http://aurorawiki.pentarch.org/api.php?action=feedcontributions&user=Journier&feedformat=atomAuroraWiki - User contributions [en]2024-03-29T15:38:08ZUser contributionsMediaWiki 1.35.0http://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2782Main Page2010-04-08T21:56:42Z<p>Journier: </p>
<hr />
<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information will be in the Aurora forums<br />
<br />
==About Aurora==<br />
{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.02<br />
| latest release date = {{Start date and age|2010|03|10}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora.pentarch.org Aurora Forums]<br />
}}<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the Aurora forums: http://aurora.pentarch.org/viewtopic.php?f=10&t=1830<br />
<br />
==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet just like mom's. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
*[[Core components]]<br />
* [[FAQ]]<br />
*[[SpaceMaster Mode]]<br />
*[[Ruins]] (5.01)<br />
*[[Teams]] (5.01)<br />
*[[Leaders]] (5.01)<br />
<br />
====Economy====<br />
*[[Population]]<br />
*[[Trade System]] (5.01)<br />
*[[Salvage]] (5.01)<br />
*[[Mineral Generation]] (5.01)<br />
*[[Mass Driver]] (5.02)<br />
*[[Research]] (5.02)<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground units]] (5.01)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
<br />
====Ships====<br />
*[[Shipyards]] (5.02)<br />
*[[Ship repair]] (5.02)<br />
*[[Ship Maintenance]](5.02)<br />
=====Examples=====<br />
* [[Ships]]<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1787] Different Leader Types / Research Projects<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1680] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1613&hilit=diplomacy#p14676] Diplomatic Rules<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1733] Missile Series<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1654] Real Stars Option<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1486] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1716] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=19&t=1839] Explanation of why time increments get cut short (read the whole thread)</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Mass_Driver&diff=2781Mass Driver2010-04-08T21:56:08Z<p>Journier: Created page with '==Mass Driver== Mass Drivers are facilities built on planets or transported there that can transport 5000 tons of minerals per year to a inter system destination with another Ma…'</p>
<hr />
<div>==Mass Driver==<br />
<br />
Mass Drivers are facilities built on planets or transported there that can transport 5000 tons of minerals per year to a inter system destination with another Mass Driver.<br />
<br />
===Uses of Mass Drivers===<br />
<br />
Mass drivers can allow you with minimal micromanagement to set up a main industrial or resource planet in a system. Where all resources are sent to this single planet that arrive in system.<br />
<br />
You can create a galactic resource chain via mass drivers and transports linking between these Main Resource nodes, all eventually linking back to your Homeworld which should be a thriving industrial base requiring these minerals.<br />
<br />
===Mass Driver Genocide===<br />
<br />
If you build a mass driver on your homeworld, and build or have one on a colony you have a system of sending and receiving.<br />
<br />
If you have your colony send a mineral packet to your homeworld, but while it is en route you deconstruct or move the mass driver off the homeworld, the Mineral Packet will strike your Homeworld with a destructive amount of force, killing millions and making your own population rebel against you.</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Disassemble&diff=2780Disassemble2010-04-08T21:00:52Z<p>Journier: </p>
<hr />
<div>After you have found some ship components that were built with a tech level higher than yours (e.g. by [[Salvaging]] ship wrecks) you can use the components in your own ships or risk dissasembling them for the chance of tech data.<br />
<br />
To disassemble a component transport it to a colony, go to Industry tab of that colony, press Stockpiles button, select the component and press Disassemble button. When this takes place, 1 unit of that component is destroyed and you have a 2.5% chance to gain each background tech related to the component. So if there are three associated background techs, you get three rolls and you might even get all 3. <br />
<br />
If the background tech you gain is too high for you, you will get the next level of the tech. For example, if you scrap a 30cm laser and make the roll for the focal size, you will get the 30cm tech if you already know the 25cm tech. Otherwise you will get the tech above the one you already know (20cm if you know 15cm, etc.).<br />
<br />
<br />
Source: http://aurora.pentarch.org/viewtopic.php?f=12&t=1629&p=15903#p15903<br />
<br />
This page needs you to wikify and unorphan it.<br />
<br />
<br />
This will be updated in 5.1, where everytime you disassemble something you get more points toward the successful discovering of a technology.<br />
<br />
*[[Salvage]]</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2776Main Page2010-04-05T08:28:41Z<p>Journier: </p>
<hr />
<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information will be in the Aurora forums<br />
<br />
==About Aurora==<br />
{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.02<br />
| latest release date = {{Start date and age|2010|03|10}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora.pentarch.org Aurora Forums]<br />
}}<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the Aurora forums: http://aurora.pentarch.org/viewtopic.php?f=10&t=1830<br />
<br />
==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet just like mom's. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
*[[Core components]]<br />
* [[FAQ]]<br />
*[[SpaceMaster Mode]]<br />
*[[Ruins]] (5.01)<br />
*[[Teams]] (5.01)<br />
*[[Leaders]] (5.01)<br />
<br />
====Economy====<br />
*[[Population]]<br />
*[[Trade System]] (5.01)<br />
*[[Salvage]] (5.01)<br />
*[[Mineral Generation]] (5.01)<br />
<br />
*[[Research]] (5.02)<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground units]] (5.01)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
<br />
====Ships====<br />
*[[Shipyards]] (5.02)<br />
*[[Ship repair]] (5.02)<br />
*[[Ship Maintenance]](5.02)<br />
=====Examples=====<br />
