />
| type = notice<br />
| text = '''This page is for the Old Weapon systems prior to Version 0.201.126.'''<br />
}}<br />
<br />
Weapon Systems in StarMade are used to deal damage to entities, be they players, ships, stations or other. Successful combat depends on both correct design and utilization of weapon systems.<br />
<br />
==Construction==<br />
Each weapon system consists of a computer [[Linking|linked]] to at least 1 module of the same type ([[Cannon Computer]] with [[Cannon Barrel]], etc.). Weapon modules in a physically-contiguous grouping are considered one group, and will output 1 projectile (unless modified otherwise). Larger groups have a directly proportionate increase in damage output and power cost per firing of the weapon. Although several groups can be linked to one computer, the total power cost is increased by 10% for every subsequent group for cannons and beams, and by 2.5% for missiles. Damage pulse has no penalty for multiple groups linked to the same computer.<br />
<br />
In each group, one block is defined as the "output": the location from which projectiles are emitted. The output of a group can be changed by aiming at the desired block and pressing {{K|Activate Module}}. The text which appears while aiming at a block will read "[R]: Make Output (CURRENT)" if that block is the current output for its group, and "[R]: Make Output" otherwise. The direction in which a weapon fires, relative to the ship it is on, depends on the orientation of the primary weapon computer. Because of this, players should be sure to place weapon computers in the default orientation unless they intend to make a weapon with non-standard characteristics (eg. vertical-launch missiles).<br />
<br />
===Weapon Types===<br />
<br />
Each weapon has the following general behaviors when used as a primary weapon. These are largely self-explanatory.<br />
{|class="wikitable"<br />
! System !! Effect<br />
|-<br />
| [[Damage Beam Computer|Damage Beam]] || A linear beam which travels instantly, dealing damage at regular intervals over a short burst.<br />
|-<br />
| [[Cannon Computer|Cannon]] || Fires relatively fast projectiles with reasonable penetration. <br />
|-<br />
| [[Missile Computer|Missile]] || Fires relatively slow projectiles which deal damage in an area. Most upgrades provide homing capabilities of some sort.<br />
|-<br />
| [[Damage Pulse Computer|Damage Pulse]] || Deals damage in a relatively large sphere directly in front of the output. Low power consumption due to difficulty of use.<br />
|}<br />
<br />
See the [[#Tables|Tables]] section for full numerical information on the attributes of each weapon system.<br />
<br />
===Support Tools as Weapons===<br />
Although the majority of the [[Support Tool Systems]] are, indeed, for use in supportive roles, a few of them are specifically useful as offensive tools, and are therefore detailed on this page. Those support tools which have offensive applications are detailed briefly in the table below.<br />
<br />
{|class="wikitable"<br />
! System !! Effect<br />
|-<br />
| [[Power Drain Computer|Power Drain Beam]] || A beam which drains the target's power, and transfers a percentage of the power drained to the ship firing the beam.<br />
|-<br />
| [[Shield Drain Computer|Shield Drain Beam]] || A beam which drains the target's shields, and transfers a percentage of the shields drained to the ship firing the beam.<br />
|-<br />
| [[Push Pulse Computer|Push Pulse]] || Emits a spherical pulse which pushes entities away, with a force proportional to the group's size.<br />
|-<br />
|}<br />
<br />
See the [[#Tables|Tables]] section for full numerical information on the attributes of each weapon system.<br />
<br />
==Linked Systems==<br />
The statistics of a weapon system can be modified by [[Linking|linking]] to other weapon systems or [[Effects|effects]]. Each weapon may only support 1 secondary and 1 tertiary system at a time.<br />
<br />
