Why the numbers

Each tracer is three real rounds: why point defence works as it does

Published

The carrier’s point defence is modelled on the Phalanx close-in weapon system. Where the game keeps the real number, and where it bends it, is set out below.

25 rounds a second shown

Why: each tracer stands for three real rounds; the 20 seconds of fire is real. A real Phalanx fires 4,500 rounds a minute, 75 a second[1]. Every shown round’s hit is rolled, which keeps the fight readable and the simulation cheap.

Decided 2026-10-23, wording 2026-10-27 · scripts/point_defense.gd RATE := 25.0

500 rounds a mount

Why: to keep the real gun’s endurance. A Phalanx carries 1,550 rounds[1], about 20 seconds of fire at 75 a second. 500 rounds at 25 a second is the same 20 seconds.

Decided 2026-10-23 · scripts/point_defense.gd MAGAZINE := 500

5 seconds to reload

Why: a second per 100 rounds, the same rule as every gun in the game. Running dry is real, so every gun has a real magazine.

Built 2026-10-25 · scripts/mount.gd reload_time := 5.0

1,250 m reach at Mk3

Derived: a weapon’s reach comes from how tightly it groups its rounds: range = 2 × 2.5 m ÷ spread, the distance at which the spread is no wider than a fighter. At Mk3 the spread is 4 mrad, which gives 1,250 m. The real Phalanx reaches 1,486 m[2], so the game is a little short. Lower Marks reach 500 m (Mk0), 625 m (Mk1) and 833 m (Mk2).

Decided 2026-10-26 · scripts/marks.gd SPREAD["pd"], SPREAD_TARGET := 2.5

Three medium mounts

Why: mounts are a size, a place and firing arcs, not a weapon type; what is fitted decides the role. A medium mount is up to 4 m across, room for a full Phalanx. The carrier has two on its engine pods and one under its belly.

Decided 2026-10-23 · scripts/ship_catalog.gd MOUNTS["Imperial"], MOUNT_SIZES

Elevation up to +90°

Why: in space an attack can come from straight above, so the mounts can point straight up.

Built 2026-10-23 · scripts/ship_catalog.gd MOUNTS["Imperial"]

Hits rolled by Mark

Why: “the game has to be fun first”. The first plan was a cone of fire; hits are now a roll by tech level, and range decides who fires first. Point defence gets +25 % to hit against small craft, and does a tenth of its damage to a large hull.

Decided 2026-10-23 · scripts/marks.gd hit_chance(), WEAPONS["pd"]

It picks the target it would hurt most

Why: “always maximise hits and damage”. Each mount picks the target it would do the most damage to, and holds off a target that the rounds already in the air will finish: no more rounds than it takes.

Decided 2026-10-24 · scripts/point_defense.gd

Re-targets 4 times a second

Why: the way a fire-control radar keeps its track.

Built 2026-10-23 · scripts/point_defense.gd RETARGET := 0.25

Guns that retract

Why: keep an expensive system offline, bring it out as a trump card. A retracted gun can’t fire and can’t be shot. It takes 1.5 seconds to come out and fights from halfway; on Auto it goes back in 3 seconds after the last threat.

Built 2026-10-24, half-out 2026-10-25 · scripts/mount.gd DEPLOY_TIME := 1.5, FIGHTS_FROM := 0.5; point_defense.gd CLEAR_TIME := 3.0

Related

Sources

  1. Phalanx CIWS, Wikipedia. The Block 1A and newer (pneumatic driven) CIWS mounts fire at a rate of 4,500 rounds per minute with a 1,550-round magazine.
  2. Phalanx CIWS: specifications, Wikipedia. 1,625 yd (1,486 m) max. effective range