* [[Ships]]<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1787] Different Leader Types / Research Projects<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1680] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1613&hilit=diplomacy#p14676] Diplomatic Rules<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1733] Missile Series<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1654] Real Stars Option<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1486] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1716] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=19&t=1839] Explanation of why time increments get cut short (read the whole thread)</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2775Main Page2010-04-05T08:19:37Z<p>Journier: </p>
<hr />
<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information will be in the Aurora forums<br />
<br />
==About Aurora==<br />
{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.02<br />
| latest release date = {{Start date and age|2010|03|10}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora.pentarch.org Aurora Forums]<br />
}}<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the Aurora forums: http://aurora.pentarch.org/viewtopic.php?f=10&t=1830<br />
<br />
==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet just like mom's. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
*[[Core components]]<br />
* [[FAQ]]<br />
*[[SpaceMaster Mode]]<br />
*[[Ruins]] (5.01)<br />
*[[Teams]] (5.01)<br />
*[[Leaders]] (5.01)<br />
<br />
====Economy====<br />
*[[Population]]<br />
*[[Trade System]] (5.01)<br />
*[[Salvage]] (5.01)<br />
*[[Mineral Generation]] (5.01)<br />
*[[Ship Maintenance]] (5.02)<br />
*[[Research]] (5.02)<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground units]] (5.01)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
<br />
====Ships====<br />
<br />
*[[Ship repair]] (5.02)<br />
*[[Ship Maintenance]](5.02)<br />
=====Examples=====<br />
* [[Ships]]<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1787] Different Leader Types / Research Projects<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1680] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1613&hilit=diplomacy#p14676] Diplomatic Rules<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1733] Missile Series<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1654] Real Stars Option<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1486] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1716] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=19&t=1839] Explanation of why time increments get cut short (read the whole thread)</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2774Main Page2010-04-05T08:19:15Z<p>Journier: </p>
<hr />
<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information will be in the Aurora forums<br />
<br />
==About Aurora==<br />
{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.02<br />
| latest release date = {{Start date and age|2010|03|10}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora.pentarch.org Aurora Forums]<br />
}}<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the Aurora forums: http://aurora.pentarch.org/viewtopic.php?f=10&t=1830<br />
<br />
==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet just like mom's. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
*[[Core components]]<br />
* [[FAQ]]<br />
*[[SpaceMaster Mode]]<br />
*[[Ruins]] (5.01)<br />
*[[Teams]] (5.01)<br />
*[[Leaders]] (5.01)<br />
<br />
====Economy====<br />
*[[Population]]<br />
*[[Trade System]] (5.01)<br />
*[[Salvage]] (5.01)<br />
*[[Mineral Generation]] (5.01)<br />
*[[Ship Maintenance]] (5.02)<br />
*[[Research]] (5.02)<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground units]] (5.01)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
<br />
====Ships====<br />
<br />
*[[Ship Repair]] (5.02)<br />
*[[Ship Maintenance]](5.02)<br />
=====Examples=====<br />
* [[Ships]]<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1787] Different Leader Types / Research Projects<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1680] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1613&hilit=diplomacy#p14676] Diplomatic Rules<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1733] Missile Series<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1654] Real Stars Option<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1486] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1716] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=19&t=1839] Explanation of why time increments get cut short (read the whole thread)</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Ship_repair&diff=2773Ship repair2010-04-05T08:18:15Z<p>Journier: Created page with '==Ship Repair== Ships after long voyages, and combat will eventually need to be repaired due to low supplies not allowing them to repair themselves, or the amount of damage actu…'</p>
<hr />
<div>==Ship Repair==<br />
<br />
Ships after long voyages, and combat will eventually need to be repaired due to low supplies not allowing them to repair themselves, or the amount of damage actually not allowing them to repair themselves while out on a mission. That is when you need to take your ship or ships home to be repaired.<br />
<br />
===Shipyard Repair===<br />
<br />
A ship can be repaired at any matching size or higher shipyard.<br />
<br />
Shipyards can repair ships completely with the "repair" Task Type. <br />
<br />
The amount of time required depends on the amount of damage.<br />
<br />
===Onboard Ship Repair===<br />
<br />
Ships can repair themselves if they have maintenance supplies. They automatically repair themselves if its a breakdown, if its due to combat damage however they will have to be assigned to repair the item via the f6 damage control screen. This is a lengthy process but it will repair all internal components with enough supplies. <br />
<br />
This will not repair Armor, Armor damage has to be repaired at a shipyard.</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Disassemble&diff=2772Disassemble2010-04-02T12:42:16Z<p>Journier: </p>
<hr />
<div>After you have found some ship components that were built with a tech level higher than yours (e.g. by [[Salvaging]] ship wrecks) you can use the components in your own ships or risk dissasembling them for the chance of tech data.<br />
<br />
To disassemble a component transport it to a colony, go to Industry tab of that colony, press Stockpiles button, select the component and press Disassemble button. When this takes place, 1 unit of that component is destroyed and you have a 2.5% chance to gain each background tech related to the component. So if there are three associated background techs, you get three rolls and you might even get all 3. <br />
<br />