In linked weapon setups, the primary system is commonly referred to as the "master", with secondary and tertiary systems being termed "slaves". Only weapon systems can be used as secondary systems, not [[Support Tool Systems|support tool systems]]. Secondary systems provide the bulk of statistic alterations, affecting at least 2 of the following values: damage, power consumption, range, projectile speed, and projectile quantity. Secondary (and tertiary) systems are a trade-off: For example, a beam system slaved to a cannon quadruples the damage of the cannon, and doubles its projectile speed, but also quadruples both reload time and power consumption.<br />
<br />
Slaved systems lend their block-count to the primary system for purposes of damage and power calculations (which are linearly calculated per block), but do not act independently when slaved (they do not emit projectiles, and only the primary system is added to the hotbar and fired).<br />
<br />
The effectiveness of secondary and tertiary systems is derived from their size proportional to the primary weapon system: if the total block count of a slaved system is equal to that of the primary system, its modifications will be applied at 100% effectiveness. If the slave's block count is only 50% of the primary, all changes applied will be 50% as strong as normal. A slaved system cannot be more than 100% effective: block-counts greater than those of the primary system are redundant.<br />
<br />
Weapon systems can also have [[Effects|effects]] linked to them as tertiary systems, providing further modifications to weapon stats. These usually change what the weapon does with its damage output: for example, draining enemy power or shields, in exchange for dealing less block damage.<br />
<br />
===Secondary Systems===<br />
A secondary system is a weapon system which is slaved to another weapon system or [[Support Tool Systems|support tool system]], modifying its statistics based on the combination and the proportions thereof.<br />
<br />
Each weapon system has the following general effects when slaved to another weapon:<br />
<br />
{|class="wikitable"<br />
! System !! Effect<br />
|-<br />
| [[Damage Beam Computer|Damage Beam]] || Improves range, speed and damage. Increases power consumption and reload time.<br />
|-<br />
| [[Cannon Computer|Cannon]] || Decreases reload time and power consumption, but also damage per shot.<br />
|-<br />
| [[Missile Computer|Missile]] || Increases the number of projectiles. Slightly increases damage, reload time, and power consumption.<br />
|-<br />
| [[Damage Pulse Computer|Damage Pulse]] || Increases damage, reload time and power consumption significantly.<br />
|}<br />
<br />
See the [[#Tables|Tables]] section for detailed numerical information on how support systems affect linked weapons.<br />
<br />
===Tertiary Systems (Effects)===<br />
A tertiary system is an [[:Category:Effect|effect computer]] slaved to a weapon system. For the purposes of any per-module cost or value (damage and power consumption), effect modules increase the effective module count of the primary weapon, up to the same limits applied to secondary systems (cannot exceed 100% efficiency). Effects apply all of their modifications after total block count is found (and the stats before effects are calculated), including Overdrive's damage and power consumption increases.<br />
<br />
Each effect system has the following general effect when slaved a weapon system:<br />
<br />
{|class="wikitable"<br />
! Effect Computer !! Description<br />
|-<br />
| [[EMP Effect Computer]] || Converts weapon damage to power damage, reducing the power of the entity hit.<br />
|-<br />
| [[Explosive Effect Computer]] || For beam and cannon, spreads damage over the area immediately around the point of impact. Increases the radius of missile and pulse.<br />
|-<br />
| [[Ion Effect Computer]] || Increased damage to shields, but reduced damage to blocks.<br />
|-<br />
| [[Overdrive Effect Computer]] || Increases overall weapon damage at the expense of dramatically higher energy usage.<br />
|-<br />
| [[Piercing Effect Computer]] || For beams and cannons, increases block damage and reduces shield damage, as well as increasing [[Defense Systems#Armor HP|AHP]] damage. For missiles and pulses, increases blast radius.<br/>For all weapons, causes them to ignore 50% of a block's [[Defense Systems#Armor|armor]] value.<br />
|-<br />
| [[Punch-Through Effect Computer]] || For beams and cannons, increases block damage dealt, as well as increasing damage dealt to AHP.<br/>For missiles and pulses, increase blast radius, and increases AHP damage more significantly than it does for beams and cannons.<br />
