Weapons: Difference between revisions
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== Weapons of Falling Frontier == | == Weapons of Falling Frontier == | ||
Weapons in [[Falling Frontier]] are projectile-based; there are no energy weapons whatsoever. Weapons impact the total weight of a [[Ships|ship]], which in turn could impact other aspects of operating a ship, such as jump range. All weapons require [[Resources|ammunition]] and must be resupplied if ammunition is depleted. Weapons can be added to a ship via the ship customization tab, adding variety and special niche ships to the players arsenal. | Weapons in [[Falling Frontier]] are projectile-based; there are no energy weapons whatsoever. Weapons impact the total weight of a [[Ships|ship]], which in turn could impact other aspects of operating a ship, such as jump range. All weapons require [[Resources|ammunition]] and must be resupplied if ammunition is depleted. Various weapon modules deplete ammunition at varying rates, projectile-based cannons and railguns can be quite frugal in their consumption, while missile launchers require a more generous supply. Additionally, specialized optional modules like the VLS exact a substantial toll on ammunition reserves in exchange for their formidable power. Weapons can be added to a ship via the ship customization tab, adding variety and special niche ships to the players arsenal. | ||
<br /> | <br /> | ||
== Weapon Sizes == | == Weapon Sizes == | ||
[[File:Cannon.jpeg|thumb|Cannon|alt=|280x280px]] | [[File:Cannon.jpeg|thumb|Cannon|alt=|280x280px]] | ||
Weapon mount sizes in [[Falling Frontier]] are fixed and can only support a limited number of weapons. All Military ships have a number of hard points of a certain | Weapon mount sizes in [[Falling Frontier]] are fixed and can only support a limited number of weapons. All Military ships have a number of hard points of a certain Class. Weapon sizes that fit in that slot will be at maximum that class size, or one size below. For example, if a weapon mount is a size 3, it can only support size 3 and size 2 weapons. Weapon sizes are indicated by the "CL" number per weapon. | ||
* | * CL1 | ||
* | * CL2 | ||
* | * CL3 | ||
* | * CL4 | ||
== Weapon Types == | == Weapon Types == | ||
[[File:Railgun.png|thumb|Railgun|alt=|280x280px]]Due to ongoing balancing weapon values have not been finalized. | [[File:Railgun.png|thumb|Railgun|alt=|280x280px]]Due to ongoing balancing weapon values have not been finalized. | ||
=== | === Cannons === | ||
* DPS | * DPS | ||
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* Build Costs | * Build Costs | ||
=== Railguns === | |||
=== | |||
* DPS | * DPS | ||
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* Build Costs | * Build Costs | ||
[[File: | [[File:CL3 missiles.png|thumb|CL3 missile turret|alt=|280x280px]] | ||
=== Missile launchers === | |||
Missiles can either be dumbfire missiles or tracking missiles. Dumbfire missiles use line of sight. | |||
Dumbfire missiles: | |||
* DPS | |||
* RPM | |||
* Range | |||
* Storage | |||
* Build Costs | |||
Tracking missiles: | |||
* DPS | |||
* RPM | |||
* Range | |||
* Storage | |||
* Build Costs | |||
Cruise missiles: | |||
* DPS | * DPS | ||
* RPM | * RPM | ||
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<br /> | <br /> | ||
=== | |||
=== Vertical Launch System (VLS) === | |||
* DPS | * DPS | ||
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* Storage | * Storage | ||
* Build Costs | * Build Costs | ||
<br /> | <br /> | ||
== Point Defense == | == Point Defense == | ||
Point defense in [[Falling Frontier]] consists of | Point defense in [[Falling Frontier]] consists of CIWS and flak turrets mounted to the [[Ships|ship]]. Point defense is used to defend a ship from incoming missile, parasite craft or large-projectile fire. Flak cannons target incoming fighters and small craft while CIWS target missiles. These weapons only take the CL1 or CL2 slots. | ||
<br /> | |||
=== Close In Weapon System (CIWS) === | |||
* DPS | |||
* RPM | |||
* Range | |||
* Storage | |||
* Build Costs | |||
<br /> | |||
=== Flak === | |||
* DPS | |||
* RPM | |||
* Range | |||
* Storage | |||
* Build Costs | |||
== Mines == | == Mines == | ||
Mines can be deployed from ships if they have the correct module. Once placed mines stay in their current position until an enemy ship gets close. | Mines can be deployed from ships if they have the correct module. Once placed mines stay in their current position until an enemy ship gets close. When the enemy ship is close enough they can travel towards the ship and explode. <br /> | ||
[[File: | * DPS | ||
* RPM | |||
* Range | |||
* Storage | |||
* Build Costs | |||
[[File:CL4 missiles.png|thumb|CL4 missile turret|alt=|280x280px]] | |||
== Cruise missiles == | |||
Used for long range tactical strikes. | |||
* DPS | |||
* RPM | |||
* Range | |||
* Storage | |||
* Build Costs | |||
<br /> | <br /> | ||
Latest revision as of 13:36, 21 March 2024
Important: Information is subject to change during development
Weapons of Falling Frontier
Weapons in Falling Frontier are projectile-based; there are no energy weapons whatsoever. Weapons impact the total weight of a ship, which in turn could impact other aspects of operating a ship, such as jump range. All weapons require ammunition and must be resupplied if ammunition is depleted. Various weapon modules deplete ammunition at varying rates, projectile-based cannons and railguns can be quite frugal in their consumption, while missile launchers require a more generous supply. Additionally, specialized optional modules like the VLS exact a substantial toll on ammunition reserves in exchange for their formidable power. Weapons can be added to a ship via the ship customization tab, adding variety and special niche ships to the players arsenal.
Weapon Sizes
Weapon mount sizes in Falling Frontier are fixed and can only support a limited number of weapons. All Military ships have a number of hard points of a certain Class. Weapon sizes that fit in that slot will be at maximum that class size, or one size below. For example, if a weapon mount is a size 3, it can only support size 3 and size 2 weapons. Weapon sizes are indicated by the "CL" number per weapon.
- CL1
- CL2
- CL3
- CL4
Weapon Types
Due to ongoing balancing weapon values have not been finalized.
Cannons
- DPS
- RPM
- Range
- Storage
- Build Costs
Railguns
- DPS
- RPM
- Range
- Storage
- Build Costs
Missile launchers
Missiles can either be dumbfire missiles or tracking missiles. Dumbfire missiles use line of sight.
Dumbfire missiles:
- DPS
- RPM
- Range
- Storage
- Build Costs
Tracking missiles:
- DPS
- RPM
- Range
- Storage
- Build Costs
Cruise missiles:
- DPS
- RPM
- Range
- Storage
- Build Costs
Vertical Launch System (VLS)
- DPS
- RPM
- Range
- Storage
- Build Costs
Point Defense
Point defense in Falling Frontier consists of CIWS and flak turrets mounted to the ship. Point defense is used to defend a ship from incoming missile, parasite craft or large-projectile fire. Flak cannons target incoming fighters and small craft while CIWS target missiles. These weapons only take the CL1 or CL2 slots.
Close In Weapon System (CIWS)
- DPS
- RPM
- Range
- Storage
- Build Costs
Flak
- DPS
- RPM
- Range
- Storage
- Build Costs
Mines
Mines can be deployed from ships if they have the correct module. Once placed mines stay in their current position until an enemy ship gets close. When the enemy ship is close enough they can travel towards the ship and explode.
- DPS
- RPM
- Range
- Storage
- Build Costs
Cruise missiles
Used for long range tactical strikes.
- DPS
- RPM
- Range
- Storage
- Build Costs