武器类型和游戏玩法(Weapon types and game play)

Wall of Text alert!
If you don’t want to read this part, skip to second article.

Gameplay Weapons function ideas:

Ohh no, another Delver post.
I created a post some months back about how I thought weapons andmounts should look. That was to both to give a different look fordifferent weapon mounts as well as to perhaps spark some ideas to getbeyond a certain generic design ideal. That thread while interesting initself, has gone way off what I wanted to discuss. Though some smalldiscussions were bounced around as to what weapons to throw in the gameor what they might do, nothing concrete seems to have planned. Ofcourse everyone has discussed the normal: railgun, laser, cannon,missile stuff but nothing much at all about types, ranges, damages,effects.
Perhaps a nice thread about what people would like to see with somemore concrete, more thoughtfull than “ohh I want pretty lights andarmor to fly off” remarks.

I have been thinking about this but I have only a rather limitedknowledge about MMO game mechanics, graphics limits and game playbalance ideas. I’ll try to keep as much lingo as I can out of it. Someterms will have to be used and so, even though people may know whatthey are, I’ll put them down now, just in case.

– MMO game shorthand terms are: –
DPS - Damage Per Second
DOT - Damage Over Time. One shot will cause damage after shot has been fired
AOE - Area Of Effect (damages more than just one spaceship)
Alpha - Alpha strike or massive first wave damage.
Critical Strike - Chance the damge done is higher than normal

– Other terms real or made up –
Target Aspect - also known as “signature”. How big the ships area is across major dimensions
RoF - Rate of fire, measures how many shots per minute/second including any reloads
CEP - Circular Error Probable, measures likelyhood of hitting a target.
Group Size - Related to CEP but measures total area all shots fired will impact at.

Those who have played Eve-Online are familiar with these ideas ifnot the terms. Eve Terms differ because, well, they aren’t weaponsguys. I am sure I have forgotten some important things but hopefullythis can be edited in as things become known to me.
On weapon choices and types. I list weapons here under my ownprejudices and hope to give a balanced idea of how they might work ingame play. I’m hoping someone can balance these out and maybey theywill be usefull.
I never liked the idea of exclusively short range or long rangedweapons unless there was a good reason for it. I also don’t like theidea of carrying a weapon that does one damage type at the exclusion ofall others. I also don’t like the idea of having a weapon that sucksall the power out of a spaceship as it is firing.

(edit) looks like I allready messed up my terminology. Sorry.
(edit) List will grow as we get beyond conventional weapons I hope

On to the First Weapon types…

http://www.fl-tw.com/InfinityForums/viewtopic.php?t=4920

Lasers:
Lasers don’t have varieties other than what wavelengths, duration andpower they can perform at. To me that means that you don’t equip"tachyon lasers" to attack a 200km distant target. Instead you changethe frequency or change the power or change the duration of the beam.lasers don’t do “EM” damage, they do thermal/explosive damage. Lasersoperate either by dumping too much heat into an object causing thermalburn throughs or, with higher power, cause a explosion effect as itconverts materials into plasma. Lasers don’t normally have barrels.Most lasers don’t even have lenses. Instead lasers use spinning mirrorsor use prisms to bounce and focus a beam. Since there is no real barrelthe weapon should look short and fat but should also be light andeasily turned. Laser types won’t have much impact on game unlessfrequency selection becomes important. All the lasers listed can bepulsed or be a continuous beam.

Laser types:
Diode type. low power, Uses electricity, limited frequency range, can run long time.
Chemical. Low-high power, uses electricity, multiple frequency, can run long time.
Free Electron. High power, uses a LOT of electricity, Any frequency, runs only short time.
Gas Dynamic. High power, uses fuel, limited frequency, can run long time if enough fuel.

Continuous Wave (CW) Laser: (Eve-online calls them Beam Lasers)
This is a continous beam that stays on until you turn it off. Isusually a long burst. Because it is a continuous I figure the operatingpower would have to be turned down, limiting it’s effective range andAlpha damge. This will increase the likelyness of hitting a target andprobably DPS. The other issue with this weapon is it is not aseffective as a pulsed weapon at the same power range. Why is that? thevapor from the matter it boils off obscures the beam causing it to losefocus. I’d also give this weapon a very low critical strike ability.Note this is an operating mode, not weapon type.
This weapon look was best seen in the TV series ‘Babylon 5’ or ‘Startrek’.

Pulse Lasers:
Pulse Lasers are normal lasers that have a very short beamduration. This short beam duration does a number of things. It allowsthe laser to operate at higher power than if it were on all the time.Pulsing the beam also allows the plasma cloud a lasers impact on amaterial target to disperse. This cloud would otherwise cause the thedamage effect to decrease as the beam continuous. This should increaseit’s effective range a small bit but also increase the Alpha Strikedamage by a good bit. Pulsing could be varied so as to maximize thedamage the weapon could create without burning out. I would give pulsedlasers a higher critical strike than CW lasers. Note this is anoperating mode, not weapon type.

This weapon look was best seen in films such as ‘Star Wars’.

In Short:
CW laser is slightly shorter range, low alpha, high dps. low critical strike.

  • I figure best for shields or self defense.
    Pulse Lasers are slightly longer range, medium alpha, low dps, medium critical strike.
  • best used as secondary offensive attack.

Blasters:
Blasters aren’t quite as science fiction as the name applies. I amusing blaster in this case rather like Eve-Online and some sciencefiction stories do. I consider blasters to be particle accellerators.Particle Accellerators emit a focused “beam” of heavy or light ionplasma. Known under various names such as Phased Plasma cannon orPulsed Plasma Gun, Blasters ahould be short ranged weapons. The reason?Plasmas are very easily dispersed. Any magnetic field will do it andthe very nature of plasma tends not to want to stay together orfocused. Blasters use lots of electricity and some fuel. The fuel canbe anything that can be atomized, charged, and shot down a accelleratorbarrel or the Blaster can just use electrons. Blasters need to be builtfor a specific type and purpose and are not easily changed like a lasercan be. A Blasters primary damage types are thermal, ionizingradiation, EM. This would seem to mean that it would make a hell of acrippling weapon.

Blaster types:
Electron. Low energy, low capabilities, short range, easily shielded against, mostly does EM I guess
Proton. High energy, short range, harder to shield against, medium radiation effects, heat damage.
Neutron. High energy, longer ranges, very hard to shield against, nasty radiation effects, heat and EM damage.