If the background tech you gain is too high for you, you will get the next level of the tech. For example, if you scrap a 30cm laser and make the roll for the focal size, you will get the 30cm tech if you already know the 25cm tech. Otherwise you will get the tech above the one you already know (20cm if you know 15cm, etc.).<br />
<br />
<br />
Source: http://aurora.pentarch.org/viewtopic.php?f=12&t=1629&p=15903#p15903<br />
<br />
This page needs you to wikify and unorphan it.<br />
<br />
*[[Salvage]]</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Salvage&diff=2771Salvage2010-04-02T12:41:50Z<p>Journier: </p>
<hr />
<div>==Salvage==<br />
<br />
Salvage gives the player the option of gathering resources from wrecked ships.<br />
<br />
==How to Salvage==<br />
Build a ship with Cargo components and at least one salvage module. Alternatively a ship with Salvage module and a ship with Cargo hold can be in the same Task Group. Send the ship to a wreck with the "salvage" order selected from order menu. Ship should go and salvage anything left worth anything on that wreck.<br />
<br />
==Salvage Components==<br />
While salvaging a ship you have the chance to find components. Some of these components may be of a much higher technology level than your current tech. What you can do is take these components via cargo bay on your salvage ship and unload them via unload all installations order. Then dissassemble them in the "Stockpiles" menu, which can be found in the Industry tab of the population and production menu.<br />
<br />
==How to Dissassemble==<br />
<br />
Once you return to a planet and Unload all installations order is completed, go to the industry page<br />
go to stockpile button right above the bottom on the right. In that page you will see "scrap <br />
stockpile" and "Dissassemble gives you a random chance to discover new technology from the wreckage.<br />
<br />
*[[Disassemble]]</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2770Main Page2010-04-02T12:37:29Z<p>Journier: </p>
<hr />
<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information will be in the Aurora forums<br />
<br />
==About Aurora==<br />
{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.02<br />
| latest release date = {{Start date and age|2010|03|10}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora.pentarch.org Aurora Forums]<br />
}}<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the Aurora forums: http://aurora.pentarch.org/viewtopic.php?f=10&t=1830<br />
<br />
==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet just like mom's. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
*[[Core components]]<br />
* [[FAQ]]<br />
*[[SpaceMaster Mode]]<br />
*[[Ruins]] (5.01)<br />
*[[Teams]] (5.01)<br />
*[[Leaders]] (5.01)<br />
<br />
====Economy====<br />
*[[Population]]<br />
*[[Trade System]] (5.01)<br />
*[[Salvage]] (5.01)<br />
*[[Mineral Generation]] (5.01)<br />
*[[Ship Maintenance]] (5.02)<br />
*[[Research]] (5.02)<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground units]] (5.01)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
<br />
====Ships====<br />
<br />
*[[Ship Maintenance]](5.02)<br />
=====Examples=====<br />
* [[Ships]]<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1787] Different Leader Types / Research Projects<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1680] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1613&hilit=diplomacy#p14676] Diplomatic Rules<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1733] Missile Series<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1654] Real Stars Option<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1486] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1716] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=19&t=1839] Explanation of why time increments get cut short (read the whole thread)</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Ship_Maintenance&diff=2769Ship Maintenance2010-04-02T12:36:51Z<p>Journier: /* Ship Maintenance */</p>
<hr />
<div>==Ship Maintenance==<br />
<br />
Ships will break down once in a while and require supplies to repair themselves. If the ships run out of supplies the systems that break do not repair themselves and the ship will eventually become wreckage.<br />
<br />
==Overhaul==<br />
<br />
Ships age over time and overhauling reverses this at a rate of 1 month in overhaul reverses 3 months of age.<br />
<br />
Overhauling requires minerals based on the ship size, components, and the maintenance clock.</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Ship_Maintenance&diff=2768Ship Maintenance2010-04-02T12:35:56Z<p>Journier: /* Overhaul */</p>
<hr />
<div>==Ship Maintenance==<br />
<br />
Ships will break down once in a while and require supplies to repair themselves. If they run out the systems on the ship begin failing<br />
<br />
==Overhaul==<br />
<br />
Ships age over time and overhauling reverses this at a rate of 1 month in overhaul reverses 3 months of age.<br />
<br />
Overhauling requires minerals based on the ship size, components, and the maintenance clock.</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2767Main Page2010-04-02T12:34:47Z<p>Journier: </p>
<hr />
<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information will be in the Aurora forums<br />
<br />
==About Aurora==<br />
{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.02<br />
| latest release date = {{Start date and age|2010|03|10}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora.pentarch.org Aurora Forums]<br />
}}<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the Aurora forums: http://aurora.pentarch.org/viewtopic.php?f=10&t=1830<br />
<br />
==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet just like mom's. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
*[[Core components]]<br />
* [[FAQ]]<br />
*[[SpaceMaster Mode]]<br />
*[[Ruins]] (5.01)<br />
*[[Teams]] (5.01)<br />
*[[Leaders]] (5.01)<br />
<br />
====Economy====<br />
*[[Population]]<br />
*[[Trade System]] (5.01)<br />
*[[Salvage]] (5.01)<br />
*[[Mineral Generation]] (5.01)<br />
*[[Ship Maintenance]] (5.02)<br />
*[[Research]] (5.02)<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground units]] (5.01)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
<br />
====Ships====<br />
<br />
=====Examples=====<br />
* [[Ships]]<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1787] Different Leader Types / Research Projects<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1680] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1613&hilit=diplomacy#p14676] Diplomatic Rules<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1733] Missile Series<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1654] Real Stars Option<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1486] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1716] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=19&t=1839] Explanation of why time increments get cut short (read the whole thread)</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Research&diff=2766Research2010-04-02T12:32:42Z<p>Journier: </p>
