Currently there are only a distinct few weapons to choose from, especially when you get into the Large and Huge categories. Below is my proposal to add new kinds of weaponry based on hard-point size to show a difference in class...
Current Hard-point classes:
Small
Medium
Large
Huge
**Capital** - this is my estimation, unless someone can confirm other wise I believe the largest number 1 - 5 would there for be a Capital class weapons hard-point.
Currently small and medium hard-points have access to EVERYTHING, while Large suffers some and huge is well, a joke, not the damage but the selection.
New/Revised Multicannon Weapons:
Small - Multicannon (Gatling cannon) looks something like the GAU-19/A
Caliber - 12.7mm
Rate of fire - 2,000 rds/m
Ammunition storage - 300/3,000
Types - Fixed/Gimballed/Turreted
Medium - Multicannon (Gatling cannon) looks something like the XM301
Caliber - 20mm
Rate of fire - 2,500 rds/m
Ammunition storage - 260/2,600
Types - Fixed/Gimballed/Turreted
Large - Multicannon (Gatling cannon) looks something like the M61A1
Caliber - 20mm
Rate of fire - 3,000 rds/m
Ammunition storage - 210/2,100
Types - Fixed/Gimballed/Turreted
Huge - Mulitcannon (Gatling cannon) looks something like the GAU-22/A
Caliber - 25mm
Rate of fire - 3,500 rds/m
Ammunition storage - 180/1,800
Types - Fixed/Gimballed/Turreted
**Capital** - Multicannon (Gatling cannon) looks something like the Goalkeeper CIWS
Caliber - 30mm
Rate of fire - 4,000 rds/m
Ammunition storage - 120/1,200
Types - Turreted
Reference Assist - https://www.youtube.com/watch?v=9Sp0tEE8OPY
New Autocannon Weapons:
Small - Autocannon (Chain Cannon) looks like the Oerlikon 20mm
Caliber - 20mm
Rate of fire - 1,000 rds/m
Ammunition Storage - 600/3,000
Types - Fixed/Gimballed/Turreted
Medium - Autocannon (Chain Cannon) looks like the M242 Bushmaster
Caliber - 25mm
Rate of fire - 800 rds/m
Ammunition Storage - 500/2,500
Types - Fixed/Gumballed/Turreted
Large - Autocannon (Chain Cannon) looks like the GAU-23 Bushmaster
Caliber - 30mm
Rate of fire - 600 rds/m
Ammunition Storage - 400/2,000
Types - Fixed/Gimballed/Turreted
Huge - Autocannon (Chain Cannon) looks like the Bushmaster III
Caliber - 35mm
Rate of fire - 400 rds/m
Ammunition Storage - 300/1,500
Types - Fixed/Gimballed/Turreted
**Capital** - Autocannon (Chain Cannon) looks like Oerlikon GDF
Caliber - Twin 35mm
Rate of Fire - 600 rds/m
Ammunition Storage - 300/1,500
Types - Turreted
Reference Assist - [video]https://youtu.be/tcjtdz55U3w?t=58s[/video]
In Addendum the ROF and ammunition storage can be adjusted to fit the "class", such as class "E" is worse than class "C", giving players the full range to choose from increases the options given.
Example:
Class E - Basic class, lowest ROF & ammunition storage, lowest power draw
Class D - Budget class, slightly increaded ROF & ammunition storage, slightly increased power draw
Class C - Standard class, moderate ROF & ammunition storage, moderate power draw, without being ranked in a faction this is the best class available "to the public for defense"
Class B - Military class, enhanced ROF & ammunition storage, elevated power draw, requires Petty Officer in Federation or Squire in the Empire. Not directly available to the Alliance.
Class A - Prototype class, best ROF & ammunition storage (100% of stats listed above), maximum power draw, requires Lieutenant in the Federation or Viscount in the Empire. Not directly available to the Alliance.
The idea behind this is that while military grade hardware/software is not available to the general public as a whole, the "public" can get access via different means. The Federation and the Empire both have dedicated military forces, while the Alliance does not. The Alliance would appeal more to "pirates" as they can have no direct allegiance and suffer minimal penalties if attacking Alliance forces; given they have no direct access to Military or Prototype grade weapons they can through specific Alliance "missions" can obtain military/prototype hardware to enhance their ships. The benefit of the Alliance & Empire factions is that they are allowing players to act more like "privateers" is that they are not in any "official" capacity linked to their forces thus allowing them to act as independents to get "dirty work" done in exchange for certain benefits to the commander.
