;Fringespace primary weapons ;beta 1.5 ;deimos #Primary Weapons ; ---------------------------------------------------------------------------------- ; Deimos ; $Name: Deimos +Title: XSTR("Deimos Heavy Laser", 3270) +Description: XSTR( "Medium Energy Usage Level 4 Hull Damage Level 4 Shield Damage", 3271) $end_multi_text +Tech Title: XSTR("Deimos Heavy Laser", 3272) +Tech Anim: Tech_GTW-5a_Prometheus_R +Tech Description: XSTR( "The Deimos Heavy Laser was originally designed by Phobos Proprietary Systems for rack-mount use on base and destroyer turrets. Field trials soon found it to be just as effective while mounted on fighters. The Deimos Heavy Laser does 330% more shield and hull damage than the Flare Medium Laser. The drawbacks to the Deimos Heavy Laser are its slow rate of fire, and high energy drain.", 3273) $end_multi_text $Model File: none @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 255, 255, 255 @Laser Color2: 255, 0, 0 @Laser Length: 15.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 0.5 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 1.0 ;; in seconds $Damage: 6500 $Armor Factor: 1.1 $Shield Factor: 0.8 $Subsystem Factor: 0.35 $Lifetime: 2.0 $Energy Consumed: 0.60 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 162 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconPromR $Anim: PromR $Impact Explosion: none $Name: Flare +Title: XSTR("Flare Medium Laser", 3270) +Description: XSTR( "Medium Energy Usage Level 2 Hull Damage Level 2 Shield Damage", 3271) $end_multi_text +Tech Title: XSTR("Flare Medium Laser", 3272) +Tech Anim: Tech_GTW-5a_Prometheus_R +Tech Description: XSTR( "The Flare Medium Laser is an improved version of Galactic Spanning Corporation's Glint Light Laser. With superior optics to other comparable lasers, this weapon is a favorite among professional corporate pilots. The Flare Medium Laser is 40% more effective against shields and 200% more effective against hulls than the Glint Light Laser. It's only disadvantage is that it does slightly less damage than Bora's Boron Medium Laser.", 3273) $end_multi_text $Model File: none @Laser Bitmap: newglo1 @Laser Glow: 2_laserglow03 @Laser Color: 150, 150, 250 @Laser Color2: 150, 150, 250 @Laser Length: 15.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 0.5 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.5 ;; in seconds $Damage: 1970 $Armor Factor: 0.7 $Shield Factor: 1.0 $Subsystem Factor: 0.35 $Lifetime: 2.0 $Energy Consumed: 0.60 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 166 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconPromR $Anim: PromR $Impact Explosion: none $Name: Glint +Title: XSTR("Glint Light Laser", 3270) +Description: XSTR( "Medium Energy Usage Level 2 Hull Damage Level 2 Shield Damage", 3271) $end_multi_text +Tech Title: XSTR("Glint Light Laser", 3272) +Tech Anim: Tech_GTW-5a_Prometheus_R +Tech Description: XSTR( "First designed for use on modern space fighters over 300 years ago, the Glint Light Laser has remained virtually unchanged. It is energy efficient and effective against shields. It's drawback is that it does little damage to a ship's hull. The most effective way to use the Glint Light Laser to destroy the target's shields and then finish killing the target with missiles or torpedoes.", 3273) $end_multi_text $Model File: none @Laser Bitmap: newglo7 @Laser Glow: 2_laserglow03 @Laser Color: 0, 0, 255 @Laser Color2: 0, 0, 255 @Laser Length: 15.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 0.5 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.35 ;; in seconds $Damage: 985 $Armor Factor: .5 $Shield Factor: 1.0 $Subsystem Factor: 0.35 $Lifetime: 2.0 $Energy Consumed: 0.60 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 167 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconPromR $Anim: PromR $Impact Explosion: none ; Pulsar Laser ; $Name: Pulsar Laser +Title: XSTR("Pulsar Laser", 3270) +Description: XSTR( "Medium Energy Usage Level 3 Hull Damage Level 3 Shield Damage", 3271) $end_multi_text +Tech Title: XSTR("Pulsar Laser", 3272) +Tech Anim: Tech_GTW-5a_Prometheus_R +Tech Description: XSTR( "Based on the Heavy Mining Laser, the Pulsar Laser fires an intense burst of x-rays, instead of light. The big advantage of the Pulsar Laser is that it fires three times faster than the Heavy Mining Laser. The Pulsar Laser does 20% more shield damage and an astonishing 90% more hull damage than the Heavy Mining Laser in the same amount of time. The one negative of the weapon is the high amount of weapon energy used to fire it, 90% more than the Heavy Mining Laser.", 3273) $end_multi_text $Model File: none @Laser Bitmap: laserglow04 @Laser Glow: 2_laserglow03 @Laser Color: 255, 255, 255 @Laser Color2: 255, 0, 0 @Laser Length: 15.