Official:Weapons
Weapons
The 20th and 21st centuries were the stages and testing grounds for hundreds of new deadly and highly efficient weaponry. Mankind could easily have destroyed itself multiple times over using the atom-splitting arsenal it had developed from the end of the Second World War. Countries were arming themselves rapidly and more nuclear superpowers were emerging. United States, Russia and soon many others followed. The international committees were trying to restrict or at least limit nuclear arming, pointing to the senseless long term environmental destructive consequences of a potential Third World War, which, luckily didn't happen - at least until the catastrophe of the Solar Event, which proved to be much more destructive than anything humankind could imagine before. The resulting new world and new possibilities within brought us into real universal war - factions were struggling for power, production capacities, scientific advantage and - last but not the least - existence.
The Second Space Race in the 21st century brought with it the emergence of new technologies and weaponry, suitable for spacecraft, battle cruisers and their offensive and defensive capabilities. Most impressive was the development of missile array systems, offering a variety of means for aiming and tracking multiple targets simultaneously. Great distances in space and the dangers hidden within required a new breed of weaponry to be produced; from remote controlled to sonic velocity missiles. The ship armor continually improved as well, auto aiming systems were upgraded, and explosive nuclear charges were becoming more common. The science of survival brought us completely new composite materials and the arms race was seemingly never-ending, as new technologies emerged.
Technically, the planetary arsenal didn't change much compared to late 20th century. The scope of possibilities were almost identical, only the weaponry deployed for use in outer space received several adjustments, tweaks and hacks – mainly because of the different physical qualities of the non-atmosphere and zero-gravity environment. Missiles, machine guns, cannons, lasers... and some more recent technologies were developed specifically for spacecraft defense systems - EMP, high-energy plasma projectors, torpedoes, intelligent mines...
Laser/Energy/Particle guns
Name |
Ray radius |
Weight |
Color |
Firing rate |
Price |
Laser Cannon |
Point |
500 kg |
Blue - green |
No rate because laser shoots in one continuous stream |
$100,000 |
HEL Cannon (High Energy Laser Canon) |
Point |
700 kg |
Blue - green |
120 per minute |
$130,000 |
Ion Cannon |
30 cm |
840 kg |
Red |
120 per minute |
$210,000 |
Radiation Ray |
1 m |
300 kg |
Green - yellow |
60 per minute |
$350,000 |
Conventional weapons
Name |
Description |
Weight |
Firing rate |
Caliber |
Price |
Automatic Rifle With Silencer |
Interchanging round types |
130 kg |
120 per minute |
15 mm |
$20,000 |
Sniper |
Various caliber |
80 kg |
60 per minute |
15 mm |
$70,000 |
Gatling Gun |
Gatling gun |
200 kg |
600 per minute |
20 mm |
$15,000 |
Machine gun |
Various caliber |
130 kg |
240 per minute |
20 mm |
$10,000 |
Shotgun (Flak cannon) |
Shoots shrapnel’s, rounds |
50 kg |
120 per minute |
60 mm |
$20,000 |
Cannon |
Explosive projectiles
|
400 kg |
30 per minute |
120 mm |
$25,000 |
Guided Missile launcher |
Detection depends on missile type (see ammo table) |
300 kg |
30 per minute |
130 mm |
$40,000 |
Flamethrower |
Implement in future MW release; First find out how something can burn in space |
200 kg |
Doesn’t shot particles; Range is 30 meters; |
|
|
Universal Launcher |