<hr />
<div>==Research==<br />
<br />
<br />
Research is the backbone of any good trans-newtonian empire. Research is required to do almost anything in Aurora, from speeding up your mines to building fighters that travel at the speed of light. To create a research project, go to the "Research" tab in the Population and Production window (F2). From here, you can select the project you want to research on the left, the researcher you want to head the project on the right, and see any existing research projects you have along the top, right under the tabs.<br />
<br />
===Gaining more Research Points===<br />
<br />
Research requires RP, the more RP a project requires the longer it will take to research it. However, there are ways to speed up RP gains. <br />
<br />
====Building more Research Labs====<br />
<br />
The most basic way is to assign more research labs to a project. Each additional lab increases the RP gains for a project by the base rate, which is shown on top of the Current Research Project list. You start with 20 research labs by default, though you can set that number to whatever you want in the game creation screen, and you can build more in the Industry tab. Each lab costs 1200 Duranium and 1200 Mercassium to build.<br />
<br />
====RP through researcher bonus====<br />
<br />
Another way to increase research is by selecting a better researcher for the task. Next to the scientist name, there are three additional pieces of information. The most important of these pieces of information is the one labeled Bonus, the percentage. When a researcher is assigned to a project, the project's annual RP gain is increased by the researchers bonus. For example, all the projects headed by a researcher with a 10% bonus will gain 10% more RP per lab. However, not all bonuses are equal. Each researcher has a specialization, which is listed to the left of his bonus. If the researcher is working on a project in his area of specialization, the bonus is quadrupled! A researcher with a 25% bonus working on a project in his specialization will gain RP at double the base rate! The fourth tab is the number of labs a researcher can manage. This number is always a multiple of 5, and can range anywhere from 5 to 45 or higher. Sometimes it may be better to use a researcher with less of a bonus or even one who's specialization is not in the area that you're researching in order to speed up the project by assigning him more labs.<br />
<br />
=====Training Researchers=====<br />
Researchers can be trained by giving them a single research lab to work on a project for years on. Some Researchers will get lucky and slowly increase their tech bonus for their research field and the amount of labs they can use.<br />
<br />
====Gaining RP through research====<br />
<br />
The third and final way to increase RP gain is to research "Research Rate *** RP". This increases the base annual RP per lab, which can have a cascading effect when combined with the first two methods of increasing RP gain. Research Rate projects are listed under "Construction/Production" projects. This will prove vital to getting some of the final pieces of technology in a reasonable timeframe, some of which can take hundreds of thousands of RP to research.<br />
<br />
===Additional Notes===<br />
<br />
Also note that after being designed, new weapons, missiles, engines, sensors, and almost all other ship components must be researched. These projects are usually small, no more than a few hundred RP.</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Research&diff=2765Research2010-04-02T12:32:05Z<p>Journier: </p>
<hr />
<div>==Research==<br />
<br />
<br />
Research is the backbone of any good trans-newtonian empire. Research is required to do almost anything in Aurora, from speeding up your mines to building fighters that travel at the speed of light. To create a research project, go to the "Research" tab in the Population and Production window (F2). From here, you can select the project you want to research on the left, the researcher you want to head the project on the right, and see any existing research projects you have along the top, right under the tabs.<br />
<br />
===Gaining more Research Points===<br />
<br />
Research requires RP, the more RP a project requires the longer it will take to research it. However, there are ways to speed up RP gains. <br />
<br />
====Building more Research Labs====<br />
<br />
The most basic way is to assign more research labs to a project. Each additional lab increases the RP gains for a project by the base rate, which is shown on top of the Current Research Project list. You start with 20 research labs by default, though you can set that number to whatever you want in the game creation screen, and you can build more in the Industry tab. Each lab costs 1200 Duranium and 1200 Mercassium to build.<br />
<br />
====Gaining more RP through researcher bonus====<br />
<br />
Another way to increase research is by selecting a better researcher for the task. Next to the scientist name, there are three additional pieces of information. The most important of these pieces of information is the one labeled Bonus, the percentage. When a researcher is assigned to a project, the project's annual RP gain is increased by the researchers bonus. For example, all the projects headed by a researcher with a 10% bonus will gain 10% more RP per lab. However, not all bonuses are equal. Each researcher has a specialization, which is listed to the left of his bonus. If the researcher is working on a project in his area of specialization, the bonus is quadrupled! A researcher with a 25% bonus working on a project in his specialization will gain RP at double the base rate! The fourth tab is the number of labs a researcher can manage. This number is always a multiple of 5, and can range anywhere from 5 to 45 or higher. Sometimes it may be better to use a researcher with less of a bonus or even one who's specialization is not in the area that you're researching in order to speed up the project by assigning him more labs.<br />
<br />
=====Training Researchers=====<br />
Researchers can be trained by giving them a single research lab to work on a project for years on. Some Researchers will get lucky and slowly increase their tech bonus for their research field and the amount of labs they can use.<br />
