Weapon

Weapons
Weapons deal the damage needed to destroy enemies ships. Weapons can only be mounted in Primary Weapons Slots or Secondary Weapons Slots. Their are three types of weapons: Beams, Missiles, and Projectiles. Each of the three weapon types have their advantages and disadvantages.

Attributes

 * CP Cost: the limiting factor of how much you can field at one time.
 * Cycles: the number of cycles to produce in a factory.
 * Credits: the credit cost of production.
 * Common Res: the common resource cost of production.
 * Uncommon Res: the uncommon resource cost of production.
 * Rare Res: the rare resource cost of production.
 * Damage amount: the amount of damage the weapon deals to hull and system integrity.
 * Damage type - Projectile: ballistic type of damage, generally has accuracy values.
 * Damage type - Beam: energy based weaponry, cannot miss.
 * Damage type - Missile: warhead based weaponry, can be intercepted.
 * Cooldown - Duration: seconds before a weapon may fire again.
 * Supply Maximum: the magazine size which feeds the weapon.
 * Activation Cost: cost to fire the weapon drawn from the magazine (supply max).
 * Range - Max: the weapons maximum effective range of engagement.
 * Range - Min: the minimum effective range of engagement, most weapons have at zero.
 * Reload time: the number of seconds to refil the magazine (supply max).
 * Firing arc: the left and right degrees from the weapon's facing direction which the weapon can fire at.
 * HINT damage: currently useless, HINT will be damaged the same as SINT, old stat concept.
 * Accuracy Min Range: accuracy at minimum range.
 * Accuracy Max Range: accuracy at maximum range.

Beams
Beams currently cannot miss an enemy making them the most effective when on the move engaging moving enemies.

Missiles
Missiles have very long range and high supply cost per shot with long reloads. They may be countered by weapon components with countermeasures.

Projectiles
Projectiles have high damage output compared with beams; however, projectiles may miss. The chance to miss increases the further the target is; when the target is moving; and when the ship firing is moving.