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Difference between revisions of "Ship Ordnance"

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Ballistic and Missile weapons require the ship that carries them to have a supply of Ammo. This is in the form of [[Natural_Resources#Limbalt|Limbalt]] carried in a specialised Ammo module.
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'''Ship Ordnance''' is required by all ships using [[Ordnance Weapons|kinetic and/or missile/torpedo]] weapons in order to fire. This is in the form of [[Limbalt]] carried in Ordnance Modules.
  
= About Ordnance =
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== Overview ==
  
[[Natural_Resources#Limbalt|Limbalt]] is processed in the modules to actual ammunition at an exchange rate of 1 Limbalt = 5 Ammo.  
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* Any ship using Ordnance Weapons, including [[Minelayers]] and [[Orbital Weapons]] must carry its own onboard supply of ammunition, in the form of weaponized Limbalt stored in Ordnance Modules. Ordnance weapons will not fire without a supply of ammunition.
 
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* Upon constructing a ship with Ordnance Module(s) fitted, these are automatically filled from the colony's limbalt reserves at a flat exchange rate of '''1 Limbalt = 1 Ammo'''.
Each weapon will list how much Ammo (sometimes referred to as "Shells") they need per volley. These are all drawn from the common pool and you do not need to add Ammo modules for each weapon or type of weapon. One size will fit all.
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* Each weapon will list how much ammunition (also referred to as Shells) it consumes per volley. All Ordnance Weapons fitted to a ship, regardless of size or type, will use ammunition from the reserves of that ship.
 
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* Ordnance is '''not''' shared between ships in a fleet - each ship must rely on its own supply.
It is vitally important to make sure you have added at least one Ammo Module to a new ship design if it contains any Ballistic or Missile weapons. If you don't or you forget to charge it, the weapons will not even fire once. On that subject be very sure to double check that the Ammo has filled up from the shipyard planets supply of [[Natural_Resources#Limbalt|Limbalt]] before relying on that ship. It can be that if the ship cannot charge ALL of its Consumables None of them charge at all. So when commissioning a new ship check manually before sending it on a mission!
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* Limbalt must be manually reloaded between engagements using the [[Resource Transfer]] screen, from another fleet with stored ordnance or from any planet the player controls. Players should always ensure that their ships are fully loaded before engaging in battle.
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* Basic Ordnance Modules are unlocked from the start of the game, and are compatible with all hull types. Extended Ordnance modules have greater capacity, but must be unlocked through the [[Capsule Based Storage Systems|relevant]] [[Big Storage Capsules|researches]].
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* At least one Ordnance Module is required as part of the [[Ship Design]] process if the ship has any Ordnance weapons fitted. Ordnance Modules can still be fitted if a ship has no ordnance weapons fitted (for resupplying other fleets, etc.).
  
 
== Stats ==
 
== Stats ==
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=== Definitions ===
 
=== Definitions ===
  
* <b>Level</b>: the tech-level
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* '''Name''': The module's name.
* <b>Research</b>: the technology that must be researched to unlock this item for use
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* '''Level''': The module's tech-level.
* <b>Size</b>: <b>S</b>mall, <b>M</b>edium or <b>L</b>arge
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* '''Research''': The technology that must be researched to unlock this module for use.
* <b>Capacity</b>: how much weaponized limbalt can be stored
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* '''Size''': '''S'''mall, '''M'''edium or '''L'''arge.
* <b>Fa (Farsu)</b>: cost in farsu (added to ship total farsu cost)
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* '''Capacity''': How much ordnance can be carried in the module.
* <b>Credits</b>: cost in credits (added to ship total credit cost)
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* '''Fa''': Module cost in [[farsu]] (added to ship total build cost).
* <b>Build</b>: build time in seconds (added to ship total build time)
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* '''Credits''': Module cost in [[credits]] (added to ship total build cost).
  
 
[[Category:Ship_Parts]]
 
[[Category:Ship_Parts]]
[[Category:Need expanding]]
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[[Category:Resources]]
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[[Category:Warfare]]
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[[Category:Pages with Google Sheets]]
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[[Category:Need updated Google Sheet]]

Latest revision as of 16:56, 2 February 2020

Ship Ordnance is required by all ships using kinetic and/or missile/torpedo weapons in order to fire. This is in the form of Limbalt carried in Ordnance Modules.

Overview

  • Any ship using Ordnance Weapons, including Minelayers and Orbital Weapons must carry its own onboard supply of ammunition, in the form of weaponized Limbalt stored in Ordnance Modules. Ordnance weapons will not fire without a supply of ammunition.
  • Upon constructing a ship with Ordnance Module(s) fitted, these are automatically filled from the colony's limbalt reserves at a flat exchange rate of 1 Limbalt = 1 Ammo.
  • Each weapon will list how much ammunition (also referred to as Shells) it consumes per volley. All Ordnance Weapons fitted to a ship, regardless of size or type, will use ammunition from the reserves of that ship.
  • Ordnance is not shared between ships in a fleet - each ship must rely on its own supply.
  • Limbalt must be manually reloaded between engagements using the Resource Transfer screen, from another fleet with stored ordnance or from any planet the player controls. Players should always ensure that their ships are fully loaded before engaging in battle.
  • Basic Ordnance Modules are unlocked from the start of the game, and are compatible with all hull types. Extended Ordnance modules have greater capacity, but must be unlocked through the relevant researches.
  • At least one Ordnance Module is required as part of the Ship Design process if the ship has any Ordnance weapons fitted. Ordnance Modules can still be fitted if a ship has no ordnance weapons fitted (for resupplying other fleets, etc.).

Stats

ImageNameLevelResearchSizeCapacityFaCreditsBuild
Small Ordnance1N/AS3001201200
Medium Ordnance1N/AM9003603600
Large Ordnance1N/AL2,1008408400
Small Extended Ordnance2Capsule Based Storage SystemsS4501802700
Medium Extended Ordnance2Capsule Based Storage SystemsM1,3505408100
Large Extended Ordnance2Big Storage CapsulesL3,1501,26021000

Definitions

  • Name: The module's name.
  • Level: The module's tech-level.
  • Research: The technology that must be researched to unlock this module for use.
  • Size: Small, Medium or Large.
  • Capacity: How much ordnance can be carried in the module.
  • Fa: Module cost in farsu (added to ship total build cost).
  • Credits: Module cost in credits (added to ship total build cost).