<br />
====Gaining RP through research====<br />
<br />
The third and final way to increase RP gain is to research "Research Rate *** RP". This increases the base annual RP per lab, which can have a cascading effect when combined with the first two methods of increasing RP gain. Research Rate projects are listed under "Construction/Production" projects. This will prove vital to getting some of the final pieces of technology in a reasonable timeframe, some of which can take hundreds of thousands of RP to research.<br />
<br />
===Additional Notes===<br />
<br />
Also note that after being designed, new weapons, missiles, engines, sensors, and almost all other ship components must be researched. These projects are usually small, no more than a few hundred RP.</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2764Missiles2010-04-02T12:19:46Z<p>Journier: /* GeoSurvey */</p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Short Range Missile Designs<br />
! Base Missile!! High Speed!! High damage <br />
|-<br />
|1.5 Warhead||1.5 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2.5 Engine||1.5 Engine<br />
|-<br />
|.5 Fuel||.5 Fuel||.5 Fuel<br />
|-<br />
|1.5 Agility||1.5 Agility||1 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.<br />
<br />
The downside to using them like this is their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will have probably 6x longer range with the LR Drone, and 3x longer range with the High damage drone than a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
===== First Stage =====<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|-<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|5 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Your first stage should mainly be fuel, since the MIRV during first stage will be a slow missile carrying ship for all intents and purposes till it closes to the separation range and the Second stage releases.<br />
<br />
=====Second Stage=====<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
Second Stage<br />
{| border="1"<br />
|+MIRV Second stage Designs<br />
!MIRV Second Stage Missile<br />
|-<br />
|2 Warhead<br />
|-<br />
|2 Engine<br />
|-<br />
|0.1 Fuel<br />
|-<br />
|0.9 Agility<br />
|-<br />
|}<br />
<br />
The missile you put on the MIRV will need a very small amount of fuel because youll only need it to travel less than 15 million kilometers. Go as short range as your enemy's point defense allows though.<br />
<br />
==Buoy==<br />
A Buoy has a reactor and can be used as a Mine,Sensor, or a geosurvey for bodies.<br />
<br />
They have a set lifespan which you adjust when you design them however so they don't live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mines (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
Mines are a very cost effective weapon for jump point defense without dedication of ships.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!!<br />
|-<br />
|20 Reactor Duration<br />
|-<br />
| 1 size 100 missile<br />
|}<br />
<br />
=====Mine Payload=====<br />
Mines can carry as many missiles as you want them to. <br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+Sensor Buoy<br />
!Buoy<br />
|-<br />
|20 Reactor Duration<br />
|-<br />
|80 Active Sensor (resolution 100)<br />
|-<br />
|}<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|2 Reactor Duration<br />
|-<br />
|20 Geo Sensor<br />
|-<br />
|}<br />
<br />
==Credits==<br />
<br />
Tarran</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2763Missiles2010-04-02T12:18:55Z<p>Journier: /* GeoSurvey */</p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Short Range Missile Designs<br />
! Base Missile!! High Speed!! High damage <br />
|-<br />
|1.5 Warhead||1.5 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2.5 Engine||1.5 Engine<br />
|-<br />
|.5 Fuel||.5 Fuel||.5 Fuel<br />
|-<br />
|1.5 Agility||1.5 Agility||1 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.<br />
<br />
The downside to using them like this is their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will have probably 6x longer range with the LR Drone, and 3x longer range with the High damage drone than a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
===== First Stage =====<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|-<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|5 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Your first stage should mainly be fuel, since the MIRV during first stage will be a slow missile carrying ship for all intents and purposes till it closes to the separation range and the Second stage releases.<br />
<br />
=====Second Stage=====<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
Second Stage<br />
{| border="1"<br />
|+MIRV Second stage Designs<br />
!MIRV Second Stage Missile<br />
|-<br />
|2 Warhead<br />
|-<br />
|2 Engine<br />
|-<br />
|0.1 Fuel<br />
|-<br />
|0.9 Agility<br />
|-<br />
|}<br />
<br />
The missile you put on the MIRV will need a very small amount of fuel because youll only need it to travel less than 15 million kilometers. Go as short range as your enemy's point defense allows though.<br />
<br />
==Buoy==<br />
A Buoy has a reactor and can be used as a Mine,Sensor, or a geosurvey for bodies.<br />
<br />
They have a set lifespan which you adjust when you design them however so they don't live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mines (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
Mines are a very cost effective weapon for jump point defense without dedication of ships.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!!<br />
|-<br />
|20 Reactor Duration<br />
|-<br />
| 1 size 100 missile<br />
|}<br />
<br />
=====Mine Payload=====<br />
Mines can carry as many missiles as you want them to. <br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+Sensor Buoy<br />
!Buoy<br />
|-<br />
|20 Reactor Duration<br />
|-<br />
|80 Active Sensor (resolution 100)<br />
|-<br />
|}<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|5 Reactor Duration<br />
|-<br />
|5 Geo Sensor<br />
|-<br />
|}<br />
<br />
==Credits==<br />
<br />
Tarran</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2762Missiles2010-04-02T12:17:20Z<p>Journier: /* Sensor */</p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Short Range Missile Designs<br />
! Base Missile!! High Speed!! High damage <br />
|-<br />
|1.5 Warhead||1.5 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2.5 Engine||1.5 Engine<br />
|-<br />
|.5 Fuel||.5 Fuel||.5 Fuel<br />
|-<br />
|1.5 Agility||1.5 Agility||1 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.<br />
<br />