|-<br />
| [[Push Effect Computer]] || Converts damage to a pulling effect on the target.<br />
|-<br />
| [[Pull Effect Computer]] || Converts damage to a pulling effect on the target.<br />
|-<br />
| [[Stop Effect Computer]] || Converts damage to a braking effect, reducing the target's velocity.<br />
|}<br />
<br />
See the [[#Tables|Tables]] section for detailed numerical information on how effect systems affect linked weapons.<br />
<br />
===Coloring===<br />
The projectile or effect color of any weapon can be altered by [[linking]] the primary weapon computer to any light emitting block.<br />
<br />
==Tables==<br />
<blockquote>Values in this section may be subject to change. This disclaimer is here to mark which StarMade version this is in accordance with, in order to prevent misinformation.<br/><br />
This section is up to date with: [https://www.star-made.org/news/starmade-v0-199-654-exploit-fixes StarMade v0.199.654, 22nd August 2017].</blockquote> <!-- When updating this section, only change this disclaimer to the version used when you are confident it is fully updated (Heillos, 9/10/2016) --><br />
<br />
===Summary Table===<br />
The table below offers a very brief summary of the effect which a given system will have when given a particular secondary system:<br />
{|class="wikitable"<br />
! rowspan="2" |Primary<br />
! colspan="4" |Secondary<br />
|-<br />
| Cannon<br />
| Missile<br />
| Damage Beam<br />
| Damage Pulse<br />
|-<br />
| '''Cannon'''<br />
| -Damage, -Reload, -Power Cost <br />
| +Damage, +Reload, +Power Cost, +Projectile Count<br />
| +Damage, +Reload, +Range, +Projectile Speed, +Power Cost <br />
| +Damage, +Reload, +Power Cost<br />
|-<br />
| '''Missile'''<br />
| -Damage, -Reload, -Power Cost,+Projectile Speed, -AoE<br />
| -Projectile Speed, +Projectile Count, -AoE, Heat-Seeking (indiscriminate)<br />
| +Damage, +Reload, +Range, +Power Cost, +Projectile Speed, Lock-On Homing<br />
| +Damage, +Reload, +Power Cost, -Projectile Speed, +AoE, Lock-On Homing<br />
|-<br />
| '''Damage Beam'''<br />
| -Damage, -Reload, -Power Cost<br />
| +Projectile Count<br />
| +Damage, +Reload, +Power Cost, +Range<br />
| +Damage, +Reload, +Power Cost<br />
|-<br />
| '''Damage Pulse'''<br />
| -Damage, -Reload, -Power Cost<br />
| -Damage, -Reload, -Power Cost<br />
| +Damage, +Reload, +Power Cost, +AoE<br />
| +Damage, +Reload, +Power Cost, +AoE <br />
|-<br />
| '''Power Drain'''<br />
| -Damage, +Hit Rate, -Reload, -Power Cost<br />
| +Projectile Count<br />
| +Damage, +Range, +Reload, +Power Cost<br />
| +Damage, -Hit Rate, +Reload, +Power Cost, +Burst Time<br />
|-<br />
| '''Shield Drain'''<br />
| -Damage, +Hit Rate, -Reload, -Power Cost<br />
| +Projectile Count<br />
| +Damage, +Range, +Reload, +Power Cost<br />
| +Damage, -Hit Rate, +Reload, +Power Cost, +Burst Time<br />
|-<br />
| '''Push Pulse'''<br />
| -Force, -Reload, -Power Cost<br />
| -Force, -Reload, -Power Cost<br />
| +Radius, +Power Cost<br />
| +Force, +Reload, +Power Cost<br />
|}<br />
<br />
===Definitions===<br />
Due to the large number of different values involved, information on weapon combinations is presented in relatively complex tables in the following sections. To ensure clarity, the structure of these tables, and specific meanings of the terms used, are specified herein.<br />
<br />
The first subsection of each table, "Primary Stats", details the base statistics of the weapon, without any slaves. The first column states the value, and unit thereof, for each row. A breakdown of these values is below:<br />
*'''Damage (per hit)''': Damage dealt per hit by this weapon. <br />
**Beams deal multiple hits per activation, at the rate specified by "'''Hit Rate (hits per second)'''". <br />
**Weapons with multiple projectiles have their damage spread evenly across all projectiles.<br />
**'''Drain (% of damage)''': Power and Shield Drain systems transfer a percentage of the damage they deal back to the ship operating the system.<br />
**Push Pulse has its strength expressed as '''Force (unknown unit)''', as it moves entities rather than damaging them.<br />
*'''Power (per activation)''': The power cost of firing a weapon. <br />