Current Hard-point classes:
Small
Medium
Large
Huge
**Capital** - this is my estimation, unless someone can confirm other wise I believe the largest number 1 - 5 would there for be a Capital class weapons hard-point.
Currently small and medium hard-points have access to EVERYTHING, while Large suffers some and huge is well, a joke, not the damage but the selection.
New/Revised Multicannon Weapons:
Small - Multicannon (Gatling cannon) looks something like the GAU-19/A
Caliber - 12.7mm
Rate of fire - 2,000 rds/m
Ammunition storage - 300/3,000
Types - Fixed/Gimballed/Turreted
Medium - Multicannon (Gatling cannon) looks something like the XM301
Caliber - 20mm
Rate of fire - 2,500 rds/m
Ammunition storage - 260/2,600
Types - Fixed/Gimballed/Turreted
Large - Multicannon (Gatling cannon) looks something like the M61A1
Caliber - 20mm
Rate of fire - 3,000 rds/m
Ammunition storage - 210/2,100
Types - Fixed/Gimballed/Turreted
Huge - Mulitcannon (Gatling cannon) looks something like the GAU-22/A
Caliber - 25mm
Rate of fire - 3,500 rds/m
Ammunition storage - 180/1,800
Types - Fixed/Gimballed/Turreted
**Capital** - Multicannon (Gatling cannon) looks something like the Goalkeeper CIWS
Caliber - 30mm
Rate of fire - 4,000 rds/m
Ammunition storage - 120/1,200
Types - Turreted
Reference Assist - https://www.youtube.com/watch?v=9Sp0tEE8OPY
New Autocannon Weapons:
Small - Autocannon (Chain Cannon) looks like the Oerlikon 20mm
Caliber - 20mm
Rate of fire - 1,000 rds/m
Ammunition Storage - 600/3,000
Types - Fixed/Gimballed/Turreted
Medium - Autocannon (Chain Cannon) looks like the M242 Bushmaster
Caliber - 25mm
Rate of fire - 800 rds/m
Ammunition Storage - 500/2,500
Types - Fixed/Gumballed/Turreted
Large - Autocannon (Chain Cannon) looks like the GAU-23 Bushmaster
Caliber - 30mm
Rate of fire - 600 rds/m
Ammunition Storage - 400/2,000
Types - Fixed/Gimballed/Turreted
Huge - Autocannon (Chain Cannon) looks like the Bushmaster III
Caliber - 35mm
Rate of fire - 400 rds/m
Ammunition Storage - 300/1,500
Types - Fixed/Gimballed/Turreted
**Capital** - Autocannon (Chain Cannon) looks like Oerlikon GDF
Caliber - Twin 35mm
Rate of Fire - 600 rds/m
Ammunition Storage - 300/1,500
Types - Turreted
Reference Assist - [video]https://youtu.be/tcjtdz55U3w?t=58s[/video]
In Addendum the ROF and ammunition storage can be adjusted to fit the "class", such as class "E" is worse than class "C", giving players the full range to choose from increases the options given.
Example:
Class E - Basic class, lowest ROF & ammunition storage, lowest power draw
Class D - Budget class, slightly increaded ROF & ammunition storage, slightly increased power draw
Class C - Standard class, moderate ROF & ammunition storage, moderate power draw, without being ranked in a faction this is the best class available "to the public for defense"
Class B - Military class, enhanced ROF & ammunition storage, elevated power draw, requires Petty Officer in Federation or Squire in the Empire. Not directly available to the Alliance.
Class A - Prototype class, best ROF & ammunition storage (100% of stats listed above), maximum power draw, requires Lieutenant in the Federation or Viscount in the Empire. Not directly available to the Alliance.
The idea behind this is that while military grade hardware/software is not available to the general public as a whole, the "public" can get access via different means. The Federation and the Empire both have dedicated military forces, while the Alliance does not. The Alliance would appeal more to "pirates" as they can have no direct allegiance and suffer minimal penalties if attacking Alliance forces; given they have no direct access to Military or Prototype grade weapons they can through specific Alliance "missions" can obtain military/prototype hardware to enhance their ships. The benefit of the Alliance & Empire factions is that they are allowing players to act more like "privateers" is that they are not in any "official" capacity linked to their forces thus allowing them to act as independents to get "dirty work" done in exchange for certain benefits to the commander.
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