For launching various projectiles or items |
400 kg |
30 per minute |
30 mm |
$30,000 |
Rail gun |
High velocity round propelled by electro - magnetic impulse |
500 kg |
120 per minute |
|
$50,000 |
Weapons and game
- Can be placed on left or right side of a ship, in various vertical rows
- Left/right wing - Guns, missile launchers, etc. can be also mounted in twin-mode on left and right wing
- Drill device and harvester tube are generally not considered weapons and can be mounted only on ship’s front underside
Ammo
- Each ammo type works only in specified weapon
- Range – distance after which the projectile or missile disappears; in meters
- Velocity – usually muzzle velocity of a projectile; in meters per second
- Health damage – percentage of player’s health affected
- Armor damage – percentage of damage to armor
- Ship damage – percentage of damage to ship
- Weight – mass of one projectile/missile/round, usually in grams
- Voxel damage - deformation of voxel map. Parameter is radius in meters
- Ammo box capacity - how many projectiles can be stored in one standardized ammo box
- Kinetic force – related to motion caused when projectile hits it
- Price – cost per one projectile/missile/round
Types of ammo
Name |
Range |
Velocity |
Health damage |
Armor damage |
Ship damage |
Voxel damage |
Weight |
Ammo box capacity |
Kinematic force |
Price |
Automatic Rifle With Silencer – High Velocity Ammo |
2000 |
1000 m/s |
1 |
1 |
1 |
No |
50 g |
300 |
? |
$1 |
Automatic Rifle With Silencer – SAPHEI (semi-armor piercing high explosive incendiary) ammo |
1800 |
900 m/s |
2 |
2.5 |
2 |
No |
80 g |
150 |
? |
$1.8 |
Automatic Rifle With Silencer – BioChem ammo – small infrastructure damage but high human damage |
1500 |
900 m/s |
3 |
1 |
1 |
No |
150 g |
50 |
? |
$2.5 |
Sniper - High Velocity Ammo |
4000 |
4000 m/s |
2 |
2 |
2 |
No |
80 g |
120 |
? |
$3 |
Sniper - SAPHEI (semi-armor piercing high explosive incendiary) ammo |
3800 |
3500 m/s |
4 |
4.5 |
4 |
No |
100g |
80 |
? |
$3.5 |
Sniper - BioChem ammo – small infrastructure damage but high human damage |
3200 |
2000 m/s |
3 |
1 |
1 |
No |
150 g |
50 |
? |
$4 |
Gatling Gun – basic ammo |
2800 |
2000 m/s |
1 |
1 |
1 |
No |
60 g |
300 |
? |
$0.5 |
Gatling Gun – high velocity ammo |
3000 |
3000 m/s |
1.5 |
1.5 |
1.5 |
No |
80 g |
250 |
? |
$0.75 |
Gatling Gun – APIA - armor piercing incendiary ammo |
2500 |
2000 m/s |
2 |
2.5 |
2 |
No |
100 g |
200 |
? |
$1 |
Gatling Gun – SAPHEI (semi-armor piercing high explosive incendiary) ammo |
2200 |
2000 m/s |
2.5 |
2.5 |
2.5 |
No |
120 g |
200 |
? |
$1.5 |
Gatling Gun – BioChem ammo – small infrastructure damage but high human damage |
1800 |
1000 m/s |
3 |
1 |
1 0 |
No |
140 g |
100 |
? |
$3 |
Machine gun – basic ammo |
2300 |
1700 m/s |
1 |
1 |
1 |
No |
60 g |
300 |
? |
$0.5 |
Machine gun – high velocity ammo |
2500 |
2200 m/s |
1.5 |
1.5 |
1.5 |
No |
80 g |
250 |
? |
$0.75 |
Machine gun – APIA - armor piercing incendiary ammo |
2100 |
1900 m/s |
2 |
2.5 |
2 |
No |
100 g |
200 |
? |
$1 |
Machine gun – SAPHEI (semi-armor piercing high explosive incendiary) ammo |
1900 |
1900 m/s |
2.5 |
3 |
2.5 |
No |
120 g |
200 |
? |
$1.5 |
Machine gun – BioChem ammo – small infrastructure damage but high human damage |
1600 |
900 m/s |
3 |
1 |
1 |
No |
140 g |
100 |
? |
$3 |
Shotgun – Basic ammo (cone 30 degrees) |
1000 |
600 m/s |
0.5 |
0.5 |
0.5 |
No |
50 g |
150 |
? |
$1 |
Shotgun – High velocity ammo (cone 30 degrees) |
1300 |
1200 m/s |
0.8 |
0.8 |
0.8 |
No |
60 g |
120 |
? |
$1.5 |
Shotgun – SAPHEI - Explosive ammo (cone 40 degrees) |
1000 |
700 m/s |
1 |
1 |
1 |
No |
100 g |
80 |
? |
$2.5 |