Proton Blaster:
Seems like a Proton blaster might be usefull. I’d think it would begreat for piracy or possibly custom or local defense ships. This gunwould be usefull to use if one had to incapacitate a ship withoutkilling the crew or blowing up the ship. The Proton blasters seems tobe a "more humane weapon to use than other weapons for that reason. I’dprobably make a proton blaster a high DPS, low alpha strike, high DOTweapon with low medium critical stike. The damages pointed more towardshields and ancillary ships systems. I don’t see this weapon veryusefull as a real weapon of war except as special equipment.

Neutron Blaser:
Now we are talking. This beast would be a nasty crippling weapon.Good for both shields and armor. It’s slightly longer range is stillpretty short but it is a perfect weapon for those that like thingsclose. The neutron blaster should be somewhat less effective on shieldsthan the proton blaster but more effective on ships sytems. I’d makethis weapon do little damage to the hull and armor. I’d give thisweapon a variable, medium to high DPS and critical hit. with a mediumto low DOT effect. I’d still keep it a low alpha strike weapon.

In Short:
Electron Blasters aren’t very usefull in my eyes. maybe I’m missing something besides EM.
Proton Blaster is good for short range, minimal damage to ship with low alpha, variable DPS, variable critical hit and high DOT

  • Best for Capturing a ship intact or breaking shields.
    Neutron Blaster a great short range, light to medium damage, low alpha, variable DPS, variable critical hit, low to medium DOT
  • Best for crippling a ship or ship systems.mostly ignores shields.

Magnetic Accellerators:
Railguns and coilguns fall into this category. Since pretty mucheveryone here knows what a what a magnetic accellerator is I’ll breakit down into two types. A Railgun is not to be confused with a Coilgun.Since we allready know that a railgun is some sort of uber, long rangeweapon I’d imagine that’s how it should be. A coilgun on the other handis a little different. The coilgun is a a lower impulse, softerlauncher. Perhaps that would be a “flak cannon” or a special purposegun or perhaps it has other uses I can’t think of. It’s important tonote taht these guns both need large amounts of electricity and aprojectile of some sort. The projectile does not have to be round orshaped like a bullet and that means the barrel itself doesn’t need tobe round or even shaped much like a barrel. Since I think of amagnetic, linear accellerator I figure it should suffer the same sortof problems that a regular cannon does. Slow fire rate, slow reload andslow turret turning.

Coilguns:
This has been seen by me to be a rather short barreled weapon. Atleast the prototypes I have seen were much more like mortars ratherthan true cannon. That might not be usefull for the long ranged pwn-gunbut it seems this could be usefull in short ranged power attacks with along ranged ability if loading the right ammo type. Ammo types forshort range would be a frangible “sandcaster/flakcannon” or a hullpenetrating anti-armor round or for firing other special purpose ammolike a lightning nets. Other short range types would short duration EWjammers etc. Other types of ammunition types might be explosive,nuclear, anti-missile, longer ranged rocket extended rounds. The gunwould get no specific damage bonus but would be stuck with a basicfiring rate as well as limits in accuracy. The limit would probably theRoF or DPS and probably a limited accuracy. Ammunition type woulddetermine other factors such as alpha strike, damage types, criticalhits, range and DOT. To me the Coilgun might make a good civilianweapon because of it’s catch-all type ammo system. This weapon shouldalmost be as flexible as a missile launcher but at a lower cost.

Railgun:
When I think of a railgun, I think of a long barreled slow firing,slow turning uber cannon. It doesn’t have to be, but that’s myprejudices. I see it as the equivelence of the massive railcar andfixed guns during WW1 and WW2. The Railgun doesn’t need a massivecaliber but it does need a massive gun mount to handle the recoil. Gunbarrel shape can be any shape and does not have to be round. Therailgun ammo type isn’t as flexible I’d figure because of the massiveaccellerations involved. You are flinginging an object at hundreds ofthousands of gravitys of accelleration so I don’t expect you couldlaunch a cool gadget with it. This weapon is all about range and alphastrike. It’s RoF is horrible and the CEP of such a weapon wouldprobably preclude it from hitting anything that is manevering fast ortoo small. However I’d think the chances for a critical strike ar muchincreased. I’d figure if one of these hit a small ship it should popit. Ammunition type can vary what it can do but the ammunitionvarieties would be limited to shotgun type ammo or hull penetratingammo. Probably none of it with electronics other than tracking helpers.

In Short:
Coilgun. short to medium range, low accuracy, low DPS, variable alpha strike, variable critical hit, variable DOT.

  • Best for general purpose, medium sized gun.
    Railgun. medium to long range, medium accuracy, low DPS, high alpha strike, high critical hit, low DOT.
  • Best for seige gun. Main armament for offensive operations.

Missile launchers and warheads:
This weapon type is much easier to do things with but much harder totalk about. Most people think that a missile is a tube with explosivesin it. That is not the case. Because of the way missiles work they havea ability to be almost anything. So We’ll talk about Launchers first.Missile launchers should be the cheapest item to fit on a ship but takeup the most space. Launchers can be as cheap as a bunch of closelypacked tubes or can be the expensive rotating, magazine fed launcher. Along duration battle will want the most launch tubes you can fit on aship or at least magazine fed launchers. as changing ammo types is abear. While the missile launcher can be cheap and easy. The missilesare just the opposite. They will always be far more expensive than anyother weapon type. Missile launcher styles will determine the rate offire as well as reloadability. Missile launchers are somewhat limitedin the size of weapon they can carry. You normally can’t carry asmaller missile on a launcher meant for a larger weapon without takingup the whle magazine slot. Launchers would come in various magazinecapacities and sizes. Though in theory a small ship can easily carry alarge missile (we have Patrol boats that carry cruise missiles) thelauncher would probably curtail serious sue of this. Eve-Online used tohave no missle size limit on what a launcher could carry. This lead toproblems of “suicide bombers” carrying large torpedos in smalllaunchers. (Note. This section needs a lot of work)

Fixed, Vertical Launchers:
This is simply a series of internal tubes with an opening at oneend pointing out into space. These are not normally reloadable. Thespaceship would have to return to a ammunition ship or to port toreload but it makes up for this lack by carrying a simple complex oftubes with many missile types all ready to fire anytime you wish.Ammunition changes are trivial. Only thing to worry about is what mixof ammunition types to carry. This launcher would give a massive alphastrike ability with a high DPS. that’s a bit worrysome as you couldspam the enmy to death. In the book ‘Red Storm Rising’ by Tom Clancythis was done with great effect to overwelm the enemies defences. Howto combat this? Hmmm perhaps by making a chance of a chainfire whenripple launching in such large numbers. Anyway I’d limit the fire rateand lower the effective hits of such a launcher if it was ripple fired.Fixed launchers are best used with larger missiles as the missilebecomes too massive to easily load onto a launcher system. (theproblems of this launcher system needs to be looked into)

Box Launcher:
Semi fixed launcher. Usually used to carry special purpose missileslike torpedos or cruise weapons. These launchers may be fixed if meantto carry large missiles or flexible if meant to carry smaller missiles.they are carried externally and are normally loaded at the dockyard orat a logistics ship. The launcher carrying ability limits the type ofmissile one can carry. The same basic functionality of the fixedlauncher above but a much reduced magazine store is avalaible. Thistype of launcher would be perfect as a bolt on cheapie weapon system asit takes up little room and hardly any extra electronics.

