The weapon subsystem is responsible for all weapon use in the game and defines the components of 'mounts', 'weapons', 'ammunition' and special mods applied to these components. Weapons can be attached to ships and mission based structures and come in a variety of sizes and styles. All weapons apply damage as 'energy' and 'force' which have differing degrees of effectiveness against shield, armor and structure defensive values. In addition to the yield of the weapon 'penetration' is also factored in for cannon and launcher projectiles when applied to armor and structure.
Note drones also use weapons but have a fixed mounting system often hardwired for a single weapon type though ammo and mods can still be applied in some cases.
All weapons can be broken down into 3 major types based on there delivery system
- Ray: This category projects a 'ray' from the weapon to the target and has the unique attribute of 0 flight time i.e. the moment you fire is the moment the weapon hits the target no matter the range (assuming its with in the limits of weapon). Ray based weapons typically have no or very little force yield but carry a high energy yield and are most effective against shields followed by structure and are least effective against armor.
- Cannon: This is a traditional category that sends a projectile off in a given direction and has more variations in mods and ammo than any other type. It generally has good effect against all decencies but flight time must be taken into account by the pilot or possibly by an advanced targeting system.
- Launcher: This type is most diverse in the actual mode of transport for the projectile and launches things such as missiles, rockets and even bombs; unlike the others ammo is the key aspect to damage dealt. Typically with a slower reload time and slower flight time is any launched weapons benefit from bigger yields and often the ability to lock and peruse targets.