Difference between revisions of "Weapons"

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(corrected wording)
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'''Sequence:'''
 
'''Sequence:'''
  
This is a binary array of on/off for the sequence, each time the value of one is presented the weapon will fire at this point of the sequence.
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This is a eight number binary array of on/off (1/0) sequence, each time the value of one is presented the weapon will fire at this point of the sequence.
  
  

Revision as of 00:55, 23 January 2022

NOTES: Still working this out.

Weapon Firing:

When an engine fires its weapons they are fired as a volley. The sequence attribute dictates how many rounds are fired fired per volley and the sequence speed attribute determines the length of time between volleys as well as the length of time between sequence ticks. The damage per shot is calculated by dividing the firepower value by the speed sequence and then this number is divided by the number of shots within the sequence.

(Firepower/SpeedSeqence)/NumberOfShots=DamagePerShot


Firepower:

Represents the amount of damage the weapon can do over the course of a minute if no modifiers are in play and every shot hits.


Sequence:

This is a eight number binary array of on/off (1/0) sequence, each time the value of one is presented the weapon will fire at this point of the sequence.


Speed Sequence:

The speed sequence dictates the amount of time a sequence will run before it starts again, this value is divided by 8 to get the time between sequence ticks.


Example:

TL C.25 has the following attributes

Firepower - 1200

Speed Sequence 20

Sequence 10100000


We can use these attributes as described above to work out the damage per shot.

Damage per shot = (1200/20)/2=30

The same can be done for the tick rate and how the weapon fires.

Sequence tick rate = 20/8=2.5

This would have a real world implication of the TL C.25 firing at the 0 second mark, again at the 5 second mark and then being on cool down for the remaining 12.5 seconds before the sequence restarts.

Space Based Weapons
Weapon Type Weapon Speed Damage Per Shot Damage Per Second Speed Sequence FIrePower Sequence Max Range Optimal Range Target Type Tech
PR P.21 Proton-Rocket 50 6.66 2.33 7 140 11100000 150 100 Small Universal
AM MT.20 Anti-Missile 100 6 0.5 5 30 10000000 350 200 Simple Universal
PR P.8 Proton-Rocket 50 4 0.93 7 56 10100000 150 100 Small Universal
I C.34 Ions 50 15 2.5 15 150 10000000 250 200 Small Universal
SM D.52 Small Missile 70 50 6.66 4 400 10001000 350 300 Small Space-S
HM D.2 Proton-Rocket 50 26.66 9.33 7 560 11001000 450 400 Small Space-S
HM D.9 Concussion-Rocket 50 40 14 7 840 11001000 700 600 Small Space-S
SL F.8 Laser 200 15 12 24 720 11000000 150 100 Small Space-S
HM D.38 Small Missile 50 30 5 5 300 10001000 400 380 Small Space-S
TL S.50 Laser 50 12 24 24 1440 11011010 280 250 Small Space-S
NM B.11 Nuke Missile 40 400 6.66 1 400 10000000 400 450 Medium Space-S2
TL C.25 Turbo-Laser 200 30 20 20 1200 10100000 400 350 Medium Space-S2
HM D.27 Heavy Missile 50 100 20 6 1200 10100000 700 650 Medium Space-S2
HM S14 Nuke Missile 40 500 8.33 1 500 10001000 450 400 Heavy Space-S3
NM B.29 Nuke Missile 40 800 13.33 1 800 10000000 700 500 Heavy Space-HighTech
I C.44 Ions 50 32 8 15 480 10000000 300 250 Ground Space-HighTech
TL S13 Turbo-Laser 100 40 30 15 1800 11001000 330 300 Heavy SpaceHF
HM D.100 Heavy Missile 70 60 16 4 960 10101010 800 600 Heavy SpaceHF
Ground Based Weapons
Weapon Type Weapon Speed Damage Per Shot Damage Per Second Speed Sequence FIrePower Sequence Max Range Optimal Range Target Type Tech
I C.54 Ions 50 24 6 15 360 10000000 300 250 Ground Terrestrian-T2
CR SA.30 Concussion-Rocket 50 32 3.73 7 224 10000000 400 300 Medium Terrestrian-T2
CR SA.36 Concussion-Rocket 50 15 1.75 7 105 10000000 500 450 Heavy Terrestrian-T2
CR SA.41 Concussion-Rocket 50 36 4.2 7 252 10000000 400 300 Ground Terrestrian-T2
HM D.37 Heavy Missile 50 22.5 2.25 3 135 10001000 400 350 Heavy Terrestrian-T2
BP SK.39 Plasma 150 5 3.75 15 225 11001000 210 200 Heavy Terrestrian-T2