**Beam power costs are expressed as "'''Power (energy/second)'''" due to their time-based activation. <br />
*'''Reload (seconds)''': The time, from firing, until the weapon can fire again. Note that beam reload times also start at first firing, not at the end of their pulse (firing time overlaps reload time)<br />
**'''Burst Time (seconds)''': For beams only, this value states how long a beam fires for.<br />
**'''Hit Rate (hits per second)''': For beams only, this value states how many times per second a beam deals damage while firing.<br />
*'''Range (sectors)''': The range, in sectors, which a given weapon can fire to. <br />
**Range is expressed in sectors so that it scales with non-default configs: If one is interested in measuring this in metres, the default sector size is 2000m.<br />
*'''Speed (times server max)''': The speed, in multiples of the server maximum value, which a weapon's projectile travels at. <br />
**This is also expressed in multiples of maximum speed for scaling purposes. <br />
**To view these speeds in m/s for the default config, multiply it by the default maximum speed of 75m/s. <br />
**If playing on a non-default server (and being unaware of the config value used for maximum speed), this value can be found by viewing any weapon's stated speed in the Weapon Menu (Accessed by pressing {{K|Weapon Menu}}) and, referring to these tables, dividing the stated value by the speed multiplier of that weapon.<br />
*'''Projectiles''': The number of projectiles this weapon fires. 1 is the default for non-Missile-slaved weapons. <br />
**''Weapons with multiple projectiles (excluding missiles) fire in a "shotgun" pattern (non-randomized) which is unsuited for most combat, besides at very close range, or in "target-rich environments".''<br />
*'''Homing''': For missiles only, this expresses the behavior of missile projectiles, which are explained below:<br />
**Dumb-fire: This missile does not home in, and will fly in a straight line like any other projectile.<br />
**Heat-seeking: This missile will home in on any target, friend or foe, with targeting priority based approximately on distance. <br />
***''Use with caution: these are not practical if flying with allies, as friendly fire is very likely.''<br />
**Lock-on: This missile, when aimed at a target for long enough, will lock onto it. When fired, a missile which has locked on to a target will home in, attempting to hit it.<br />
*'''Blast radius (metres max.)''': The maximum effect radius, in metres, of a given pulse or missile system.<br />
<br />
The second column states if the value is increased with each module added (linearly, therefore TotalValue = BlockCount * ValuePerModule). Secondary and tertiary systems add their module counts to the effective block count for per-module values, with one caveat: If the slaved system's block count is ''greater'' than the primary system's block count, only an amount equal to the primary system's block count is added. <br />
<br />
Next, the second section, "Secondary Stats", shows the values for the given weapon, when affected by the stated secondary system (as specified by the column header) at 100% effectiveness.<br />
<br />
The following table details the statistics of weapon systems, as well as their statistics when modified by secondary systems. Bear in mind that the minimum block count for a weapon with 1 slave (secondary ''or'' tertiary) is 2, and is 3 blocks with 2 slaves (secondary ''and'' tertiary). See the [[Support Tool Systems]] section for descriptions of the effects on those systems.<br />
<br />
===Cannon Statistics===<br />
{|class="wikitable"<br />
|+Cannon<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse<br />
|-<br />
| Damage (per activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 10 || style="text-align:right" | 1 || style="text-align:right" | 20 || style="text-align:right" | 40 || style="text-align:right" | 160<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 0.1 || style="text-align:right" | 2 || style="text-align:right" | 4 || style="text-align:right" | 16<br />
|-<br />
| Range (sectors)<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 3 || style="text-align:right" | 1<br />
|-<br />
| Speed (times server max)<br />