Flexible/Rail Launcher:
This device carries a limited number of missiles on a set of railsor a rack kept externally. The magazine is kept internally and is fedto the launcher as the requirements dictate. The good thing about thissystem is that the missile can be aimed before firing. This might beimportant in reaction time especially for smaller, defense typemissiles. The other good thing is this launcher can fit oddball shapedmissiles. For instance missiles with giant fins. The bad thing is thatthis launcher can only fire as fast as a missile can be reloaded andthe reload cycle is slow. The other bad thing is that the launchercould jam thus taking out any ability to fire the magazine of missilesthis launcher has.

In short:
Vertical launch system. large magazine, no reload, variable alpha strike, variable DPS, variable damage, variable DOT.

  • Good for larger ships with lots of capacity.
    Box Launcher. Small magazine, no reloads, variable alpha strike, variable DPS, variable damage, variable DOT.
  • Cheap weapon system, can place on anything.
    Felixible Launcher. Aims anywhere, large magazine, reloadable, variable everything else.
  • Expensive weapon system. meant for purpose built missile ships.

Artillery:
In almost all instances I can see this weapon as a viable weapon to usefor nothing save for a limited number of reasons besides the wow, itmakes noise argument. The reasons are that this weapon system is cheap.Probably cheaper than anything else. Very little would go wrong withits choice. The other reason to use this weapon is as a self defenseweapon. It uses little power, should require almost nothing to place itand so would probably be added on to any small ship as a :just in case"gun. That being said. Lareger calibers are certainly useable but justnot allt hat capable to even a low end coilgun. Unlike in Eve-Onlineartillery tube is not divided into howitzers and autocannon. Thatdistinction is made by those who didn’t read up on guns. Howitzers area weapon that is meant to be fired a high angles. A autocannon is aself loading gun. We can probably assume that all guns in the futurewill be self loading and the only real distinction on different guntypes is how many barrels the mount has and how fast can the gun canfire and how long the barrel is. The rule of thumb is that the biggerthe caliber, the slower the firing rate. Also typically, the longer thebarrel the more accurate the gun is and the longer the range. Weaponsdesigners have done a lot to make guns fire faster but there are somereal limits to big bore guns. The size of everything slows down reload.That is one reason why the larger turrets have multiple guns associatedwith them. That is too bad as it makes the turret much slower to turn.

Short barreled/Low impulse cannon:
Various names have been given to these guns throughout history.Most of those sort of meaningless today. The one that comes to mind forme is the carronade. Short ranged, low velocity. This sounds closeenough. The idea of using low velocity gun types does make sense incertain situations.This is a good cheap weapon for a spaceship thatcould not mount a larger caliber gun for various reasons. This might bethe cheapest of the artillery cannon. Range woulkd be greatly reducedas well as the hitting power but could be made up for by carryingexplosive warheads in it rather than relying on kinetic energy. Anothergun type I will include in this is the very light Recoilless cannon.The object of this gun is similar but this time you could mount italmost anywhere. These types of guns have a much lower range (in spacethat might not matter). as a big gun with about the same reload speed.Their alpha strike would be reduced as well as chances for a criticalhit. I’d put this gun as having basically similar properties to thecoilgun but with a more limited ammunition type.

Long Barreled gun:
Very similar to the capabilities to a Railgun but with much lowerpower requirements and decreased ammunition. Why is that? the size of apropellent charge is about 3 times the size of a the warhead. That addsup. Reload time should be be close to that of a railgun. What wouldmake this gun work well is that the smaller the gun gets the faster itcan fire. Where a large caliber gun might take 20 seconds to fire, asmaller one can load much quicker. Where might this be advantagous overa small rail gun? perhaps a railguns power cycle is still too slow. Idon’t know. The problem of this gun type is that while the largeversions have similar ability to a railgun (at reduced critical hit),the smaller versions drop that critical hit and alpha strike for a muchincreased RoF. At smaller sizes I get a distinct impression that we’lllike “walls of lead” more than we will like any precision, alphastrike, or critical hits.

In Short:
Short Barrel, low impulse Artillery. short to medium range, lowaccuracy, low RoF, medium alpha strike, medium critical hit, no DOT.

  • Best for a cheap, general purpose, medium sized gun.
    Large, Long Barreled Artillery. medium to long range, mediumaccuracy, Low RoF, good alpha strike, high critical hit chance, no DOT.
  • Best a slightly cheaper, slightly less expensive replacement for a railgun
    Small, Long Barreled Artillery. short to medium range, mediumaccuracy, medium to high RoF, medium Alpha strike, low to mediumcritical hit, no DOT
  • Best use as a defense and secondary gun.

Ammunition Types:
The problem with some other MMOs is that the ammo type is prettysimplistic and pretty limited. I’d like to see a larger variety ofammunion and the logistics of reloading and weapon selection as animportant logistics focus prior to combat. This may be too much tediumand minutia to deal with. Something that allows great use of ammunitionmixing strategies might be a bit too much for a MMO. The reality ofcombat doesn’t always jive well with gaming. The weapons I listed allhave some variation small variation of ability. It’s the ammunitiontypes that will deal the damage. Ammunition types should not so much bebased on the standard Eve-Online types like: thermal, EM, Kinetic,Explosive. It is a start though. The damage types I am thinking of are:primary shield, primary armor, primary systems, multi-variations,special items. Why did I list it this way? Because real systems tend tohave weaknesses that can be attacked. With the weapon determiningaccuracy, RoF, alpha strike, Critical hit. It remains for most ammotype to determine the damages on the target as well a DOT.

Except for lasers, each weapon has its own ammunition.

Coilgun ammunition:
Coilguns are fairly low impulse guns. I figure for game play thismight make it a good rubbish bin for most anything that will fit in thebarrel. Probably not realistic but, hey, whatever. Ammunition typeswill very. But since the gun is supposedly a decent gun for all around,general usage. It should probably get all sorts of ammunition choices.

