I'd like to present here *ALL* parameters of weapons and its effects, based on general mechanic (it deals damage, simple

I. Research cost and probability
It is a very important factor, rarely given next to weapon.
How expensive it is to research a weapon - and not only how expensive the new tech is, but the total cost including all techs needed to develop it from the game start? If we go with some probability factor in tech research (which I strongly advocate), this must be factored here as well (if some techs are more probable to develop then others).
II. Ship desing
II.1 Size (or mass, space taken, slot size/type, you get the drift). Are we going to use mount idea (ie. scalable weapon size responsible for its size, damage, range, etc)?
II 2 Hull placement requirerements - if we go with hull layers (outer, inner, etc.) it is important to note here if a weapon has any related requirements - for example, most weapons may need to be placed on outer sections, but I can imagine some strange things that do not, or perhaps span several layers or have some other, diffrent requirements. Oh - firing arc anyone?
II. 3 Power requirment - if we go with power/energy requirements for compontent, it is obviously important to know how much of them a given weapon needs, isn't it? Also, does it require a constant flow of energy, can it use energy from batteries, etc.?
III. Ammo/supply
III.1 Does the weapon use any ammo besides energy/power?
III.2 Does the weapon need - or can have - any specialized or general ammo magazines?
III. 3 Does the ammunition for the weapon allows customisation (ammo-piercing, shield damaging, long range, ECM, ECCM, etc.)?
IV. Target
IV.1 What targets can the weapon acquire? Ships? Planets? Seekers (missiles, fighters)?
V. Damage and range (finally

V.1 Damage over range - what is the weapon's range, does the damage over range reamins constant, decreses, increases, is fluctuating?
V.2 Damage type: not only fluff thingy mass, energy (gravitic, electromagnetic, weak and strong nuclear) can differentiate weapons against specialised shields, armor types, can be connected to many other things as well. Perhaps the weapon always penetrates shields or deals only half damage to a shielded target and double to unshielded? Perhaps it can only affect special compnents (engines, shields), or do some funny stuff like attempt to take control over the ship, put it in stasis field, etc.?
V.3 Damage area: can the weapon hit many components of the ship at the same time? Can it hit many ships at the same time? What is the area shape - line (beam), circle, triangle...?
V.4 Damage time: are then any lasting effect of damage? Perhaps the weapon effect is long duration - think napalm, cording acids, growing agent (MOO Warp Dispersor, MOO2 Plasma Web, etc.)
VI. Firing rate/initative - constant, growing (think of gatling gun speeding faster and faster), slowing (big charge dissipating), random?
VII. Chance to hit - from 0 to 100%? Constant or changing over range? Homing in or dumb? Bonuses against thing based on damage type (homes in on positronic shields) or or enemy size, etc.
VIII. Projectile speed and parameters - weapon may either hit (or miss) the target instantly after being fired, or travel with some speed (beam versus missile). If so, what is the projectile speed (and acceleration), damage over rate (dissapating plasma torpedoes...), hit points vs. defensive systems, homing stuff...
As you can see, there is much room for weapon invention. Let's talk a little about weapons (who doesn't love them?

