How
to Build an Interstellar Warship, Part One: The Basics
Author: Derran Tyler
IV.
Allocating Weapons Systems
Perhaps
this is the most important section of this little guide. Through
seeing people generate their own warship designs, all the
designs have surprisingly enough been the same. They place
a main gun, some secondary guns, maybe a few missile launchers,
and they send their ship on its merry way thinking its fit
to do combat.
Maybe
against similarly equipped warships, but against a competently
designed warship, one will find that such a ship has multiple
types of weapons that are not only based upon their damage
capacity, but how they deal damage, range, and even firing
arcs.
So let's
break down weapons into some basic types, shall we?
Primary
Weapons are your big guns. They draw the most power, deal
the most damage, and are usually the preferred weapon of any
ship captain. Not gonna go into detail here, because most
people seem to understand the concept of placing a large gun
on their warship.
Secondary
Weapons are the weapons that back up your main gun. Let's
face it, if your primary weapon is truly that powerful, it
has to recharge sometimes. Also, you may not want to overkill
everything, so this is where you bring in your secondary weapons.
They could be weaker versions of your primary weapon or something
else entirely different. Again, it really doesn't matter here.
Point-Defense
Weapons are weapons that are small, precise weapons designed
to take on small, agile targets. They are short-range weapons
that are designed to take on targets that get just a little
too close for comfort. Think of small anti-aircraft batteries
on Star Wars ships that shoot down X-Wings.
Ballistic
Weapons could be rail guns, or more commonly, missiles
or torpedoes. These weapons can often deal more damage on
a localized area (Example: Missiles tipped with nuclear warheads),
but they are limited by quantity and sheer speed.
These
are the four main types of weapons, but let's see how we actually
allocate these weapons on an actual warship.
As stated
before, every warship should have its own primary weapon,
which should deal the most damage of any single weapon the
ship. Also, it should have secondary weapons backing up this
weapon. Most people understand this fact, but what most people
don't get is that you need more than just a standard firing
array. When fighting enemy warships, they aren't just going
to attack you at the front. They are going to attack you from
the front, the sides, and from behind. Thus, you must have
weapons that can fire on multiple firing arcs.
A firing
arc is simply the angle at which a weapon can fire. A weapon
can be fixed, that is, they can be mounted facing in
one direction and cannot move. This means that the entire
ship must move in order to fire this weapon. Most primary
weapons are of the fixed variety. However, you also have limited-arc
weapons that can move 30-degrees or so off centerline. They
are still limited to firing in one basic direction, but they
can vary the direction of their fire slightly. Turreted
weapons, however, can rotate full 360-degrees off centerline,
firing in any direction that they are needed. Point defense
weapons are on turrets, as they need to be able to fire in
any direction to accurately strike their intended targets.
In order
to have an effective warship, one needs to have limited-arc
and turreted weapons that can cover all possible firing arcs
so the warship has 100% coverage against enemy attacks. Otherwise,
you create a warship that is unable to defend itself against
starfighters, flanking, or rear attacks.
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