Space Engineers

Space Engineers

Discharge Core-Tech
 This topic has been pinned, so it's probably important
Kreeg  [developer] 3 Oct, 2017 @ 12:52am
EC Weapon Arch-Types, EC Weapon Classes
EC Weapon Arch-Types, EC Weapon Classes
(Subject to change, as usual, but this covers the EC weaponry classes & types)


- Projector Technology
Baseline weaponry, provides effective damage at longer range paired with balanced cooldown & firing cycles.
Covers wide range of weaponry classes, all highly accurate; However has no inertia effects.
Ammunitions require no non-crystalite materials to manufacture.
Damage is limited to fire cycle which is balanced to the cooldown cycle.

- Plasma Technology
Bridge between Particle & projector weaponry, provides rapid-fire weapons at short to moderate ranges.
Heating is a constant problem, but is more effectively handled manually.
Lack of inertia puts it directly inbetween particle & projector weaponry.
Ammunitions require physical minerals but only small amounts of them.


- Particle Technology
Advanced weaponry, provides heavy-hitting damage at moderate to long ranges paired with shorter cooldown cycles.
Covers multiple weapon classes, with varied Inertia effects to the targets.
Ammunitions require Particle Compound, which uses metalic elements not able to generated internally.
Damage is higher than EC baseline counterparts with more limited fire cycles, but shorter cooldown cycles.

- Hybrid Technology
Advanced weaponry, with varied capabilities, generally longer ranged with special characteristics.
Ammunitions vary between being self-created by weapon, to being expensive to manufacture.
Difference between weapons is too great.

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- Interception
Interception Laser Systems, such as the 'Medusa' & 'Fate Shield' provide low damage output.
But have rapid elevation & rotation speeds, while also providing a cheap price.
They are designed to intercept Enemy missiles, at standard 3000 meter ranges or above.
Interception weapons, deal little damage but are prized for their elevation limits, & speed.


- Anti-Fighter
Anti-Fighter systems, are spread across 3 different EC platforms.
Each is designed to provide damage to rapidly moving targets, and are more properly armored.
They have varied damage models, but are inferior to other weapons against large-ships.


- Anti-Armor
Anti-Armor systems, are generally high-powered Projection-type lasers.
These beams while expensive, deal moderate damage with percision.
The platforms however have slow rotation & elevation making them poor in tracking nimble craft.


- Siege
Siege class, are large-scale weapons designed to unleash large amounts of energy onto a target at long range.
They have a shorter effective duration of fire, but deal severe damage.
They are on average, large platforms with limited rotations, to slower speeds.
Ammunition is also expensive, essentially they are larger Anti-Armor weapons.

#These classes below are never alone, and are used as a secondary class designation.

- ER
Extreme-Range class weapons, are caliberated for engagements well beyond the standard range, usually at 7 thousand meters or so.
These weapons have longer-cooldowns, and can have very short firing periods for concentrated damage.
The platform is generally massive.

- Laser
Weapon uses a Beam, resulting in using the overheat \ cooldown system.
Damage is spread across exposure time.

- Heavy
Extreme Variant of the following Class.
Improving upon the strengths of the weapon class, and increasing the size & price.