| style="text-align:center" | no || style="text-align:right" | 12.5 || style="text-align:right" | 12.5 || style="text-align:right" | 12.5 || style="text-align:right" | 25 || style="text-align:right" | 12.5<br />
|-<br />
| Power (energy/activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 100 || style="text-align:right" | 10 || style="text-align:right" | 200 || style="text-align:right" | 400 || style="text-align:right" | 1600<br />
|-<br />
| Projectiles<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 10 || style="text-align:right" | 1 || style="text-align:right" | 1<br />
|} <!--Cannon--><br />
<br />
===Missile Statistics===<br />
{|class="wikitable"<br />
|+Missile<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse<br />
|-<br />
| Damage (per activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 300 || style="text-align:right" | 20 || style="text-align:right" | 300 || style="text-align:right" | 900 || style="text-align:right" | 1800<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 15 || style="text-align:right" | 1 || style="text-align:right" | 15 || style="text-align:right" | 45 || style="text-align:right" | 90<br />
|-<br />
| Range (sectors)<br />
| style="text-align:center" | no || style="text-align:right" | 1.6 || style="text-align:right" | 1.6 || style="text-align:right" | 1.6 || style="text-align:right" | 4.8 || style="text-align:right" | 1.6<br />
|-<br />
| Speed (times server max)<br />
| style="text-align:center" | no || style="text-align:right" | 2.48 || style="text-align:right" | 7.44 || style="text-align:right" | 1.24 || style="text-align:right" | 4.96 || style="text-align:right" | 0.827<br />
|-<br />
| Power (energy/activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 1500 || style="text-align:right" | 100 || style="text-align:right" | 1500 || style="text-align:right" | 4500 || style="text-align:right" | 9000<br />
|-<br />
| Projectiles<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 10 || style="text-align:right" | 1 || style="text-align:right" | 1<br />
|-<br />
| Blast Radius (metres max.)<br />
| style="text-align:center" | no || style="text-align:right" | 12 || style="text-align:right" | 6 || style="text-align:right" | 4 || style="text-align:right" | 12 || style="text-align:right" | 48<br />
|-<br />
| Homing<br />
| style="text-align:center" | no || style="text-align:right" | Dumb-fire || style="text-align:right" | Dumb-fire || style="text-align:right" | Heat-seeker || style="text-align:right" | Lock-on || style="text-align:right" | Lock-on<br />
|} <!--Missile--><br />
<br />
===Damage Beam Statistics===<br />
{|class="wikitable"<br />
|+Damage Beam<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse <br />
|-<br />
| Damage (damage/hit)<br />
| style="text-align:center" | yes || style="text-align:right" | 10 || style="text-align:right" | 2 || style="text-align:right" | 10 || style="text-align:right" | 30 || style="text-align:right" | 110<br />
|-<br />
| Hit Rate (hit/sec)<br />
| style="text-align:center" | no || style="text-align:right" | 5 || style="text-align:right" | 5 || style="text-align:right" | 5 || style="text-align:right" | 5 || style="text-align:right" | 5<br />
|-<br />
| Burst Time (secs/activation)<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 1<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 5 || style="text-align:right" | 1 || style="text-align:right" | 5 || style="text-align:right" | 15 || style="text-align:right" | 55<br />
|-<br />
| Power (energy/second)<br />
| style="text-align:center" | yes || style="text-align:right" | 500 || style="text-align:right" | 100 || style="text-align:right" | 500 || style="text-align:right" | 1500 || style="text-align:right" | 5500<br />
|-<br />
| Range (sectors)<br />
| style="text-align:center" | no || style="text-align:right" | 0.5 || style="text-align:right" | 0.5 || style="text-align:right" | 0.5 || style="text-align:right" | 1.5 || style="text-align:right" | 0.5<br />
|-<br />
| Projectiles<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 10 || style="text-align:right" | 1 || style="text-align:right" | 1<br />
|} <!--Damage Beam--><br />
<br />
===Damage Pulse Statistics===<br />
{|class="wikitable"<br />
|+Damage Pulse<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse<br />
|-<br />