The downside to using them like this is their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will have probably 6x longer range with the LR Drone, and 3x longer range with the High damage drone than a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
===== First Stage =====<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|-<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|5 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Your first stage should mainly be fuel, since the MIRV during first stage will be a slow missile carrying ship for all intents and purposes till it closes to the separation range and the Second stage releases.<br />
<br />
=====Second Stage=====<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
Second Stage<br />
{| border="1"<br />
|+MIRV Second stage Designs<br />
!MIRV Second Stage Missile<br />
|-<br />
|2 Warhead<br />
|-<br />
|2 Engine<br />
|-<br />
|0.1 Fuel<br />
|-<br />
|0.9 Agility<br />
|-<br />
|}<br />
<br />
The missile you put on the MIRV will need a very small amount of fuel because youll only need it to travel less than 15 million kilometers. Go as short range as your enemy's point defense allows though.<br />
<br />
==Buoy==<br />
A Buoy has a reactor and can be used as a Mine,Sensor, or a geosurvey for bodies.<br />
<br />
They have a set lifespan which you adjust when you design them however so they don't live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mines (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
Mines are a very cost effective weapon for jump point defense without dedication of ships.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!!<br />
|-<br />
|20 Reactor Duration<br />
|-<br />
| 1 size 100 missile<br />
|}<br />
<br />
=====Mine Payload=====<br />
Mines can carry as many missiles as you want them to. <br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+Sensor Buoy<br />
!Buoy<br />
|-<br />
|20 Reactor Duration<br />
|-<br />
|80 Active Sensor (resolution 100)<br />
|-<br />
|}<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
==Credits==<br />
<br />
Tarran</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2761Missiles2010-04-02T12:05:47Z<p>Journier: /* Second Stage */</p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Short Range Missile Designs<br />
! Base Missile!! High Speed!! High damage <br />
|-<br />
|1.5 Warhead||1.5 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2.5 Engine||1.5 Engine<br />
|-<br />
|.5 Fuel||.5 Fuel||.5 Fuel<br />
|-<br />
|1.5 Agility||1.5 Agility||1 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.<br />
<br />
The downside to using them like this is their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will have probably 6x longer range with the LR Drone, and 3x longer range with the High damage drone than a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
===== First Stage =====<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|-<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|5 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Your first stage should mainly be fuel, since the MIRV during first stage will be a slow missile carrying ship for all intents and purposes till it closes to the separation range and the Second stage releases.<br />
<br />
=====Second Stage=====<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
Second Stage<br />
{| border="1"<br />
|+MIRV Second stage Designs<br />
!MIRV Second Stage Missile<br />
|-<br />
|2 Warhead<br />
|-<br />
|2 Engine<br />
|-<br />
|0.1 Fuel<br />
|-<br />
|0.9 Agility<br />
|-<br />
|}<br />
<br />
The missile you put on the MIRV will need a very small amount of fuel because youll only need it to travel less than 15 million kilometers. Go as short range as your enemy's point defense allows though.<br />
<br />
==Buoy==<br />
A Buoy has a reactor and can be used as a Mine,Sensor, or a geosurvey for bodies.<br />
<br />
They have a set lifespan which you adjust when you design them however so they don't live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mines (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
Mines are a very cost effective weapon for jump point defense without dedication of ships.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!!<br />
|-<br />
|20 Reactor Duration<br />
|-<br />
| 1 size 100 missile<br />
|}<br />
<br />
=====Mine Payload=====<br />
Mines can carry as many missiles as you want them to. <br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
==Credits==<br />
<br />
Tarran</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2760Missiles2010-04-02T12:02:08Z<p>Journier: /* Buoy */</p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Short Range Missile Designs<br />
! Base Missile!! High Speed!! High damage <br />
|-<br />
|1.5 Warhead||1.5 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2.5 Engine||1.5 Engine<br />
|-<br />
|.5 Fuel||.5 Fuel||.5 Fuel<br />
|-<br />
|1.5 Agility||1.5 Agility||1 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.<br />
<br />
The downside to using them like this is their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will have probably 6x longer range with the LR Drone, and 3x longer range with the High damage drone than a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
===== First Stage =====<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|-<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|5 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Your first stage should mainly be fuel, since the MIRV during first stage will be a slow missile carrying ship for all intents and purposes till it closes to the separation range and the Second stage releases.<br />
<br />
=====Second Stage=====<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
Second Stage<br />
{| border="1"<br />
|+MIRV Second stage Designs<br />
!MIRV Second Stage Missile<br />
|-<br />
|2 Warhead<br />
|-<br />
|2 Engine<br />
|-<br />
|0.1 Fuel<br />
|-<br />
|0.9 Agility<br />
|-<br />
|}<br />
<br />
How many of these missiles you put onto the MIRV is up to you. Once again this is a base missile design, if you want the missile to be size 1, make it size one with the ratio's. Fuel is really exchangeable for the other stats since as long as your over a few million miles from enemy ships theres a high chance that the MIRV will release load before being shot down.<br />
<br />
==Buoy==<br />
A Buoy has a reactor and can be used as a Mine,Sensor, or a geosurvey for bodies.<br />
<br />
They have a set lifespan which you adjust when you design them however so they don't live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mines (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