Explosive shell: General purpose shell. Like most cannon rounds of today.
Grape shell: Sand caster/shotgun effect used for anti-missile and anti-fighter defense.
HEAT: Explosive, anti armor, perfect for close combat and for reduction of hardened objects
Electro-Net: for shields and EM damage. does no real damage to armor (make up your own word)
EW Jammers: Low end jammers meant for self defense rather than as a active jamming solution.
RAP: (Rocket assisted Projectile) Increase range with a smaller warhead.

Railgun/Artillery ammunition:
This gun type relies mostly on kinetic energy to do its job.Because of the accelleration of the gun it works best at longer rangeswhere some of the ammunition sent would not be very usefull. Also I hadto limit ammunition types for game reasons.

Discarded-Sabot-Flechette: It’s a arrow! Ok, this is a standard kinetic penetrator. Probably mostly used against armor
Solid Shot: This is the less capable version of a Flechette. It’s used in smaller guns normally.
Beehive: This is a bundle of flechettes. This is a long range shotgun.

Missle ammunition:
This part is complicated as there is almost nothing you can’t stickin a missile. I’m going to list three different sizes of missileammunition even though that’s really not how missiles are figured out.Missiles are expensive compared to other ammunition and missiles tendto have different problems that other ammo types are immune from. Asyou can see I need a lot of help on getting this balanced and right.Typically a missile seldome misses. If it does it was a failure in themissile, not in the aim. But since a missile can’t be aimed other thanat a full target that should mean most missiles would do less basedamage. All hits and alphas and other mumbo jumbo words are incomparison to like weapon size Note rate of fire not related tolauncher but to what the game engine and perhaps sensor limits canhandle.

Small Missiles:
Anti-Fighter/Missile-missile: (explosive) Typical missile carried by fighters and capital ships.
-Short range, low critical hit, medium alpha strike, medium RoF, no DOT, low AOE
Electro-Net missile: (antishield) Same as the coilgun ammo but in a missile. Carried by fightersmostly. uses carbon fiber conductors. short out shield

  • Short range, medium critical hit, low alpha strike, medium RoF, medium DOT
    Attack Missile: Hyper velocity, anti-armor missile, lightweight kinetic energy missile.
    -Short range, low critical hit, low alpha strike, high RoF, no DOT
    Rockets: (explosive) Yeah I think they are going to be useless but some folks want them. Treat this like a low velocity gun.
    -Very short range, low accuracy, low critical hit, medium alpha, high RoF, no DOT

Medium Missiles:
Anti-Ship missile: (HEAT) The backbone of the missile versions. This is what most non fighter combat ships carry.

  • Medium range, low critical hit, medium alpha strike, medium RoF, no DOT
    Electro-Net missile: (anti-shield) larger version with longer range, It’s a shield vampire
  • Medium range, high critical hit, low alpha strike, medium RoF, high DOT
    Attack Missile: longer ranged hyper velocity, anti-armor missile
  • Medium range, low critical hit, low alpha strike, high RoF, no DOT
    Anti-Radiation missile: Self guided missile. only goes after ships systems, like sensors.
  • Medium range, medium critical hit, medium alpha strike, low RoF, medium DOT
    Active ECM missile: Small chance to jam sensors and to break sensor locks for short period
  • Special, unguided, low range, low chance to jam, low time of jam, medium RoF, no DOT

Heavy Missile:
Anti-Ship missile: (nuclear, shaped charge) Typical missile used by cruisers through capital ships. maybe can be tuned for attack type?

  • Long range, medium critical hit, medium alpha strike, low RoF, low DOT, low AOE
    Attack Missile: Hypervelocitykinetic energy, multiple warheads (Beehive) does smaller damage overall but has a higher chance of a critical strike.
  • Long range, high critical hit, high alpha strike, low RoF, no DOT
    Active ECM missile: medium chance to jam sensors and break missile locks for ships and missiles at longer range.
  • Special, unguided, medium range, medium chance to jam, low time of jam, low RoF, no DOT
    Light Smart Mine: Uses missilelauncher to launch temporary lightweight mines. mines have a limitedduration and low number count (5 at a time maybe)
  • Special, unguided/guided hybrid, low range, low critical hit, medium RoF, low DOT, low AOE
    Sensor Missile: This missile does no damage but carries low grade active and passive sensors to increase chance of detection while active.
  • Special, Long range, increase sensor scan ability by xx%, chance to break jam by xx%, medium duration very low RoF, medium AOE

Large Missile:
Torpedo1: (nuclear, with laserhead) Anti-capital-ship or anti bunker weapon. carried by larger shipsand perhaps some smaller ships (limit launch numbers)

  • Very long range, poor turning, high critical hit, high alpha strike, very low ROF, low DOT, medium AOE
    Torpedo2: (nuclear, submunitions) Anti-formation, weapon. carried by larger ships and some smaller to break up a fleet.
  • Very long range, poor turning, low critical hit, high alpha strike, very low ROF, low DOT, high AOE
    CapTor Mine: This is a mine with a torpedo in it. It is a long duration deployable mine. used for access control. (must limit numbers)
  • Medium range, poor turning, medium critical hit, low alpha, very low ROF, medium DOT, high AOE
    Deepspace Probe: This is your probe scanner. long duration with a scana area. scans about as well as a fighter though easier to jam.
  • Very long range (variable for duration), increase sensor scan byxx%, chance to break jam by xx%, long duration very low ROF, high AOE.

What I was trying to do is specifically NOTlimit the weapon to a specific damage type with the exception of"blasters". I have been told that these blasters I write about are abit too uncannily like Eve-Online blasters and perhaps a name change isin order. Blasters are limited in damage type because my poor knowledgeabout particle physics says that one blaster type might be moreeffective on a shield than the armor and the other type might passthrough armor as if it wasn’t there. This seems to be a perfectbalance.

The other weapons by and large do not have any sort of damagelimitation as they are completely dependent on the ammo for damagesdone. Which is sort of how I wanted it. The weapon has a basic limitsuch as range and rate of fire and turret tracking and perhapsaccuracy. but the ammo is the real source of limitations.

A correction and clarification. I don’t mean to say that the shortranged coilgun and low impulse artillery are like short barreledsub-machineguns. That is a bit too eve like. What I wanted to do ismake them cheaper, easier to operate, perhaps track faster and finallyallow a mix of ammunition types to overcome their limits. I mean inspace there is no range limit. Also. since the ammo size and weight ofgun limit the rate of fire it would make sense that a 500mm recoillessrifle round would be as hard to load as a 500mm artillery cannon roundif not harder.

