# Ekrixi ship weapons
> Ekrixipons sounds like a shitty tampon brand
rain 2023
Okay so we just entirely steal ~~cosmoteer weapons~~ "generic spaceflight combat" but balance it for crews of 15. Yep, that's what this document is about, purely ideaguying
# Critical Mechanics
Each of these mechanics should be hit in order to reach the "feeling" I want for Ekrixi ship weapons.
## Each role should be vital to the ship's survival
Each of the 4 departments (Command, Security, Engi, Med) should be critical to avoid the ship exploding.
**Command** should be directing their own crewmembers whilst managing the ship itself, barking orders and more. Roles that fit into this are the Captain, the Pilot and each head.
**Security** should be defense, or, offense. Gunners, Marines and Guards all fit either Offense or Defense (whether it be the ship, or not).
**Medical**'s main focus is to ~~not get overwhelmed for the 18th time this shift~~ assess damages, crewmember wise.
**Engineering**'s main focus is to ~~put on a DAMN HARDSUIT~~ assess damages, ship wise. They are primarily meant to resolve damages
## Interesting tactical gunplay that requires more skill than luck
## Damage types and their resistances
## Sources of inspiration
- Cosmoteer, for a general spacecombat feeling
- Highfleet, for tough armor and resistances
- Starsector, for weapons
- Traveller RPG, for a lot of things
# Actual Implementation
uhhhhhhhh
- it reuses shuttle console ui for targeting
- shields will (hopefully) be a thing
- gun console (internal)| -> device link -> actual gun (outside)
- ammo is fed either manually or using a conveyor belt to automatically load it in
- "damage" is just regular explosion damage
- if a ship is "unpilotable" aka shuttle console gets destroyed, then ship is considered destroyed