Weapon Lore & Roles

The next major release is going to let you create custom ship loadouts. These include picking from a large variety of weapons – 47 and counting, as of this writing. But if you’re going to pick weapons intelligently, you need to know what they do.

Weapon Lore

Cold, hard numbers are great when you’re comparing the finer points, but for an initial “just what is this” moment, you need a description. Therefore our resident lore master, Ivaylo, has been working night and day (or so he tells me) writing them. I thought I’d share a couple.

Heavy Machine Gun
Primary role: point defense
Mount size: medium

A workhorse of patrol craft across the sector, this weapons system features a reliable, centuries-old blowback firing mechanism. Safety features include a positive cook-off safety for open bolt clearing and double ram prevention. The weapon is typically mounted on a relatively heavy base to help absorb recoil during prolonged bursts of fire.  Calibers vary, but are usually in the 17-20mm range. The heavier projectiles do not shatter upon impact like lighter ammunition and present a credible threat to frigate-class vessels. Extremely accurate, though slower-firing than a vulcan cannon.

Sabot SRM (Short Range Missile)
Primary role: close support
Mount size: small

Sabot-class class missiles are short-range, two-stage KE weapons. A guided missile first stage projects a secondary assembly to within striking distance of a shielded target. A targeting computer then ignites the propellant for the KE penetrator. This “sabot,” as it is commonly called, is typically a narrow, laterally stabilized projectile manufactured from an ultra dense material such as depleted infernium.  Excellent at bringing down enemy shields and causing an overload. Standard ship armor is spaced and thus the damage the sabot causes is largely contained if it gets through the shields.

“Mjolnir” Micro-singularity Cannon
Primary role: assault
Mount size: large
A very advanced design, the Mjolnir is technically a magneto-gravitic shell projector, not a standard cannon. The micro capacitors within each shell are able to deliver enough energy to create a localized singularity with a Schwarzschild radius of 1.8 millimeters. The built-in gravitic lens devastates all nearby matter, especially dense objects.

Weapon Roles

A key bit of information when checking out a new weapon is its primary role. Most weapons are useful in a variety of situations, but the primary role reflects the weapon’s intended design and ideal circumstances for its use.

Assault
The weapon has a high damage output, but limited range. Assault weapons are usually good on well-armored ships that can afford to take a beating to dish one out – or on faster ships that are hard to hit.

Close Support
The weapon has a good range (generally, up to 2x that of assault weapons), but is limited in some way – overall damage output, ammunition, rate of fire, etc. Depending on the specific limitations, close support weapons excel in many situations ranging from harassment to delivering a killing blow against an exposed enemy.

Point Defense
The weapon has a sophisticated targeting system that allows it to automatically target enemy missiles. Other common characteristics (such as a high turret slew rate) make point defense weapons good against fighters as well.

There are several other roles – strike and fire support, to name two – but I’ll let you guess what they are. The first person to guess correctly wins a prize, which is the satisfaction of being the first to guess correctly and winning a prize.

Pew pew!

Or: Weapon design & graphics modularity in Starfarer

A game which revolves around combat in space naturally places great importance on the weapons used in said space. In short: They must look really cool. Here’s a picture to show how I’ve been going about this:

Click to view full size. You see here the process of taking a weapon design from concept art to pixel-art sprite to in-game screenshot. The barrels of the Heavy Autocannon — a nice standard warship cannon — recoil individually upon firing.

And how about some background on what influenced this outlook on displaying weapons?

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Spotlight: Outfitting the Onslaught

There are many ships to choose from in Starfarer (19 and counting), but let’s take a closer look at one of the true powerhouses, the Onslaught-class battleship. First, a little background:

The Onslaught is a hulking behemoth bristling with guns, a remnant from ages gone by. Very few are manufactured presently due to the incredible industrial capacity required, and most of the vessels now in service predate the great war. It is a great irony that many surivived the war because they were obsoleted by new designs, but with the technological setbacks wrought by the war, the situation is now reversed. The Onslaught once again finds itself in a dominant role on the battlefield.

The Onslaught wouldn’t live up to its name without a varied arsenal. A quick aside – there are 3 types of weapons (ballistic, energy, and missile) and three different weapon sizes (small, medium, large). Ship hulls have slots of different types and sizes, and various weapons can be fitted in those. To fit, a weapon has to match the type of the slot, and be the same size or smaller.

But enough talk, let’s take a first-hand look at the ship.

without any weapons

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