The reasons I put the coilgun and low impulse cannon in is to provide alittle coverage for a spaceship that might not be able to fit a railgunor cannon on for various reasons. For instance a fighter could fit aXXmm recoilless mount on but not the same sized cannon. Or similarly afrigate might be able to fit a cruiser sized weapon if the weapon was acoilgun.

Sort of like this example: In WW2 a light bomber (B-25) was a sortof dud as it couldn’t carry much bombload. However when low impulsecannons and missiles were added it became an excellent ground attackairplane. capable of smiting any tank. Similarly. Adding low impulseguns on to a aging cargo plane gives that ship the ability to providelong term fires support from the air. Of course since it’s my beliefthat we should limit such ad-hoc gun emplacements we would have a gunwith lower ability. In the case of a recoilless gun it’s not as good asa similar sized artillery tube.

For those that worry that I didn’t talk about specific weapon sizesand DPS, I can’t say much. I can’t figure out specific calibers andmounts as I don’t know armor or shield thickness or hardness. I don’teven know specifics on the mount besides some basic information. With asmall fighter there is no reason why a fighter could not use ANY of themounts if it can fit it. That is why I didn’t feel the need to say "Afighter can only mount a 50mm railgun and 2000 rounds of ammo in thelmk1 mounting).

In calculating laser damages I was thinking ofPulse lasers being the rough equivelent of a railgun with but with lessalpha strike or chance for a critical hit. The Rate of Fire would begreater (per like sized weapon) but since the damage on target is lessper shot than a railgun hit, the dps would probably close to equal. Iwanted lasers precisely because of the RoF. Far as I am concerned theonly thing that could equal the RoF of a laser would perhaps be theParticle beam.

I should try to cobble up a graph. maybe that would help us figure outa way to cover all the bases with RoF, DPS, Alpha, Critical hit. If Iknew more about game play and balance it would help. I’ll try to figuresomething out.
These graphs are only to see what can be worked out. It’s going tobe REAL important to figure out DPS since those are generally the onlythings that matter to most players. I am not good enough to figure outthis stuff. So, Let’s just throw out some junk. Perhaps some of youEve-Online and WoW gurus can help
Arbitrary scale. (edited)

Rate Of Fire
RoF:-------------------Slow--------------------------------------------Fast
CW Lasers… :-------------------------------------------
Particle Gun (fast)… :-------------------------------------------
Pulse Lasers … :--------------------------
Multi-Tube Cannon… :-----------------------
Pulse Particle Gun … :----------------------
Multi-Tube Railgun… :---------------------
Coilgun… :----------------
Single Tube Cannon. :-----------
Low Impulse Cannon :----------
Single Tube Railgun… :-------
Missile Tubes…Excluded

Alpha Strike
------------------------Low--------------------------------------------High
CW Lasers… :-----
Particle Gun (fast)… :--------
Pulse Lasers …:---------
Multi-Tube Cannon… :-----------------------------
Pulse Particle Gun …:-------------
Multi-Tube Railgun… :---------------------------------
Coilgun… :------------------------
Single Tube Cannon. :----------------------------------------
Low Impulse Cannon :------------------------
Single Tube Railgun… :-------------------------------------------
Missile Tubes… :-------------------------------------------

Critical Hit
-------------------------Low--------------------------------------------High
CW Lasers… :-----
Particle Gun (fast)… :----------
Pulse Lasers … :---------------------
Multi-Tube Cannon… :-----------------------------
Pulse Particle Gun … :-------------
Multi-Tube Railgun… :---------------------------------
Coilgun… :-----------------
Single Tube Cannon. :----------------------------------------
Low Impulse Cannon :----------
Single Tube Railgun…:-------------------------------------------
Missile Tubes…Excluded

Ammunition choices will limit ranges Except lasers.
Range Limitations
------------------------Short--------------------------------------------Long
CW Lasers… :--------------------------
Particle Gun (fast)… :------
Pulse Lasers … :---------------------------------
Multi-Tube Cannon… :------------------------------
Pulse Particle Gun … :-------
Multi-Tube Railgun… :--------------------------------
Coilgun… :-------------
Single Tube Cannon. :-------------------------------------
Low Impulse Cannon :-------------
Single Tube Railgun… :--------------------------------------------
Missile Tubes… :--------------------------------------------------

Damage Per Second is based on ammunition choices Multiplied by therate of fire and adding any Critical Hit percentages. Also must weighin the chances of a flat out miss.

Damage Per Second
-------------------------Low--------------------------------------------High
CW Lasers… :------------
Particle Gun (fast)… :-------------
Pulse Lasers … :---------------
Multi-Tube Cannon… :--------------------------
Pulse Particle Gun … :----------------
Multi-Tube Railgun… :---------------------------
Coilgun… :-------------
Single Tube Cannon. :------------------
Low Impulse Cannon :-------------
Single Tube Railgun… :-----------------------
Missile Tubes…Excluded

I Post this not knowing what the hell I am doing. someone with someMMO sense PLEASE do some basic figuring using my limite knowledge ofthe mechanics of a particular weapon system. Also, Try to figure outmissiles. That will spend a good evening figuring out.

;em12; 完全看不懂…

;em02; 不翻,坚决不翻,会死人的!

我来试试看。
从沙发开始:激光:
除了波长,持续时间和功率,激光没什么花样可玩的。对我来说,这意味着你不会有“超光速激光”来攻击200公里外的目标。作为替代,你可以改变光束的频率/功率/持续时间。激光不产生“EM”类伤害(我也不知道EM什么意思),它们产生热能/爆炸伤害。激光照射或者向物体倾泻过多热能导致热损伤,或者(当功率更高时)将物质转化为等离子体来产生爆炸效应。激光武器没有枪膛,大部分激光甚至没有透镜。作为替代,激光用旋转的反射镜或者棱镜来反射和聚焦光束。因为没有枪膛,这种武器短而粗,但轻且转动快。激光类型在游戏中不会造成很大影响,除非频率选择变成很重要。所有的激光都可以是脉冲或连续光束。

激光器类型:
二极管型,低功率,用电力,频率范围受限制,长运行时间。
化学激光,较低的高功率,用电,多种频率,长运行时间。
自由电子激光,高功率,用大量电力,任何频率,短运行时间。
气体动力学激光,高功率,用燃料,频率受限制,由燃料就能运行很长时间。

