# 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