torrenal
Posts: 189
Joined: 7/12/2010 Status: offline
|
Primary Factors: 3 primary factors to consider when it comes to weapon rate of fire. Factor 1): What is the Excess Energy Output? Factor 2): What is the Sprint Speed Energy Consumption? Factor 3): What is the Maximum Weapons Energy use per second? If Factor 2 + Factor 3 exceed Factor 1, you will have weapons not fire. Example: 1) I have a ship with excess energy of 80. 2) The ship's sprint energy use is 70. 3) The ship's maximum weapon energy use per second is 75. When moving persuing an enemy at full speed, the weapons have Factor 1 - Factor 2 energy to free per second to power the weapons (80 - 70 = 10) At 10 energy per second, the ship will have next to nothing Secondary factors: Energy Storage: If the energy Used of all weapons combined exceeds this value, you will be unable to fire all weapons simultaneously, this can be an artifical (albeit temporary) limit on rate of fire. (If there is sufficient energy production to cover the energy use per second, after every weapon has fired once you will be at your maximum fire rate). Example: I make a warship, armed with a dozen Derasian Shokwave WSD-140s, and nothing else (Don't ask why... it just makes for an easy example). Combined, they use a whopping 120 power per second. My reactors produce 200 excess power per second, and have 460 storage. But to fire just one shockwave requires 90 energy. To fire all 12 requires 90 * 12 => 1080 energy As is, I can only fire 5 at once, draining my energy store. If I want my ship to be able to fire all 12 shockwaves in the same moment, I need to add reactors to bring up that storage over 1080. However, after the 9 seconds (during which a full 1800 energy can be produced and cycled to the weapons, letting all 12 shockwaves fire and then some) it takes the first weapon to be ready to fire again, there is again full energy to fire, and all the weapons have now have gaps in their fire order that let them each fire at their maximum rate. This ship can pack a massive punch, but its one that takes several seconds to land. The same ship with a 1080 energy storage could pack an early, MASSIVE punch right away, but would then be a target for the next nine seconds while the shockwaves cycled for their next shot. Weapon Range: How far does the weapon reach? The Shaktur Firestorm is indeed a powerful torpedo, but it only has a range of 265. Compare to the Cuncussion Beam (second weapon in the beam weapon research tree), which has a range of 320 (That's right, most beam weapons fire further than some torpedos). To combat the effects of range, a ship design will need an order 'All Weapons', and the engines or reach to enforce it (ie: it will need to be faster than its opponent, or a longer reach than its opponent). Enemy Fire: If a ship looses its shields, enemy fire striking the ship directly will stifle the fire of the ship being damaged. This also has the unfortunate side effect of destroying shots already fired (bug?). //Torrenal
|