连续波激光(EVE称为光束激光)
发射持续光束直到你关掉。通常是长脉冲。因为是柳暗许的,我指出运行功率会必须调低,限制它的有效射程和Alpha伤害。这会增加击中目标的可能性和可能的DPS(秒伤害值)。其他方面,这件武器不如同功率射程的脉冲武器那样有效。为什么?它蒸发物质的蒸汽会遮挡光束使它失去聚焦。我也给这件武器很低的关键打击能力。记住这是一种操作模式,不是武器类型。
这种武器外表最好参见电视剧集巴比伦5号和星舰迷航。

脉冲激光:
脉冲激光是有很低持续时间的普通激光。光束短持续时间造成以下特性:允许光束以比连续方式更高的功率运行。脉冲激光也允许激光冲击在物质上造成的等离子云消散,否则等离子云会造成伤害减小,就像持续激光一样。这会小小的增加它的有效射程,也会有效增加Alpha打击伤害。脉冲也可以调整理造成最大伤害而不烧掉激光器。我会给脉冲激光比连续激光更高的关键打击能力。记住这是一种操作模式,不是武器类型。
这种武器外表最好参见电影星球大战。
简述:
连续激光有略短的射程,低Alpha,高秒伤害,低致命打击。
最好用于护盾或自卫。
脉冲激光有略长的射程,中等Alpha,低秒伤害,中致命打击。
最好用于第二进攻性攻击。

下面是电磁炮,常规火炮,导弹和弹头,明天再翻译。我第一次做翻译,没什么经验,还请多多指正。

爆能武器:
爆能武器不像名字描述的那么科幻。我觉得在这种情况而不是EVE和某些科幻故事里爆能武器更有趣一些。我把爆能炮认为是一种粒子加速器。离子加速器发射由重或者轻离子的等离子体组成的聚焦“光束”。顶着相位等离子炮或者脉冲等离子炮的名头,爆能炮也是一种短程武器。理由?等离子体会容易分散。任何磁场都能分散它,而且等离子体的天性倾向于不聚集或聚焦。爆能武器使用大量电力和一些燃料。燃料可以是能原子化,充电和装进加速腔的任何东西,也可以只用电子。白能武器需要按照特定类型和用途建造,不像激光那么容易改变。爆能主要伤害类型是雷能,离子化辐射,EM(电磁?)这看上去像是说它?????
爆能类型:
电子:低能量,低容量,短射程,容易被护盾挡,我猜主要造成EM。
质子:高能,短射程,较难被盾阻挡,中等辐射效应,热能伤害。
中子:高能,较长射程,很难被护盾挡住,严重辐射效应,热能和EM伤害。
质子炮:
看上去会有用。我想它对海盗、定制或本土防御船来说很棒。如果你想瘫痪一条船而不杀死船员或把整条船炸掉,他会很有用。因此他看上去会比其他武器更加人次。也许我会把质子炮设定为高DPS,低Alpha打击,高DOT武器而致命打击中等。伤害更多指向护盾和船的辅助系统。我不认为这种武器作为大战的真家伙很有用,特殊装备除外。
中子炮:
现在我们谈论的是一件野兽般的肮脏的极限武器。对护盾和装甲都很好。他稍长的射程仍然短的遗憾,但是对于近距离的东西是完美的武器。对于护盾不如质子炮有效,但对于船只系统威力更大。我会设定为对船体和装甲都只产生很少伤害。我会给它可调的中到高DPS和致命打击,而DOT中到低。我也会把它设定成低Alpha的武器。
简述:
电子炮:在我眼里除了造成EM没啥用。
质子炮:短程内很好,对船伤害很小,低Alpha,可调DPS,可调致命打击,高DOT
适合捕获船只或者破盾
中子炮:短程武器中算长的射程,低到中伤害,低Alpha,可调DPS,可调致命打击,低到中DOT
适合摧毁船只或船只系统,很大程度上无视护盾。

EM:确实是电磁,电磁伤害

Alpha:α射线,电离作用,通过物质时极易使其中的原子电离而损失能量,可以破坏原子结构,从原子层面上破坏船体.

DOT:相信是精确度!

不是气体动力学激光,是瓦斯动力激光

电磁加速器:
轨道炮和线圈炮属于这一分类。既然大部分人都知道电磁加速器是什么,我把它分为两类。轨道炮不会和线圈炮混在一起。因为大家都知道轨道炮是某种长射程的**(俚语?)我会认为那就是他应该是的东西。线圈炮则有点不同。线圈炮是一种低推进力,柔和的发射器。也许应该是一种防空炮或者特殊用途的炮或者有其他我想不出来的用处。要记住这些东西都需要大量的电力和一个某种类型的投射体,透射体不一定要是圆的或者像子弹一样的形状,这意味着炮管本身不必是圆的(截面),甚至看起来不像是炮管。关于我设想的线性电磁加速器,我认为它也要承受和常规火炮同样的问题:开火速率慢,再装弹慢,炮塔转动还是慢。
线圈炮:
在我看起来是一种短管武器。至少我看到的原形更像是迫击炮(臼炮?)而不是真的大炮。作为长射程的大炮可能不是很有用,但看起来在短距离大威力攻击时很有用,装填正确的弹药类型时也能有长射程。短程弹药种类会是一种易碎的沙模(?)/空爆炮弹,或者穿透船体的反装甲弹药,或者发射其他特殊用途的弹药,例如一张闪电网,还有短时间的电子干扰器之类。其他弹药种类可能有爆炸弹,核弹,反导炮弹,火箭增程弹。这种火炮没有特殊的额外伤害,但会受困于固定的发射速率以及命中率的限制。限制可能是RoF或者DOT或者命中率限制。其他参数例如Alpha攻击,伤害类型,致命打击,射程和DOT将由弹药类型来决定。对我来说,线圈炮会是一种很好的民用武器,因为适合所有的弹药系统。它几乎和导弹发射器一样有使用弹性,而代价却很低。
轨道炮:
当提起轨道炮时,我想到的是长管、缓慢开火、缓慢转向的**炮。其实不一定非要这样,但这是我的先入之见。我把它看成是一战和二战中那种大型铁道炮和固定炮的等价物。轨道炮不需要大口径,但确实需要大质量的配件来处理后坐。炮管可以是任何形状,不一定是圆的。轨道炮弹药的种类不那么多样化,这是因为巨大的加速度。你在用数十万g的加速度来发射物体,所以我不指望你能发射那些很酷的小玩意。这种武器是围绕射程和Alpha攻击设计的,RoF大的可怕,CEP也让它不能集中过快或过小的任何东西。尽管如此,我认为,致命打击的概率大大增加了,我认为如果有一发击中,小船就完了。弹药类型可以调整,但是弹药种类被限定在霰弹或者船体穿透弹上。也许除了用于追踪的信标之外两者都再也没有电子仪器了。
简述:
线圈炮,短到中射程,低精确度,低DPS,可变Alpha攻击,可变致命打击,可变DOT。
适合作为通常用途,中尺寸的大炮。
轨道炮,中到长射程,中精确度,低DPS,高Alpha攻击,高致命攻击,低DOT。
适合作为攻城炮。进攻性行动的主要军备。

