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(Created page with "==Laser Technology== ===Components=== Lasers have four components, each with their own tech line. Some of the components are shared with other energy weapons, while some are lase...")
 
(It's not plasma lances... Changed the text to reflect the realities of C# better.)
 
(13 intermediate revisions by 6 users not shown)
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==Laser Technology==
+
Lasers are a type of [[Beam Overview|beam weapon]].
===Components===
+
 
Lasers have four components, each with their own tech line. Some of the components are shared with other energy weapons, while some are laser specific. The components are Laser Focal Size, Laser Wavelength, Capacitor Recharge Rate, Reduced Size Lasers. Please note that the maximum range of any laser system is 1.5m km. This is because the smallest time increment is 5 seconds and light has to obey the laws.
+
==Description==
====Laser Focal Size====
+
Lasers are a type of [[beam weapon]].
Laser Focal Size ranges from 10cm to 80cm. Larger sized beams cause more damage and have a longer base recharge time. Focal size has a bearing on the maximum range of the overall laser system.
+
 
{| border="1"
+
Maximum Range = ( Base Damage * 10000km ) * Range Modifier
|+Laser Focal Size
+
Rate of Fire  = ( Base Damage *      5s ) / Capacitor Recharge Rate (rounded up to the next multiple of 5s)
!Focal Size!!Damage!!Base RoF
+
 
 +
While the theoretical maximum range far exceeds 1.5m km, no [[Beam Fire Control]] is able to handle ranges beyond this limit. Longer laser ranges still lead to increased damage across their effective range.
 +
Lasers can be mounted in a [[turret]].
 +
 
 +
==Usage==
 +
 
 +
Lasers are an all-rounder weapon, with the widest array of modifications and able to work in some capacity in most roles. They have no major weaknesses with their weakest area possibly being point defense; even there, their range allows them to counter missiles with laser warheads effectively. Medium-calibre lasers can provide decent damage with good fire-rate, while large lasers can hit hard even at longer ranges.
 +
 
 +
Lasers can be put on a spinal mount: basic spinal mount will increase the caliber by 25% and advanced one will increase it by 50%; this will increase the range, damage and time to reload accordingly. Only one spinal weapon can be mounted on a ship.
 +
 
 +
Lasers can also be turreted and downsized at a cost of massive penalties to their firerate.
 +
 
 +
==Damage Profile==
 +
 
 +
[[File:Damage gradients.JPG|1000px|Damage templates for different weapon types.]]
 +
 
 +
Lasers use the 3-gradient damage profile, the second best after Particle Lances.
 +
 
 +
==Components==
 +
 
 +
'''Laser Focal Size''' determines how large the laser focal size (or calibre). Larger lasers cause more damage and have longer ranges, but they also require more power, which means they'll fire slower unless your capacitor recharge tech keeps up.
 +
 
 +
{| class="wikitable" style="text-align: center;"
 +
! Focal Size !! 10cm !! 12cm !! 15cm !! 20cm !! 25cm !! 30cm !! 35cm !! 40cm !! 50cm !! 60cm !! 70cm !! 80cm
 
|-
 
|-
|10cm||3||15s
+
! Size (HS)
 +
| 3 || 4 || 4 || 6 || 8 || 9 || 11 || 12 || 16 || 19 || 22 || 25
 
|-
 
|-
|12cm||4||20s
+
! Base Damage
 +
| 3 || 4 || 6 || 10 || 16 || 24 || 32 || 42 || 65 || 94 || 128 || 168
 
|-
 
|-
|15cm||6||30s
+
! RP cost
 +
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000
 +
|}
 +
 
 +
'''Laser Wavelength''' modifies the range, with shorter-wavelength lasers having greater range.
 +
 
 +
{| class="wikitable" style="text-align: center;"
 +
! Wavelength !! Infrared !! Visible Light !! Near Ultraviolet !! Ultraviolet !! Far Ultraviolet !! Soft X-Ray !! X-Ray !! Far X-Ray !! Extreme X-Ray Laser !! Near Gamma Ray !! Gamma Ray !! Far Gamma Ray
 
|-
 
|-
|20cm||10||50s
+
! Range Modifier
 +
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12
 
|-
 
|-
|25cm||16||80s
+
! RP cost
 +
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000
 +
|}
 +
 
 +
'''Capacitor Recharge Rate''' determines how fast the laser's power can be recharged, and therefore determines its rate of fire. A ship must also be equipped with sufficient [[power plants]] to recharge the lasers in order to maintain their maximum rate of fire.
 +
 
 +
{| class="wikitable" style="text-align: center;"
 +
! Recharge Rate !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 8 !! 10 !! 12 !! 16 !! 20 !! 25
 
|-
 
|-
|30cm||24||120s
+
! RP cost
|-
+
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000
|35cm||32||160s
+
|}
|-
+
 
|40cm||40||200s
+
'''Reduced Size Lasers''' creates more compact lasers that have slower rates of fire.
|-
+
 
|50cm||64||320s
+
{| class="wikitable" style="text-align: center;"
|-
+
! Reduction !! 1 !! 0.75 !! 0.5
|60cm||96||480s
 
 
|-
 
|-
|70cm||128||640s
+
! Recharge Multiplier
 +
| 1 || 4 || 20
 
|-
 
|-
|80cm||168||840s
+
! RP cost
 +
| - || 5000 || 15,000
 
|}
 
|}
====Laser Wavelength====
+
 
The wavelength of the laser determines the range modifier and the maximum range of the laser.
+
'''Energy Weapon Mount''' allow to design a larger weapons than could normally be constructed using available technology. A ship can only mount one spinal weapon and they cannot be mounted in turrets. The possibilities are Standard Mount, Spinal Mount and Advanced Spinal Mount. The latter two use a focal size 25% larger and 50% larger than the maximum possible for a normal laser. This increases all bases stats, as specified above.
{| border="1"
+
 