Mines are a very cost effective weapon for jump point defense without dedication of ships.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!!<br />
|-<br />
|20 Reactor Duration<br />
|-<br />
| 1 size 100 missile<br />
|}<br />
<br />
=====Mine Payload=====<br />
Mines can carry as many missiles as you want them to. <br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
==Credits==<br />
<br />
Tarran</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2759Missiles2010-04-02T11:53:00Z<p>Journier: /* MIRV Drone */</p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Short Range Missile Designs<br />
! Base Missile!! High Speed!! High damage <br />
|-<br />
|1.5 Warhead||1.5 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2.5 Engine||1.5 Engine<br />
|-<br />
|.5 Fuel||.5 Fuel||.5 Fuel<br />
|-<br />
|1.5 Agility||1.5 Agility||1 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.<br />
<br />
The downside to using them like this is their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will have probably 6x longer range with the LR Drone, and 3x longer range with the High damage drone than a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
===== First Stage =====<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|-<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|5 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Your first stage should mainly be fuel, since the MIRV during first stage will be a slow missile carrying ship for all intents and purposes till it closes to the separation range and the Second stage releases.<br />
<br />
=====Second Stage=====<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
Second Stage<br />
{| border="1"<br />
|+MIRV Second stage Designs<br />
!MIRV Second Stage Missile<br />
|-<br />
|2 Warhead<br />
|-<br />
|2 Engine<br />
|-<br />
|0.1 Fuel<br />
|-<br />
|0.9 Agility<br />
|-<br />
|}<br />
<br />
How many of these missiles you put onto the MIRV is up to you. Once again this is a base missile design, if you want the missile to be size 1, make it size one with the ratio's. Fuel is really exchangeable for the other stats since as long as your over a few million miles from enemy ships theres a high chance that the MIRV will release load before being shot down.<br />
<br />
==Buoy==<br />
a Buoy has a reactor and can be used as a Mine, a geosurvey, grav survey probe.<br />
They have a set lifespan which you adjust when you design them however so they dont live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mining (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!! Medium Mine!!Small Mine<br />
|-<br />
|0 Warhead||0 Warhead||0 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
==Credits==<br />
<br />
Tarran</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2758Missiles2010-04-02T11:50:46Z<p>Journier: /* Second Stage */</p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Short Range Missile Designs<br />
! Base Missile!! High Speed!! High damage <br />
|-<br />
|1.5 Warhead||1.5 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2.5 Engine||1.5 Engine<br />
|-<br />
|.5 Fuel||.5 Fuel||.5 Fuel<br />
|-<br />
|1.5 Agility||1.5 Agility||1 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.<br />
<br />
The downside to using them like this is their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will have probably 6x longer range with the LR Drone, and 3x longer range with the High damage drone than a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
===== First Stage =====<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|-<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|5 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Your first stage should mainly be fuel, since the MIRV during first stage will be a slow missile carrying ship for all intents and purposes till it closes to the separation range and the Second stage releases.<br />
<br />
=====Second Stage=====<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
Second Stage<br />
{| border="1"<br />
|+MIRV Second stage Designs<br />
!MIRV Second Stage Missile<br />
|-<br />
|2 Warhead<br />
|-<br />
|2 Engine<br />
|-<br />
|0.1 Fuel<br />
|-<br />
|0.9 Agility<br />
|-<br />
|}<br />
<br />
==Buoy==<br />
a Buoy has a reactor and can be used as a Mine, a geosurvey, grav survey probe.<br />
They have a set lifespan which you adjust when you design them however so they dont live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mining (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!! Medium Mine!!Small Mine<br />
|-<br />
|0 Warhead||0 Warhead||0 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
==Credits==<br />
<br />
Tarran</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2757Missiles2010-04-02T11:50:33Z<p>Journier: /* First Stage */</p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Short Range Missile Designs<br />
! Base Missile!! High Speed!! High damage <br />
|-<br />
|1.5 Warhead||1.5 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2.5 Engine||1.5 Engine<br />
|-<br />
|.5 Fuel||.5 Fuel||.5 Fuel<br />
|-<br />
|1.5 Agility||1.5 Agility||1 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.<br />
<br />
The downside to using them like this is their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will have probably 6x longer range with the LR Drone, and 3x longer range with the High damage drone than a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
===== First Stage =====<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|-<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|5 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Your first stage should mainly be fuel, since the MIRV during first stage will be a slow missile carrying ship for all intents and purposes till it closes to the separation range and the Second stage releases.<br />
<br />
=====Second Stage=====<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
Second Stage<br />
{| border="1"<br />
|+MIRV Second stage Designs<br />
!MIRV Second Stage Missile<br />
|2 Warhead<br />
|-<br />
|2 Engine<br />
|-<br />
|0.1 Fuel<br />
|-<br />
|0.9 Agility<br />
|-<br />
|}<br />
<br />
<br />
==Buoy==<br />
a Buoy has a reactor and can be used as a Mine, a geosurvey, grav survey probe.<br />
They have a set lifespan which you adjust when you design them however so they dont live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mining (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!! Medium Mine!!Small Mine<br />
|-<br />
|0 Warhead||0 Warhead||0 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
==Credits==<br />
<br />
Tarran</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2756Missiles2010-04-02T11:49:25Z<p>Journier: </p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Short Range Missile Designs<br />
