Difference between revisions of "Weapons"

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|Ions
 
|Ions
 
|50
 
|50
|24
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|
|6
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|
 
|15
 
|15
|360
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|1875
 
|10000000
 
|10000000
 
|300
 
|300
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|Concussion-Rocket
 
|Concussion-Rocket
 
|50
 
|50
|32
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|
|3.73
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|
 
|7
 
|7
|224
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|630
 
|10000000
 
|10000000
 
|400
 
|400
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|Concussion-Rocket
 
|Concussion-Rocket
 
|50
 
|50
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|1.75
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|7
 
|7
|105
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|315
 
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|10000000
 
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|500
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|Concussion-Rocket
 
|Concussion-Rocket
 
|50
 
|50
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|4.2
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|7
 
|7
|252
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|700
 
|10000000
 
|10000000
 
|400
 
|400
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|Heavy Missile
 
|Heavy Missile
 
|50
 
|50
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|2.25
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|3
 
|3
|135
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|540
 
|10001000
 
|10001000
|400
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|600
|350
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|540
 
|Heavy
 
|Heavy
 
|Terrestrian-T2
 
|Terrestrian-T2
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|Plasma
 
|Plasma
 
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|5
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|15
 
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|225
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|900
 
|11001000
 
|11001000
 
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|210

Revision as of 17:11, 31 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 finishes and then starts again. divide this number by 8 to get the time of each tick within the 8 bite array.


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 4 1600 10001000 500 400 Small Space-S
HM D.2 Proton-Rocket 50 7 1680 11001000 450 400 Small Space-S
HM D.9 Concussion-Rocket 50 7 2520 11001000 700 600 Small Space-S
SL F.8 Laser 200 24 3600 11000000 150 100 Small Space-S
HM D.38 Small Missile 50 5 1200 10001000 600 560 Small Space-S
TL S.50 Laser 50 24 7200 11011010 280 250 Small Space-S
NM B.11 Nuke Missile 40 1 4000 10000000 800 700 Medium Space-S2
TL C.25 Turbo-Laser 200 20 12000 10100000 400 350 Medium Space-S2
HM D.27 Heavy Missile 50 6 4800 10100000 1050 950 Medium Space-S2
HM S14 Nuke Missile 40 1 5000 10001000 675 575 Heavy Space-S3
NM B.29 Nuke Missile 40 1 8000 10000000 1050 750 Heavy Space-HighTech
I C.44 Ions 50 15 1350 10000000 300 250 Ground Space-HighTech
TL S13 Turbo-Laser 100 15 18000 11001000 330 300 Heavy SpaceHF
HM D.100 Heavy Missile 70 4 4000 10101010 1200 1000 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 15 1875 10000000 300 250 Ground Terrestrian-T2
CR SA.30 Concussion-Rocket 50 7 630 10000000 400 300 Medium Terrestrian-T2
CR SA.36 Concussion-Rocket 50 7 315 10000000 500 450 Heavy Terrestrian-T2
CR SA.41 Concussion-Rocket 50 7 700 10000000 400 300 Ground Terrestrian-T2
HM D.37 Heavy Missile 50 3 540 10001000 600 540 Heavy Terrestrian-T2
BP SK.39 Plasma 150 15 900 11001000 210 200 Heavy Terrestrian-T2