|+ Laser Wavelengths
+
{| class="wikitable" style="text-align: center;"
!Wavelength!!Base Max Range!!Range Modifier
+
! Reduction !! Standard !! Spinal Mount !! Advanced Spinal
|-
 
|Infrared Laser||30,000km||1
 
|-
 
|Visible Light Laser||60,000km||2
 
|-
 
|Near Ultraviolet Laser||90,000km||3
 
|-
 
|Ultraviolet Laser||120,000km||4
 
|-
 
|Far Ultraviolet Laser||150,000km||5
 
|-
 
|Soft X-Ray Laser||180,000km||6
 
|-
 
|X-Ray Laser||210,000km||7
 
|-
 
|Far X-Ray Laser||240,000km||8
 
|-
 
|Extreme X-Ray Laser||270,000km||9
 
 
|-
 
|-
|Near Gamma Ray Laser||300,000km||10
+
! Focal Size
 +
| 1 || 1.25 || 1.5
 
|-
 
|-
|Gamma Ray Laser||330,000km||11
+
! RP cost
|-
+
| - || 5,000 || 20,000
|Far Gamma Ray Laser||360,000km||12
 
 
|}
 
|}
  
====Capacitor Recharge Rate====
+
{{Components}}
This particular component is shared between all of the energy-based weapons. I will only detail it in this section, and refer back to it from others.
+
[[Category:Components]]
 
+
[[Category:Designed Systems]]
Capacitor recharge rate directly influences the amount of power recharges by the weapon system every 5 seconds. It is equal to the Rate, e.g. Capacitor Recharge Rate 25 = 25 power per 5 seconds.
 
 
 
The available rates are 1, 2, 3, 4, 5, 6, 8, 10, 12, 16, 20, 25.
 
====Reduced Size Lasers====
 
This particular component reduces the size of the laser system at the expense of the recharge rate. There are three levels available. Standard has no change to size or rate. Reduced .75 reduces the size by 25% while increasing the recharge by 4x. Reduced .5 reduces the size by 50% and increases the recharge rate by 20x.
 
 
 
{{Weapons}}
 
[[Category:Energy Weapons]]
 
[[Category:Beam Weapons]]
 

Latest revision as of 16:05, 7 April 2024

Lasers are a type of beam weapon.

Description

Lasers are a type of beam weapon.

Maximum Range = ( Base Damage * 10000km ) * Range Modifier
Rate of Fire  = ( Base Damage *      5s ) / Capacitor Recharge Rate (rounded up to the next multiple of 5s)

While the theoretical maximum range far exceeds 1.5m km, no Beam Fire Control is able to handle ranges beyond this limit. Longer laser ranges still lead to increased damage across their effective range. Lasers can be mounted in a turret.

Usage

Lasers are an all-rounder weapon, with the widest array of modifications and able to work in some capacity in most roles. They have no major weaknesses with their weakest area possibly being point defense; even there, their range allows them to counter missiles with laser warheads effectively. Medium-calibre lasers can provide decent damage with good fire-rate, while large lasers can hit hard even at longer ranges.

Lasers can be put on a spinal mount: basic spinal mount will increase the caliber by 25% and advanced one will increase it by 50%; this will increase the range, damage and time to reload accordingly. Only one spinal weapon can be mounted on a ship.

Lasers can also be turreted and downsized at a cost of massive penalties to their firerate.

Damage Profile

Damage templates for different weapon types.

Lasers use the 3-gradient damage profile, the second best after Particle Lances.

Components

Laser Focal Size determines how large the laser focal size (or calibre). Larger lasers cause more damage and have longer ranges, but they also require more power, which means they'll fire slower unless your capacitor recharge tech keeps up.

Focal Size 10cm 12cm 15cm 20cm 25cm 30cm 35cm 40cm 50cm 60cm 70cm 80cm
Size (HS) 3 4 4 6 8 9 11 12 16 19 22 25
Base Damage 3 4 6 10 16 24 32 42 65 94 128 168
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

Laser Wavelength modifies the range, with shorter-wavelength lasers having greater range.

Wavelength Infrared Visible Light Near Ultraviolet Ultraviolet Far Ultraviolet Soft X-Ray X-Ray Far X-Ray Extreme X-Ray Laser Near Gamma Ray Gamma Ray Far Gamma Ray
Range Modifier 1 2 3 4 5 6 7 8 9 10 11 12
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

Capacitor Recharge Rate determines how fast the laser's power can be recharged, and therefore determines its rate of fire. A ship must also be equipped with sufficient power plants to recharge the lasers in order to maintain their maximum rate of fire.

Recharge Rate 1 2 3 4 5 6 8 10 12 16 20 25
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

Reduced Size Lasers creates more compact lasers that have slower rates of fire.

Reduction 1 0.75 0.5
Recharge Multiplier 1 4 20
RP cost - 5000 15,000

Energy Weapon Mount allow to design a larger weapons than could normally be constructed using available technology. A ship can only mount one spinal weapon and they cannot be mounted in turrets. The possibilities are Standard Mount, Spinal Mount and Advanced Spinal Mount. The latter two use a focal size 25% larger and 50% larger than the maximum possible for a normal laser. This increases all bases stats, as specified above.

Reduction Standard Spinal Mount Advanced Spinal
Focal Size 1 1.25 1.5
RP cost - 5,000 20,000