Shotgun – APIA - Armor Piercing ammo (cone 30 degrees) |
1000 |
800 m/s |
1 |
1.5 |
1 |
No |
100 g |
90 |
? |
$2 |
Cannon – Basic Ammo |
3000 |
2000 m/s |
3 |
3 |
3 |
5 m |
7 kg |
4 |
? |
$30 |
Cannon – High Velocity Ammo |
3500 |
3000 m/s |
5 |
5 |
5 |
10 m |
9 kg |
3 |
? |
$40 |
Cannon - APIA – Armor Piercing Incendiary Ammo |
3000 |
2200 m/s |
5 |
7 |
5 |
10 m |
10 kg |
4 |
? |
$50 |
Cannon - SAPHEI (semi-armor piercing high explosive incendiary) ammo |
3000 |
2200 m/s |
8 |
10 |
8 |
10 m |
10 kg |
4 |
? |
$50 |
Cannon - Proximity Explosive ammo – explodes in 5 meter proximity to any non-voxel object, but also if it collides with anything. Explosion throws small shrapnel’s into all directions. |
1000 |
1000 m/s |
5 |
5 |
5 |
8 m |
15 kg |
4 |
? |
$90 |
Cannon - Tunnel Buster ammo - Projectile hit's voxels, penetrates 2 meters inside and then explodes. Result is bigger hole. |
2000 |
2500 m/s |
6 |
6 |
6 |
15 m |
20 kg |
3 |
? |
$100 |
Guided Missile – Visual Detection Projectile – missile targets visually. When target disappears, missile continues in original trajectory. |
3000 m |
800 m/s |
6 |
6 |
6 |
10 m |
20 kg |
3 |
? |
$500 |
Guided Missile – Engine Detection Projectile – targeting and navigation works while target engine is on |
3000 m |
800 m/s |
6 |
6 |
6 |
10 m |
20 kg |
3 |
? |
$200 |
Guided Missile – Radar Detection Projectile – targeting and navigation works while target radar is on |
3000 m |
800 m/s |
6 |
6 |
6 |
10 m |
20 kg |
3 |
? |
$200 |
Universal Launcher – Sphere Explosive |
500 m |
5 m / s |
12 |
12 |
12 |
20 m |
30 kg |
3 |
? |
$100 |
Universal Launcher – Directional Explosive – explosion has tube/capsule shape |
500 m |
5 m / s |
12 |
12 |
12 |
20 m / 10 m |
30 kg |
3 |
? |
$100 |
Universal Launcher – Time Bomb – explosion has sphere shape but is triggered by a timer |
100 m |
5 m / s |
9 |
9 |
9 |
20 m |
30 kg |
3 |
? |
$120 |
Universal Launcher – Remote Bomb – explosion has sphere shape but is triggered by a remote controller |
100 m |
5 m / s |
9 |
9 |
9 |
20 m |
30 kg |
3 |
? |
$130 |
Universal Launcher – Asteroid Killer |
500 m |
5 m / s |
20 |
20 |
20 |
50 m |
100 kg |
1 |
? |
$250 |
Universal Launcher – Mine Smart – looks for enemies in 50 m distance, moves to them end explodes |
50 m |
5 m / s |
5 |
5 |
5 |
10 m |
10 kg |
5 |
? |
$100 |
Universal Launcher – Mine Basic – explodes only if something collides with it |
- |
5 m / s |
5 |
5 |
5 |
10 m |
12 kg |
5 |
? |
$300 |
Universal Launcher – Gravity Bomb – sucks all objects |
100 m |
5 m / s |
- |
- |
- |
- |
100 kg |
1 |
? |
$1000 |
Universal Launcher – Hologram – fools all radar detection units; projector is destructible, but holographic projection is not; Lives for 5 minutes; |
20 m |
5 m / s |
- |
- |
- |
- |
30 kg |
3 |
? |
$10,000 |
Universal Launcher – Decoy Flare – fools guided missiles – all types; [1] |
100 m |
100 m / s |
- |
- |
- |
- |
10 kg |
10 |
? |
$1000 |
Universal Launcher – Flash Bomb – flash that blinds all players including those who fired it |
20 m |
5 m / s |
- |
- |
- |
- |
10 kg |
5 |
? |
$500 |
Universal Launcher – Illuminating Shell – omnidirectional light |
20 m |
5 m / s |
- |
- |
- |
- |
5 kg |
10 |
? |
$100 |
Universal Launcher – Smoke Bomb – smoke starts 1 second after launched; Lives for 1 minute; |
20 m |
5 m / s |
- |
- |
- |
- |
10 kg |
3 |
? |
$200 |
Universal Launcher – Remote Camera – player can control orientation, but not position; Transmits video and audio up to 10 km distance; Can be detected by “Radar detection unit” type radar |
20 m |
5 m/s |
- |
- |
- |
- |
100 kg |
1 |
? |
$2,000 |
Rail gun ammo – highest velocity possible |
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