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 0.5 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.15 ;; in seconds $Damage: 1067 $Armor Factor: 1.0 $Shield Factor: .9 $Subsystem Factor: 0.35 $Lifetime: 2.0 $Energy Consumed: 0.60 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 168 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconPromR $Anim: PromR $Impact Explosion: none ; Heavy Mining Laser ; $Name: Heavy Mining Laser +Title: XSTR("Heavy Mining Laser", 3270) +Description: XSTR( "Medium Energy Usage Level 3 Hull Damage Level 3 Shield Damage", 3271) $end_multi_text +Tech Title: XSTR("Heavy Mining Laser", 3272) +Tech Anim: Tech_GTW-5a_Prometheus_R +Tech Description: XSTR( "The off the shelf Heavy Mining Laser manufactured by Core Mining Industries has become the standard military heavy laser for Bora forces. While only 8% more effective against a ship's hull than the Boran Medium Laser, the Heavy Mining Laser is 50% more effective against a ship's shields. The Heavy Mining Laser uses 40% more energy than the Boran Medium Laser so the most effective combination is to use the Heavy Mining Laser to punch through a target's shields and then to switch to the Boran Medium Laser to finish killing the target.", 3273) $end_multi_text $Model File: none @Laser Bitmap: laserglow03 @Laser Glow: 2_laserglow03 @Laser Color: 255, 255, 255 @Laser Color2: 255, 0, 0 @Laser Length: 15.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 0.5 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.4 ;; in seconds $Damage: 2340 $Armor Factor: .72 $Shield Factor: 1.0 $Subsystem Factor: 0.35 $Lifetime: 2.0 $Energy Consumed: 0.60 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 169 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconPromR $Anim: PromR $Impact Explosion: none ; Boron Medium Laser ; $Name: Boron Medium Laser +Title: XSTR("Boron Medium Laser", 3270) +Description: XSTR( "Medium Energy Usage Level 3 Hull Damage Level 3 Shield Damage", 3271) $end_multi_text +Tech Title: XSTR("Boron Medium Laser", 3272) +Tech Anim: Tech_GTW-5a_Prometheus_R +Tech Description: XSTR( "Responding to the Bora pilot's critical need for a heavier punch, Bora engineers have designed a version of Core Mining Industries' industrial mining laser for ship board use. So well designed, the Boron Medium Laser is in high demand not only for Bora ships, but also for independent military ships. The Boron Medium Laser is 40% more effective against shields and 300% better against the hull than the Arc Light Laser. Additionally it is 13% more effective against the hull than the GalSpan Flare Medium Laser.", 3273) $end_multi_text $Model File: none @Laser Bitmap: laserglow07 @Laser Glow: 2_laserglow03 @Laser Color: 255, 255, 255 @Laser Color2: 255, 0, 0 @Laser Length: 15.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 0.5 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: .03 ;; in seconds $Damage: 1560 $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.35 $Lifetime: 2.0 $Energy Consumed: 0.60 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 170 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconPromR $Anim: PromR $Impact Explosion: none ; Arc Light Laser ; $Name: Arc Light Laser +Title: XSTR("Arc Light Laser", 3270) +Description: XSTR( "Medium Energy Usage Level 1 Hull Damage Level 1 Shield Damage", 3271) $end_multi_text +Tech Title: XSTR("Arc Light Laser", 3272) +Tech Anim: Tech_GTW-5a_Prometheus_R +Tech Description: XSTR( "The Arc Light Laser is a Bora military conversion of Core Mining Industries' asteroid cutting laser. The laser has a high rate of fire and is quite effective against shields. Designed to cut the relatively soft rock of an asteroid, it is slow in getting through a ship's hull. It is best used as part of a one-two punch. Use the laser to drop the target's shields and then use rockets to get through the hull.", 3273) $end_multi_text $Model File: none @Laser Bitmap: laserglow07 @Laser Glow: 2_laserglow03 @Laser Color: 255, 255, 255 @Laser Color2: 255, 0, 0 @Laser Length: 15.