Difference between revisions of "Old Weapon Systems"
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Revision as of 22:25, 9 July 2016
This article is a work-in-progress. Edits are welcome, however please keep in mind that they may be overwritten or removed if they are not in line with the intention of the article. |
Weapons are used to fight enemies. They can be built on any object, and can be either fired manually or be triggered by logic.
Contents
Construction
Each weapon has a computer and one or more linked modules. Each weapon computer has its own associated module block type. Weapon modules which share at least one face with another weapon module of the same type will be in the same group. The more modules in each group linked to the weapon computer, the more powerful the weapon will become, with a commensurate increase in power consumption. Any number of groups may be linked to the same weapon computer, though there is a power consumption penalty for each group beyond the first linked in this way. Additionally, one weapon module will be the output module for the group - this is the module from which projectiles or beams will be emitted for the whole group. For any given group, this can be changed by pointing at the desired output module and pressing R. If the module is already the current output, the text "(CURRENT)" will show next to the module.
See the Tables section for detailed numerical information on the base attributes of each weapon system.
Linked systems
In StarMade weapons can be modified by linking in order to give different abilities or additional effects, usually with some trade-off such as power consumption or recharge time. There are two kinds of links for weapon systems: support systems and effect systems as described below.
In these linked systems, the original system is called the master. The system that gives the different abilities is called the slave. Only weapons can be used as slaves, not the support tool systems. The slave system doesn't actually get fired, only the master system does. Weapons, and only weapons, can also be linked to effect systems. The amount of change provided by the slaved system is proportional to the number of modules in the master and slave. For example, if the master has 10 modules and the slave has 5, only 50% of the slave's effect will be applied and this will be the percentage which shows in the Weapons Tab. If there are 10 modules in each, the maximum effect of the slaved system is applied and the weapons panel will show 100%. Support and effect ratios are independent of each other; therefore, if you have 10 master modules, you may have up to 10 support modules and up to 10 effect modules to achieve the maximum effect, for a total of 30 modules (10 master, 10 support and 10 effect).
See Linking for a description of the methods of establishing links between systems.
Support systems
A support system is a weapon system which is slaved to another weapon system or support tool system. Any weapon or support tool can support zero or one support systems at a time, and these may be either linked manually during building, or on-the-fly using the Weapons Tab by dragging the associated support computer into the support slot for the weapon or support tool.
Each weapon system has the following general effect when slaved to another valid system:
Support Computer | Description |
---|---|
Damage Beam Computer | Improves range and/or speed |
Cannon Computer | Improves firing rate |
Missile Computer | Increases the number of projectiles |
Damage Pulse Computer | Increases damage |
See the Tables section for detailed numerical information on how support systems affect linked weapons.
Effect systems
An effect system is an effect computer slaved to a weapon system. Any weapon can support zero or one effect systems at a time, and these may either be linked manually during building, or on-the-fly using the Weapons Tab by dragging the associated effect computer into the effect slot for the weapon.
Each effect system has the following general effect when slaved to a valid weapon system:
Effect Computer | Description |
---|---|
EMP Effect Computer | Converts weapon damage to reduce power in the hit ship. |
Explosive Effect Computer | For beams and cannons, adds an explosive effect, spreading the weapon damage over the six blocks adjacent to the hit block. For missiles and pulse, the radius of the blast is increased. |
Ion Effect Computer | Increased damage to shields but reduced damage to blocks. |
Overdrive Effect Computer | Increases overall weapon damage at the expense of dramatically higher energy usage. |
Piercing Effect Computer | Does damage to blocks behind the point of impact, but decreases shield damage and direct damage to the targeted block. Does not work on missiles. |
Punch-Through Effect Computer | If the attack would destroy a block, remaining damage is applied to consecutive blocks until all the damage is used up. Does not work on missiles. |
Push Effect Computer | Reduces damage in exchange for a pushing effect on the target. |
Pull Effect Computer | Reduces damage in exchange for a pulling effect on the target. |
Stop Effect Computer | Converts damage into a braking effect to hold the target in place. |
See the Tables section for detailed numerical information on how effect systems affect linked weapons.
Coloring
The projectile or effect animation color can be altered by linking the weapon computer to any light emitting block.
Tables
This wiki uses tables to show the stats of the different systems. Example of a table:
Stats for this system | Values for this system's slaves | |||||
---|---|---|---|---|---|---|
Name (unit) | Per module | Values | Cannon | Missile | Damage beam | Damage pulse |
Value 1 (x/y) | yes | 40.0 | - | - | 120.0 | 240.0 |
Value 2 (a/b) | no | 2.0 | 1.0 | - | - | 12.0 |
The first large section of the table, "Stats for this system", shows all the stats for the master system. The first column shows the name of the stat and the unit it is in. An example of a unit would be e/s (energy per second). The second column shows whether the values are per module or not. If something isn't per module, that value will be set and the amount of modules has no influence on it. If it is per module, the value that belongs to that stat needs to be multiplied by the total amount of modules in that system, including the slave systems. If an effect system is added, that value also needs to be multiplied for the amount of modules in the effect system that wouldn't let the ratio go over 100%. Only then is the effect applied over that total value. The column "Values" shows the value that goes with that stat.
