Template:Beam mechanics

Beam weapons require three parts to function. An emitter to provide the energy to the beam in the first place, a controller to determine the properties of the beam, and a cockpit with a linked selector so that the beam can be used. Below is a brief overview of the beam system in the game. For a more detailed overview see the article on Beam Systems.

The emitter determines the amount of capacity available to the beam as well as the directions in which the beam is able to fire. Multiple emitters pointing in the same direction will pool their capacity, allowing more energy hungry beams to be fired and allowing beams to be fired for longer periods of time.


 * {| class = "wikitable"

! Name ! Capacity ! Charge Rate ! Cost ! Size
 * Energy emitter l-1
 * 60
 * 15/s
 * 30
 * 11 x 3
 * Energy emitter l-2
 * 150
 * 30/s
 * 30
 * 17 x 4
 * Energy emitter l-3
 * 400
 * 80/s
 * 30
 * 29 x 6
 * Energy emitter l-1 (angle)
 * 60
 * 15/s
 * 30
 * 6 x 6
 * Energy emitter l-2 (angle)
 * 150
 * 30/s
 * 30
 * 10 x 10
 * Energy emitter l-3 (angle)
 * 400
 * 80/s
 * 30
 * 18 x 18
 * }
 * Energy emitter l-3 (angle)
 * 400
 * 80/s
 * 30
 * 18 x 18
 * }

Controllers determine the damage, range, and other properties of the beam itself including how quickly capacity is depleted from the emitters. A selector next to a controller will give the related cockpit the ability to produce a beam of that type using every emitter on the ship. Multiple controllers can be connected to the same cockpit to produce a more powerful beam with the combined effects of them all. The range of the beam is the only property which will not be increased in this way.


 * {| class = "wikitable"

! Name ! Damage ! Range ! Energy Cost ! Secondary Effects.
 * Photon beam controller
 * 90
 * 740m
 * Very low
 * None
 * Graviton beam controller
 * 120
 * 580m
 * Low
 * Adds mass to target
 * }
 * Adds mass to target
 * }