Space Engineers

Space Engineers

Discharge Core-Tech
 This topic has been pinned, so it's probably important
Kreeg  [developer] 3 Oct, 2017 @ 1:08am
PC Weapon Arch-Types, PC Weapon Classes
PC Weapon Arch-Types, PC Weapon Classes

- Reflex-Core Technology
Fast-Reloading, moderate hitting weaponry, with inertia effects per bullet.
Simple to use, simple to supply.
Damage is applied via projectiles, which are near constant if kept supplied.

- Reaction-Core Technology
Explosive hard hitting weaponry, with inertia to both target and sender.
Simple to use, with chance of interception by target, but still simple to supply.
Damage is high if not intercepted by opponent.
Highly dangerous to Shielded opponents.

- Mass-Driver Technology
Long-Range weaponry, using iron-based projectiles launched at high speed with moderate inertia.
Simple to use, simple to manufacture munitions for; Single-Shot are common. Munitions hold multiple shots.
Expensive to manufacture the platform itself.

- Acceleration-Rail Technology
Long-Range hard-hitting weaponry, with incredible inertia and projectile speed.
Simple to fire, harder to supply.
Generally single shot, with massive damage capacity.
Ammunition is very expensive on average.

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- Interception
Interception systems use streams of physical projectiles to intercept missiles.
Interception weapons, deal little damage but are prized for their elevation limits, & speed.
Often Interception systems of the PC, also work as Anti-fighter to a degree.
They however have limited impulse effect on targets.


- Anti-Fighter
Anti-Fighter systems, use more destructive streams of physical projectiles to hardy bolts.
They are slightly more expensive than Interception systems, but deal more damage to their targets.
Each is designed to provide damage to rapidly moving targets, and are more properly armored than interception systems.
Anti-Fighter weapons make severe use of impulse to disrupt fighter control.



- Anti-Armor , Anti-Armor Missile
Anti-Armor systems, are larger-Caliber kinetic or Larger-Scale Missile weapons designed to deal moderate damage to large targets.
The platforms however have slow rotation & elevation making them poor in tracking nimble craft.
Missiles are more effective against shields, but can be intercepted.

- Barrage
Barrage systems, are Missile-based weapons that use sheer number of projectiles to overwhelm interception systems.
They also excell in dealing damage across a large area, making them effective against shields.
Missiles individually are weaker, due to the damage being spread across the missile salvo.


- 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, for PC, with some at 5 thousand meters.
These weapons have longer-reloads, are expensive to fire, but have incredibly high velocity.
The platform is generally massive.

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

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