Next, the second section, "Values for this system's slaves", shows all the values for the possible slave systems. As mentioned earlier, only the weapon systems can be used as slave system. This means that any system that can have slave systems will shows the exact column headers shown above. If a value there is different to the value listed for the master system, it means it has changed, and that the value listed there will be the one that gets used in any calculation. The values listed by the slave systems are those for a 100% ratio. If a system has less than a 100% ratio, those values won't apply to it. Furthermore, if there is a " - ", that value will be the same as the value for the master system. The grey zeros are there to make it easier to see which value is high and which is low.
The following table describes the effects of weapons systems as supports for other weapon systems.[1] See the Support Tool Systems section for descriptions of the effects on those systems.
Cannon | ||||||
---|---|---|---|---|---|---|
Stats for this system | Values for this system's slaves | |||||
Name (unit) | Per module | Values | Cannon | Missile | Damage beam | Damage pulse |
Damage (per activation) | yes | 5.0 | 0.5 | 10 | 20.0 | 80.0 |
Reload (seconds) | no | 1.0 | 0.1 | 2.0 | 4.0 | 16.0 |
Range (sectors) | no | 1.0 | 1.0 | 1.0 | 2.0 | 1.0 |
Speed (times normal ship) | no | 10.0 | 10.0 | 10.0 | 20.0 | 10.0 |
Power (per activation) | yes | 50.0 | 5.0 | 100.0 | 200.0 | 800.0 |
Special | Shotgun |
Missile | ||||||
---|---|---|---|---|---|---|
Stats for this system | Values for this system's slaves | |||||
Name (unit) | Per module | Values | Cannon | Missile | Damage beam | Damage pulse |
Damage (per activation) | yes | 75.0 | 15 | 75 | 225.0 | 225.0 |
Reload (seconds) | no | 15.0 | 3 | 15 | 45.0 | 120.0 |
Range (sectors) | no | 1.6 | 1.6 | 1.6 | 4.8 | 1.6 |
Speed (times normal ship) | no | 1.98 | 1.98 | 0.99 | 5.94 | 0.495 |
Power (energy/activation) | yes | 750 | 150 | 750 | 2250 | 2250 |
Missiles | no | 1 | 1 | 20 | 1 | 1 |
Blast Radius (blocks max) | no | 12 | 6 | 4 | 12 | 48 |
Special | Dumb-fire | Dumb-fire | Heat-seeker | Smart | Smart | |
Missile damage effect is magnified by the Blast Radius, making missiles far more powerful per shot than the raw Damage numbers might suggest. |
Damage Beam | ||||||
---|---|---|---|---|---|---|
Stats for this system | Values for this system's slaves | |||||
Name (unit) | Per module | Values | Cannon | Missile | Damage beam | Damage pulse |
Damage (damage/hit) | yes | 5 | 0.5 | 5 | 15 | 55 |
Reload (secs/activation) | no | 5 | 0.5 | 5 | 10 | 50 |
Power (energy/second) | yes | 250 | 25 | 250 | 750 | 2750 |
Hit Rate (hit/sec) | no | 5 | 5 | 5 | 5 | 1 |
Range (sectors) | no | 0.5 | 0.5 | 0.5 | 1.5 | 0.5 |
Beam Time (secs/activation) | no | 1 | 1 | 1 | 1 | 5 |
Special | Split-beam |
Damage Pulse | ||||||
---|---|---|---|---|---|---|
Stats for this system | Values for this system's slaves | |||||
Name (unit) | Per module | Values | Cannon | Missile | Damage beam | Damage pulse |
Damage (per activation) | yes | 5 | 1 | 1 | 5 | 20 |
Reload (seconds) | no | 10 | 2 | 2 | 10 | 40 |
Power (energy/activation) | yes | 250 | 50 | 50 | 750 | 1000 |
Radius (blocks) | no | 10 | 10 | 10 | 15 | 10 |
Slave | Master | |||
---|---|---|---|---|
Beam | Cannon | Missile | Pulse | |
Beam | +Range | +Range, +Projectile speed | +Range, Lock-on homing | +Damage radius |
Cannon | +Hit rate, -Damage per hit | -Reload time, -Damage, -Power cost | -Reload time, -Damage, -Blast radius, -Power cost | -Reload time, -Damage, -Power cost |
Missile | -Power, +Beams | -Damage, +Projectiles | +Missiles, heat-seeking (indiscriminate) | -Reload time, -Damage, -Power |
Pulse | -Hit Rate, +Damage per hit | +Damage, +Reload time, +Power cost | +Damage, +Reload time, -Missile speed, +Blast radius | +Damage, +Reload time |
Trivia
- A 5th Weapon system, Called the "Mine Layer", was originally part of the Weapon Overhaul (Alpha Version 0.15) but for unknown reasons, Schema halted work on it. It is still planned to be released but no date has been set.
- It would lay free floating mines that explode after an entity (ship,player, etc.) collides with it or a certain amount of time has passed.
- It's Slaved property would be "Delayed Action" and would give its master system unique timed/charging functions. For example, the Damage Beam+ Mine Layer combination would allow the player to hold down the Left Mouse Button to charge up the beam in order to fire a more powerful version of it.
References
- ↑ blockBehaviorConfig.xml