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Unread 9 Oct 2003, 11:38   #6
flapjack
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Join Date: Jan 2001
Posts: 2,257
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Re: space frontier, rise of earth

Energy weapons: energy weapons use energy, they are also stopped easily by energy shields and polarized armor, on the other hand some of the most powerfull weapons availble are energy weapons

light weapons: light weapons are just that, fast tracking and often fast firing weapons that do little damage to targets

phaser II: the Phaser II is the lighest beam weapon in the game, it is very fast tracking and fires reasonably fast, don't count on it penetrating anything more then a basic hull tough
cost: 100cr
mounts used: 1 turret mount.
Energy use: 1e

Phaser III: the phaser III is the Phaser II's bigger brother, it tracks equally fast but fires slower and does more damage
cost: 250cr
mounts used: 1 turret mount
energy use: 2e

Phaser IV: the phaser IV is on the edge between light and medium weapons and tracks a lot slower then the other light weapons, it fires about as fast as the Phaser III but does a lot more damage.
Cost: 500cr
mounts used: 2 turret mounts
energy use: 5e

light energy cannon: the only energy cannon at the moment, it fires bolts of pure energy at its target, it rarely misses and does reasonable damage, the only drawback is the high energy useage
cost: 500cr
mounts used: 1 turret mount
energy use: 5e

pulse phaser turret: the pulse phaser is a rapid fire phaser variant that does about the same amount of damage as a phaser III, but fires much, much faster then the Phaser III
cost: 500cr
mounts used: 2 turret mounts
energy use: 1e per shot

point-defense phaser: the point-defense phaser is a small, fast firing but extremely weak phaser weapon designed for taking down enemy weapons fire, its shots are extremely precise and it rarely misses, it may however not be installed on destroyer class vessels
cost: 250cr
mounts used: 2 PD phasers for 1 turret mount
energy use: 1e per projectile shot down

medium weapons: medium weapons are all-round weapon systems, featuring a little bit of just about every type of weapon

Phaser VI: the Phaser VI is the next step up from the phaser IV, the Phaser V which was inbetween has stopped being used due to the rate of fire issues and rapid burning of phaser crystals
cost: 600cr
mounts used: 2 turret mounts
energy use: 5e

light bolt cannon: while called light, there isn't anything light about the bolt cannon, hurling off devastating bolts of electricity at its targets the light bolt cannon is a weapon to be feared, it does massive damage to shields and systems, but doesn't damage hulls
cost: 1000cr
mounts used: 1 turret mount.
Energy use: 10e

plasma cannon: the plasma cannon fires bolts of high energy plasma at its target, the weapon is however somewhat unstable and the bolts tend to go off before reaching their intending target, making this weapon best at flak use, it fires fairly quickly tough
cost: 1500cr
mounts used: 1 turret or external mount.
Energy use: 5e

Phaser VII: the Phaser VII is best known as a heavy weapon, but by current standards it just falls under that category, this weapon is 1 to be wary off as it can do heavy damage to small ships and large ships alike
cost: 2000cr
mounts used: 3 turret mounts
energy use:15e

light ion beam cannon: the ion beam cannon is a weapon of mass destruction, the light ion beam cannon can only be mounted on frigates or above, it can only be used as a turret on destroyers or above
cost: 2500cr
mounts used: 6 turret mounts
energy use: 25e

heavy weapons: heavy weapons are normally slow firing weapons that are incapable of targetting fast moving craft, however that can do massive damages if they hit

Phaser VIII: the Phaser VIII is the 1 to heaviest phaser weapon in the game and worthy of the name heavy weapon, it can fire several times per minute and tough it does the least damage off all heavy weapons it is still dangerous, even to fast and maneuverable craft.
Cost: 2000cr
mounts used: 4 turret mounts
energy use: 20e

advanced ion beam cannon: the advanced ion beam cannon can be used as anything, ranging from a light to a heavy weapon, it is generally used as a heavy weapon tough and is thus in this category, all ships can mount an advanced ion beam cannon.
Cost: 2500cr
mounts used: 4 turret mounts
energy use: 25e

medium ion cannon: the medium ion cannon is a weapon to behold, capable of ripping frigates to shreds in seconds and putting holes through destroyers, this fearsome weapon can only be mounted in light destroyers or above in a spinal mount, or on light cruisers or above on turret mounts.
Cost: 5000cr
mounts used: 8 turret mounts
energy use: 50e

special weapons: special weapons are various is design and usage, some are considered superweapons, while others are relatively normal things that aren't much use when used as normal weapons

fusion carver: the fusion carver is a weapon of reasonably high power, though extremely short range, used by asteroid haulers to cut asteroids into more usable portions for processing
cost: 500cr
mounts used: 2 turret mounts, forward only, extremely short range
energy use: 10e

electro-grappler: the electro-grappler uses a combination of electro-magnets and powerfull EM fields to grapple onto an enemy ship and disturb its working, doesn't do any damage but is extremely usefull in combination with the fusion carver
cost: 500cr
mounts used: 2 turret mounts
energy use: 5e

Kinetic weapons: kinetic weapons use projectiles of 1 kind or another to damage and/or destroy the enemy, they are most effective against enemy ship's hulls and use only little to no energy

light massdriver: a light weapon and 1 of the few light kinetic weapons, massdrivers throw large amounts of small projectiles into their opponents and are best used again fast moved targets such as fighters and corvettes
cost: 250cr
mounts used: 1 turret or 1 external mount.

light missile launcher: the light missile launcher fires small, guided or unguided, self propelled missiles, it is small and cheap but carries only 8 missiles which it can fire off 1 post
cost: 250cr, reloads cost 100cr
mounts used: 1 external mount
ammo: 8 missiles per launcher and reload.

Medium missile launcher: larger version of the light missile launcher, carries only 4 missiles
cost: 500cr, reloads cost 250cr
mounts used: 2 external mounts
ammo: 4 missiles per launcher, reloads have 8 (so you can reload twice with 1 reload)

heavy missile launcher: larger version of the above 2, missiles are too slow to hit fast targets such as fighters, carries 4 missiles
cost: 1000cr, 500cr for reloads
mounts used: 4 external mounts
ammo: 4 missiles per launcher and reload.

Torpedo launcher: fires unguided highly explosive torpedoes, carries 4 torpedoes but may only fire 1 per post
cost: 1000cr, 100cr for reloads
mounts used: 1 external mount.
Ammo: 4 torpedoes per launcher and reload.

Photon torpedo launcher: much more powerfull version of the torpedo launcher.
Cost: 2500cr, 250cr for reloads
mounts used: 2 external mounts
ammo: 4 torpedoes per launcher and reload.

Chaos torpedo: the only real superweapon at the moment, the chaos torpedo causes massive dimensional disruptions at the target location, doing severe damage and possibly penetrating shields, use with caution, launcher is 1 time use and must be replaced after launching
cost: 15000cr
mounts used: 6 external mounts
ammo: 1 shot only
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Last edited by flapjack; 10 Oct 2003 at 21:28.
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