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 0.5 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.2 ;; in seconds $Damage: 1115 $Armor Factor: 0.5 $Shield Factor: 1.0 $Subsystem Factor: 0.35 $Lifetime: 2.0 $Energy Consumed: 0.60 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 171 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconPromR $Anim: PromR $Impact Explosion: none ;; GTW - 99 Railgun ;; Secret weapon 2 $Name: Railgun $Model File: none @Laser Bitmap: laserglow02 @Laser Color: 150, 150, 250 @Laser Length: 10.0 @Laser Head Radius: 0.50 @Laser Tail Radius: 0.10 $Mass: 0.2 $Velocity: 50000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 4.0 ;; in seconds $Damage: 4000 ;; Note, as a puncture weapon, hull damage is reduced by 75%. Base amount done to subsystems. $Armor Factor: 1.0 $Shield Factor: .81 $Subsystem Factor: 1.0 $Lifetime: 1.5 $Energy Consumed: 5.0 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 163 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed" "particle spew" ) $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.6 ;; Width of trail nearest missile +End Width: 0.03 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: IconNewton $Anim: newton $Impact Explosion: Maxim_Impact $Impact Explosion Radius: 3.3 $Pspew: +Count: 1 +Time: 5000 +Vel: 1 +Radius: 0.75 +Life: 0.2 +Scale: 0.15 +Bitmap: Maxim_Particle $Decal: +Texture: Huge_decal +Radius: 2.0 #End ;=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= #Secondary Weapons ; Swarm ; $Name: @Swarm +Title: XSTR("Swarm Missile", 3333) +Description: XSTR( "Prototype Advanced Swarm Type All-Purpose Missile ", 3334) $end_multi_text +Tech Title: XSTR("Swarm Missile", 3335) +Tech Anim: Tech_Tornado +Tech Description: XSTR( "Fired in salvos of four, the Swarm Missile is guided to its target by a sophisticated guidance system developed by Lorian Industrial Technologies. The Swarm Missile is more difficult for countermeasures to defeat as they rapidly close on their locked target. Each contains sufficient hydrazine to provide minor damage to shield and hull, but together in a salvo they result in a massively potent punch.", 3336) $end_multi_text $Model File: bombardier.pof $Mass: 0.1 $Velocity: 250.0 $Fire Wait: .5 $Damage: 5500 ;; damage applied when within inner radius $Blast Force: 0.2 $Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.3 $Lifetime: 10.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 1.25 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: .50 +Min Lock Time: 1.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 63 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $LaunchSnd: 172 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed $Flags: ( "Corkscrew" "player allowed" "lockarm") ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconBombardier $Anim: tornado $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; Plasma Rocket ; $Name: @Plasma Rocket +Title: XSTR("Plasma Rocket", 3381) +Description: XSTR("Plasma Rocket", 3382) $end_multi_text +Tech Title: XSTR("Plasma Rocket", 3383) +Tech Anim: Tech_Cyclops +Tech Description: XSTR( "This rocket's warhead consists of plasma contained within a ripstar-generated gravity field. Sensors in the rocket detect when it is within a target's energy field at which time a detonation command is sent to the warhead. When the warhead explodes the plasma reacts violently with the target's energy field causing major damage to the ship's shields and moderate damage to the ship's hull. Depending on the ship hit the, damage to the shields can range from 50% to 80% of the ship's maximum shield energy. ", 3384) $end_multi_text $Model File: belial.pof $Mass: 25.0 $Velocity: 1000.0 $Fire Wait: 1.0 ;; note, damage toned down until ai and turrets start shooting at bombs. $Damage: 8000 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 200.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 80 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.02 $Subsystem Factor: 0.5 ;; reduced from 1.0 to 0.5 by MikeK on 8/28/99. Player shooting one down would often blow out player's subsystems. $Lifetime: 25.0 ;; temporary fix for problem locking onto big ships. $Energy Consumed: 0.0 $Cargo Size: 15.0 $Homing: NO ;;+Type: ASPECT ;; Legal: HEAT, ASPECT ;;+Turn Time: 1.0 ;;+Min Lock Time: 5.0 ;; Minimum lock time (in seconds) ;;+Lock Pixels/Sec: 35 ;; Pixels moved per sec while locking ;;+Catch-up Pixels/Sec: 70 ;; Pixels moved per sec while catching up ;;+Catch-up Penalty: 12 ;; Extra pixels to move after catching up $LaunchSnd: 165 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 0.05 $Flags: ("in tech database" "player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.5 ;; Width of trail nearest missile +End Width: 1.75 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail04 ;; Bitmap used to draw trail $Icon: iconbelial $Anim: belial $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 15.0 #End