Weapons

Important: Information is subject to change during development

Weapons of Falling Frontier
Weapons in Falling Frontier are projectile-based; there are no energy weapons whatsoever. Weapons impact the total weight of a ship, which in turn could impact other aspects of operating a ship, such as jump range. All weapons require ammunition and must be resupplied if ammunition is depleted. Weapons can be added to a ship via the ship customization tab, adding variety and special niche ships to the players arsenal.

Weapon Sizes
Weapon mount sizes in Falling Frontier are fixed and can only support a limited number of weapons. All Military ships have a number of hard points of a certain Mark. Weapon sizes that fit in that slot will be at maximum that mark size, or one size below. For example, if a weapon mount is a size 3, it can only support size 3 and size 2 weapons. Weapon sizes are indicated by the "Mark" number per weapon.


 * Mark 1


 * Mark 2


 * Mark 3


 * [Mark 4 / Mark5]

Weapon Types
Due to ongoing balancing weapon values have not been finalized.

Pulse Cannon

 * DPS
 * RPM
 * Range
 * Storage
 * Build Costs

Railgun

 * DPS
 * RPM
 * Range
 * Storage
 * Build Costs



Missile

 * DPS
 * RPM
 * Range
 * Storage
 * Build Costs

Multi-missile

 * DPS
 * RPM
 * Range
 * Storage
 * Build Costs

Point Defense
Point defense in Falling Frontier consists of cannons mounted to the ship. Point defense is used to defend a ship from incoming missile or large-projectile fire. Flak cannons target incoming fighters and small craft. These weapons take mk1 or mk2 slots.