| Damage (per activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 100 || style="text-align:right" | 20 || style="text-align:right" | 20 || style="text-align:right" | 300 || style="text-align:right" | 600<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 10 || style="text-align:right" | 2 || style="text-align:right" | 2 || style="text-align:right" | 30 || style="text-align:right" | 60<br />
|-<br />
| Power (energy/activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 500 || style="text-align:right" | 100 || style="text-align:right" | 100 || style="text-align:right" | 1500 || style="text-align:right" | 6000<br />
|-<br />
| Blast Radius (metres max.)<br />
| style="text-align:center" | no || style="text-align:right" | 10 || style="text-align:right" | 10 || style="text-align:right" | 10 || style="text-align:right" | 25 || style="text-align:right" | 40<br />
|} <!--Damage Pulse--><br />
<br />
===Power Drain Statistics===<br />
{|class="wikitable"<br />
|+Power Drain<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse<br />
|-<br />
| Damage (damage/hit)<br />
| style="text-align:center" | yes || style="text-align:right" | 100 || style="text-align:right" | 5 || style="text-align:right" | 100 || style="text-align:right" | 300 || style="text-align:right" | 600<br />
|-<br />
| Drain (% of damage)<br />
| style="text-align:center" | no || style="text-align:right" | 75% || style="text-align:right" | 75% || style="text-align:right" | 75% || style="text-align:right" | 75% || style="text-align:right" | 75%<br />
|-<br />
| Hit Rate (hit/sec)<br />
| style="text-align:center" | no || style="text-align:right" | 2 || style="text-align:right" | 20 || style="text-align:right" | 2 || style="text-align:right" | 2 || style="text-align:right" | 0.333<br />
|-<br />
| Burst Time (secs/activation)<br />
| style="text-align:center" | no || style="text-align:right" | 2.5 || style="text-align:right" | 2.5 || style="text-align:right" | 2.5 || style="text-align:right" | 2.5 || style="text-align:right" | 15<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 5 || style="text-align:right" | 2.5 || style="text-align:right" | 5 || style="text-align:right" | 15 || style="text-align:right" | 30<br />
|-<br />
| Power (energy/second)<br />
| style="text-align:center" | yes || style="text-align:right" | 50 || style="text-align:right" | 50 || style="text-align:right" | 50 || style="text-align:right" | 150 || style="text-align:right" | 300<br />
|-<br />
| Range (sectors)<br />
| style="text-align:center" | no || style="text-align:right" | 0.24 || style="text-align:right" | 0.24 || style="text-align:right" | 0.24 || style="text-align:right" | 0.72 || style="text-align:right" | 0.24<br />
|-<br />
| Projectiles<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 10 || style="text-align:right" | 1 || style="text-align:right" | 1<br />
|} <!--Power Drain--><br />
<br />
===Shield Drain Statistics===<br />
{|class="wikitable"<br />
|+Shield Drain<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse<br />
|-<br />
| Damage (damage/hit)<br />
| style="text-align:center" | yes || style="text-align:right" | 10 || style="text-align:right" | 0.5 || style="text-align:right" | 10 || style="text-align:right" | 30 || style="text-align:right" | 60<br />
|-<br />
| Drain (% of damage)<br />
| style="text-align:center" | no || style="text-align:right" | 50% || style="text-align:right" | 50% || style="text-align:right" | 50% || style="text-align:right" | 50% || style="text-align:right" | 50%<br />
|-<br />
| Hit Rate (hit/sec)<br />
| style="text-align:center" | no || style="text-align:right" | 2 || style="text-align:right" | 20 || style="text-align:right" | 2 || style="text-align:right" | 2 || style="text-align:right" | 0.333<br />
|-<br />
| Burst Time (secs/activation)<br />
| style="text-align:center" | no || style="text-align:right" | 2.5 || style="text-align:right" | 2.5 || style="text-align:right" | 2.5 || style="text-align:right" | 2.5 || style="text-align:right" | 15<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 5 || style="text-align:right" | 2.5 || style="text-align:right" | 5 || style="text-align:right" | 15 || style="text-align:right" | 30<br />
|-<br />
| Power (energy/second)<br />