导弹发射器和弹头
这类武器太好玩花样了!但要说清楚也太麻烦了!大多数人认为导弹就是装着爆炸物的管子,这里不是这样。按照工作的方式不同,导弹可以是几乎任何东西。所以我们还是先讨论发射器吧。你能装上船的东西里,导弹发射器应该是最便宜的,也是最占地方的。它可以像堆起来的管子一样便宜,也可以是昂贵的带弹库、供弹设备和回转平台的昂贵装置。在持续的战斗中,你会要求船上装的发射管——最起码是弹夹供弹的家伙——越多越好,因为换弹药实在是种煎熬。发射器简单而便宜,导弹则正好相反,比其他任何武器都贵。发射器的式样决定开火速率和是否再装弹。发射器受到携带武器尺寸的限制,一般来说不能在为大家伙设计的发射器上装小导弹——小到不能占据整个弹夹槽。发射器有很多库容和尺寸,尽管在理论上小船也能带大导弹(我们有巡逻艇带巡航导弹的),发射器会缩减这种情况。EVE曾经不设置导弹尺寸限制,导致了小发射器带大导弹的“自杀轰炸机”问题。(注意,这节需要大量工作)

固定垂直发射器
只是简单的一系列内部发射管,一头开口指向空间。一般不再装填,船只需要回到弹药船或港口来转装填,但是通过携带多种导弹的组合发射管可以弥补这个问题,可以在任何时候开火。弹药更换并不重要。只有一件事情需要担心:带什么弹药的组合?发射器提供高Alpha攻击能力和高DPS。这有点烦恼,你可能把敌人用导弹砸死。在汤姆克兰西的“红色风暴”中这样做对于饱和敌人的防御效果惊人。怎样对抗这个?也许要把这样大数量的波次发射改成链状火力。不管怎样,我会限制发射速率,并且降低有效击中数,如果导弹是这样波次发射的。固定导弹发射器最适合用于大型导弹,因为他们太重了,很难撞到发射器上(关于这种发射系统还需要观察)
箱型发射器
半固定发射器,通常用于携带特殊用途导弹例如鱼雷和巡航武器。带大导弹时固定,而带小导弹时可调。一般外挂,在船坞或后勤船上装载上去。携带导弹的类型受到发射器的携带能力限制。和可变发射器相比,弹夹基本功能还留着,但是大大削弱。这型发射器最适合廉价货,占地方小而且几乎不用电。
可调/轨道发射器
在外挂的轨道或者架子上携带有限数量的导弹。弹夹内装,在需要的时候装到发射器上。好消息是导弹可以在发射前瞄准,对于反应时间可能很重要,特别对于防御性的小导弹。另一个好消息是可以装奇形怪状的导弹,例如带有巨大尾翼的家伙。坏消息是只能按再装填速度发射导弹,在装填很慢。更坏的消息是发射器可能卡壳,因此弹库里的任何导弹都打不出去了。
简述:
垂直发射:大载弹量,没有再装填,可变Alpha,可变DPS,可变伤害,可变DOT
适合需要大载弹量的大型船只
箱型发射器:小载弹量,没有再装填,可变Alpha,可变DPS,可变伤害,可辨DOT
廉价武器,可以放在任何东西上
可调发射器:瞄准任何地方,大载弹量,可再装填,其它全部可调
昂贵的家伙,适合专门建造的导弹舰。

身管火炮:
在几乎所有情况下,我可以把这看作一件除了制造噪音之外只有几个理由来派用处的武器,这会引起争论。理由就是这种武器系统便宜。也许比其他任何东西都便宜。选择它很少会出错。另一个理由是作为自卫武器,它几乎不用电,几乎不占地方,所以可以在任何小船上安装,来作为炮使用。当然可以采用更大的口径,但甚至不能达到线圈炮的下限。与EVE不同,炮管不再分为榴弹炮和自动加农炮,这是不熟悉枪炮的家伙才会做的区分。榴弹炮是一种高仰角开火的区域武器,自动炮是一种自动装填的炮。我们可以假定未来所有的大炮都自动装弹,所以各种炮的真正区别在于有多少炮管,开火多块和炮管多长。经验规则是口径越大,开火月满。当然,长管炮会更准,射程也更远。为了让大炮更快开火,武器设计者已经做了很多,但是对于大型炮仍然存在真正的极限。任何东西的尺寸都在阻碍再装填。这也是大型炮塔需要多联装火炮的原因。这让炮塔转起来更慢,这听上去真是太糟了。
短管/低后坐炮
在历史上有多种名字,许多种类今天已经消亡了。现在用的名字是Carronade(大口径短炮)。段射程,低速度,听上去****(不知道怎么翻译)。用低速火炮在特殊情况下确实是合理的。对于因为种种原因不能能够装更大口径武器的星舰来说这是一件很好的廉价武器。这可能是最便宜的大炮。射程和打击力都会大大降低,但可以用爆炸性弹头来弥补,而不用依赖动能。另一种要介绍的家伙就是无后座力炮,和上面的家伙很接近,但这次你可以装在任何地方上。射程大大缩短(在空间中不重要),但装弹速度保持不变。Alpha和致命打击都会削减。我会给它与线圈炮类似的性质但弹药类型更加受限制。
长管炮
与轨道炮接近的能力,但电力需求小很多,弹药数削减。为什么会这样?炮弹的发射药是弹头的3倍大,必须要加上去。再装填时间和轨道炮接近。让这种炮表现良好的秘诀在于炮越小开火越快。当大口径炮20秒开火一次时,小家伙再装弹快得多。与小型轨道炮相比的优势是什么?也许轨道炮的充能周期还是太慢,我不知道。这类武器的问题在于大型版本接近轨道炮(致命打击缩减),小型版本削弱了致命打击和Alpha攻击来换取更高的RoF。在较小的尺寸,我得到的直观印象是我们更喜欢铅弹墙,而不是精确,Alpha打击或者致命打击。
简述:
短管,低后座力大炮。短到中射程,低精确,低RoF,中Alpha,中致命打击,无DOT
适合廉价通用中尺寸炮
大型长管,中到长射程,中精确,低RoF,高Alpha,高致命打击,无DOT
适合作为稍低价的轨道炮替代品
小型长管,短到中射程,中精确,中到高RoF,中Alpha,低到中致命打击,无DOT
适合作为防御和第二武器