| style="text-align:center" | yes || style="text-align:right" | 200 || style="text-align:right" | 200 || style="text-align:right" | 200 || style="text-align:right" | 600 || style="text-align:right" | 1200<br />
|-<br />
| Range (sectors)<br />
| style="text-align:center" | no || style="text-align:right" | 0.24 || style="text-align:right" | 0.24 || style="text-align:right" | 0.24 || style="text-align:right" | 0.72 || style="text-align:right" | 0.24<br />
|-<br />
| Projectiles<br />
| style="text-align:center" | no || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 10 || style="text-align:right" | 1 || style="text-align:right" | 1<br />
|} <!--Shield Drain--><br />
<br />
===Push Pulse Statistics===<br />
{|class="wikitable"<br />
|+Push Pulse<br />
!colspan="3"|Primary Stats !!colspan="4"|Secondary Stats<br />
|-<br />
!width="200pt" | Name (unit) !!width="90pt" | Per module !!width="110pt" | Values !!width="110pt" | Cannon !!width="110pt" | Missile !!width="110pt" | Damage beam !!width="110pt" | Damage pulse<br />
|-<br />
| Force (unknown unit)<br />
| style="text-align:center" | yes || style="text-align:right" | 25 || style="text-align:right" | 5 || style="text-align:right" | 5 || style="text-align:right" | 25 || style="text-align:right" | 150<br />
|-<br />
| Reload (seconds)<br />
| style="text-align:center" | no || style="text-align:right" | 5 || style="text-align:right" | 1 || style="text-align:right" | 1 || style="text-align:right" | 5 || style="text-align:right" | 30<br />
|-<br />
| Power (energy/activation)<br />
| style="text-align:center" | yes || style="text-align:right" | 250 || style="text-align:right" | 50 || style="text-align:right" | 50 || style="text-align:right" | 750 || style="text-align:right" | 1500<br />
|-<br />
| Blast Radius (metres)<br />
| style="text-align:center" | no || style="text-align:right" | 100 || style="text-align:right" | 100 || style="text-align:right" | 100 || style="text-align:right" | 250 || style="text-align:right" | 100<br />
|} <!--Push Pulse--><br />
<br />
==Trivia==<br />
[[File:Old_Weapon_Combos.png|thumb|right|An old chart displaying planned weapon combinations for StarMade v0.15; note the mention of Mine Layers.]]<br />
<br />
*A 5th weapon system, called the "Mine Layer", was originally planned<ref>https://twitter.com/star_made/status/431591890811506688</ref> as part of the Weapon System update of StarMade v0.15<ref>https://www.star-made.org/news/patch-day-starmade-0-15</ref> but was put on hold before the launch of that update<ref>https://starmadedock.net/threads/weapons-demonstration-news-and-discussion.971/#post-12628</ref>. Mines were later readded.<br />
**It was to lay free-floating mines that would explode upon contact with an entity, or after a certain amount of time had passed.<br />
** Its property when used as a secondary system was to be "Delayed Action", giving the primary system time-based charging or delay functions. For example, the Damage Beam + Mine Layer combination was to allow the player to hold {{K|Attack}} to charge a more powerful shot. <br />
*Push Pulse, when first introduced, applied an "EMP" effect (no relation to the currently-existing effect system) which caused ships to temporarily lose control of thrust and rotation, as well as pushing them. <br />
**This effect was later removed after the development of small drones which used rapid-fire Push Pulse to permanently disable ships of any size. The majority of these drones were referred to as "skoomdrones"<ref>https://starmadedock.net/threads/the-ultimate-drone-r-d-thread.3246/page-16#post-57364</ref> or, in their prototypical phase, "skoomseekers"<ref>https://starmadedock.net/threads/the-ultimate-drone-r-d-thread.3246/page-10#post-54310</ref>.<br />
<br />
==References==<br />
{{Reflist}}</div>14bauhrhttps://starmadepedia.net/index.php?title=Alien_Planet&diff=11737Alien Planet2021-01-02T13:17:48Z<p>14bauhr: Created page with "Alien Planets are a class of planets in the Universe that are covered in purple rock, vine-like bridges, pink and purple flora such as glow traps and yholes, and co..."</p>
<hr />
<div>Alien Planets are a class of [[Planet|planets]] in the Universe that are covered in purple rock, vine-like bridges, pink and purple flora such as glow traps and yholes, and contain some minerals below the surface.</div>14bauhr