弹药类型
有些MMO的问题是弹药类型被简化和限制得太厉害了。我喜欢有更多的弹药可选,装弹和武器作为重要内容的后勤比后勤更重要。这处理起来也许太沉闷和太琐碎。有些允许弹药混合策略的东西对于MMO来说可能太多了。战斗的真实性和游戏性不能很好共存。下面我列出的武器全都有更细的子类型和不同的能力。是弹药类型来决定伤害。弹药类型不会太拘泥于EVE的标准模式:热能,电磁,动能,爆炸,但这时开始。伤害类型我想有:主要对盾,主要对甲,主要对系统,多用途,特殊。为什么我这么列?因为真实的系统倾向于有弱点可趁。武器决定精确,RoF,Alpha攻击,致命打击,但对于大多数情况,伤害和DOT是由弹药类型决定的。
除了激光,所有武器各自有弹药数。
线圈炮弹药:
线圈炮相对低后座,我认为在游戏里这可以让他成为万用垃圾桶来丢弃任何能塞进炮管的东西。也许不真实,不过无论如何弹药种类会很多。但是,既然这家伙被设定为对周围的万能炮,也许可以在以下几个选择中挑选。
爆炸弹:通用炮弹。和现在的炮弹一样。
葡萄弹:霰弹,反导弹和反飞机时特别有效。
HEAT(高爆反装甲),会爆炸,对装甲有效,近战和破坏强化目标的完美选择。
电子网:破盾和电磁伤害。对装甲没有实际伤害。
电子干扰器:低端干扰器,与其说是主动干扰的解决方案,还不如说是自卫。
火箭助推弹:增加射程,但是弹头缩小。

轨道炮/火炮
这类家伙主要依赖动能来干活,因为加速过程,最适合在长距离上发挥,其他弹药可能不那么有用。出于游戏原因我必须削减弹药种类。
脱壳穿甲弹:像箭一样!OK,这就是标准的动能穿甲弹,可能最主要用于对付装甲。
实体弹(不知道怎么翻):脱壳穿甲弹的降性能版本,一般用在小炮上。
蜂巢弹:发射一簇脱壳穿甲弹。是长距离的霰弹。

导弹类型:
这部分比较复杂,因为几乎没有什么东西不能塞到导弹里。我打算列出三种导弹弹药的尺寸,尽管这真的不是描述导弹的方式。与其它弹药相比导弹很贵而且会出现其他弹药不会出的问题,如你所见,我需要大量的帮助来正确的调整平衡性。一般导弹很少落空。如果落空,是导弹出了问题,不是瞄准。但是导弹不能瞄准除了完整目标之外的其他东西,这意味着大多数导弹会造成较小的基础伤害。所有攻击,Alpha,其他什么词都不如武器尺寸那样好对比。记住,发射速度和发射器无关,但和游戏引擎或许还有传感器能处理的极限有关。
小型导弹:
反飞机/反导导弹(爆炸)典型的导弹,由飞机和主力舰携带。
短射程,低致命攻击,中Alpha,中RoF,无DOT,低AOE
电子网导弹(破盾)与轨道炮弹药相同,但装在导弹里,主要由战机携带。用导体碳纤维短路护盾。
短射程,中致命攻击,低Alpha,中RoF,中DOT
攻击导弹:超高速,反装甲,轻重量动能导弹
短射程,低致命攻击,低Alpha,高RoF,无DOT
火箭(爆炸)我想这没用,不过有些人想要。当做一杆低速炮吧。
超短射程,低精确,低致命攻击,中Alpha,高RoF,无DOT

中型导弹
反舰导弹(HEAT)导弹家族的脊梁!大部分不负责对付飞机的船都带这个。
中射程,低致命攻击,中Alpha,中RoF,无DOT
电子网导弹(破盾)大型版本,射程也增长了。护盾的吸血鬼。
中射程,高致命攻击,中Alpha,中RoF,高DOT
攻击导弹:常射程的超高速反装甲导弹
中射程,低致命攻击,低Alpha,高RoF,无DOT
反辐射导弹:自导引,只跟踪船只系统,例如传感器。
中射程,中致命攻击,多重Alpha,低RoF,中DOT
主动电子对抗导弹:小概率干扰传感器,短时间内解除传感器锁定。
特殊,无制导,短射程,低概率干扰,短时间干扰,中RoF,无DOT
重型导弹
反舰导弹(核能,成型装药)巡洋舰到主力舰的典型武备。也许能调成攻击模式?
长射程,中致命攻击,中Alpha,低RoF,低DOT,低AOE
攻击导弹:超高速动能,多弹头(蜂巢弹),总体杀伤力下降,但致命打击概率上升
长射程,高致命攻击,高Alpha,低RoF,无DOT
主动电子对抗导弹:中等概率干扰传感器,解除导弹对舰船锁定,射程更长。
特殊,无制导/制导混合,中射程,中概率干扰,中干扰时间,低RoF,无DOT
轻型智能水雷:用导弹发射器来发射临时性的轻型水雷。水雷持续时间有限,总数量也有限(也许同时5枚)
特殊,无制导/制导混合,短射程,低致命攻击,中RoF,低DOT,低AOE
传感器导弹:不造成伤害但携带低级的主动和被动传感器,活动时增加探测概率。
特殊,长射程,增加传感器扫描能力xx%,增加打破干扰xx%,中持续时间,超低ROF,中AOE
大型导弹
鱼雷1(核能,激光制导)反主力舰或反工事武器,用大型船只携带,或许有些小点的船也能带(发射数量有限)
超长射程,很难转弯,高致命一击,高Alpha,超低RoF,低DOT,中AOE
鱼雷2(核能,军需物资??)反编队武器,用大型船只携带,或许有些小点的船也能带,击破整支舰队。
超长射程,很难转弯,低致命一击,高Alpha,超低RoF,低DOT,高AOE
捕捉者水雷:水雷里装鱼雷。长时间部署的水雷,一般用于要道封锁(总数受限)
中射程,很难转弯,中致命一击,低Alpha,超低RoF,中DOT,高AOE
深空探测器:你的探测器扫描装置。持久扫描一个区域,和战斗机一样,尽管比较容易被干扰。
超长射程(和持续时间挂钩),增加传感器扫描能力xx%,增加打破干扰xx%,长持续时间,超低ROF,高AOE

DOT是持续性伤害吧?

ls查了一下,是的!是持续性伤害,我没玩过魔兽!