! Base Missile!! High Speed!! High damage <br />
|-<br />
|1.5 Warhead||1.5 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2.5 Engine||1.5 Engine<br />
|-<br />
|.5 Fuel||.5 Fuel||.5 Fuel<br />
|-<br />
|1.5 Agility||1.5 Agility||1 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.<br />
<br />
The downside to using them like this is their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will have probably 6x longer range with the LR Drone, and 3x longer range with the High damage drone than a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
===== First Stage =====<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|5 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Your first stage should mainly be fuel, since the MIRV during first stage will be a slow missile carrying ship for all intents and purposes till it closes to the separation range and the Second stage releases.<br />
<br />
=====Second Stage=====<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
Second Stage<br />
{| border="1"<br />
|+MIRV Second stage Designs<br />
!MIRV Second Stage Missile<br />
|2 Warhead<br />
|-<br />
|2 Engine<br />
|-<br />
|0.1 Fuel<br />
|-<br />
|0.9 Agility<br />
|-<br />
|}<br />
<br />
<br />
==Buoy==<br />
a Buoy has a reactor and can be used as a Mine, a geosurvey, grav survey probe.<br />
They have a set lifespan which you adjust when you design them however so they dont live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mining (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!! Medium Mine!!Small Mine<br />
|-<br />
|0 Warhead||0 Warhead||0 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
==Credits==<br />
<br />
Tarran</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2717Main Page2010-03-28T01:15:31Z<p>Journier: </p>
<hr />
<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information will be in the Aurora forums<br />
<br />
==About Aurora==<br />
{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.02<br />
| latest release date = {{Start date and age|2010|03|10}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora.pentarch.org Aurora Forums]<br />
}}<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the Aurora forums: http://aurora.pentarch.org/viewtopic.php?f=10&t=1830<br />
<br />
==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet just like mom's. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
*[[Core components]]<br />
* [[FAQ]]<br />
*[[SpaceMaster Mode]]<br />
*[[Ruins]] (5.01)<br />
*[[Teams]] (5.01)<br />
*[[Leaders]] (5.01)<br />
<br />
====Economy====<br />
*[[Population]]<br />
*[[Trade System]] (5.01)<br />
*[[Salvage]] (5.01)<br />
*[[Mineral Generation]] (5.01)<br />
*[[Ship Maintenance]] (5.02)<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground units]] (5.01)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
<br />
====Ships====<br />
<br />
=====Examples=====<br />
* [[Ships]]<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1787] Different Leader Types / Research Projects<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1680] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1613&hilit=diplomacy#p14676] Diplomatic Rules<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1733] Missile Series<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1654] Real Stars Option<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1486] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1716] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=19&t=1839] Explanation of why time increments get cut short (read the whole thread)</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2716Main Page2010-03-28T01:15:04Z<p>Journier: </p>
<hr />
<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information will be in the Aurora forums<br />
<br />
==About Aurora==<br />
{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.02<br />
| latest release date = {{Start date and age|2010|03|10}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora.pentarch.org Aurora Forums]<br />
}}<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the Aurora forums: http://aurora.pentarch.org/viewtopic.php?f=10&t=1830<br />
<br />
==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet just like mom's. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
*[[Core components]]<br />
* [[FAQ]]<br />
*[[SpaceMaster Mode]]<br />
*[[Ruins]] (5.01)<br />
*[[Teams]] (5.01)<br />
*[[Leaders]] (5.01)<br />
<br />
====Economy====<br />
*[[Population]]<br />
*[[Trade System]] (5.01)<br />
*[[Salvage]] (5.01)<br />
*[[Mineral Generation]] (5.01)<br />
*[[Ship Maintenance]] (5.02)<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground units]] (5.01)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
<br />
====Ships====<br />
<br />
=====Examples=====<br />
* [[Ships]]<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
==Examples==<br />
* [[Ships]]<br />
<br />
=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1787] Different Leader Types / Research Projects<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1680] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1613&hilit=diplomacy#p14676] Diplomatic Rules<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1733] Missile Series<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1654] Real Stars Option<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1486] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1716] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=19&t=1839] Explanation of why time increments get cut short (read the whole thread)</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=New_Earth_Campaign&diff=2715New Earth Campaign2010-03-28T01:12:46Z<p>Journier: </p>
<hr />
<div>==Ships of New Earth==<br />
<br />
===Military Ships===<br />
<br />
<br />
====Ships from 2025-2045====<br />
<br />
Capital Ships<br />
<br />
Cruisers<br />
<br />
Destroyers<br />
<br />
Frigates<br />
<br />
Small Craft<br />
<br />
====Ships from 2045-2065====<br />
<br />
Capital Ships<br />
<br />
Cruisers<br />
<br />
Destroyers<br />
<br />
Frigates<br />
<br />
Small Craft<br />
<br />
====Ships from 2065-2085====<br />
<br />
Capital Ships<br />
<br />
Cruisers<br />
<br />
Destroyers<br />
<br />
Frigates<br />
<br />
Small Craft<br />
<br />
===Civilian Ships===<br />
<br />
====Ships from 2025-2045====<br />
<br />
====Ships from 2045-2065====<br />
<br />
====Ships from 2065-2085====</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=New_Earth_Campaign&diff=2714New Earth Campaign2010-03-28T00:55:33Z<p>Journier: Created page with '==Ships of New Earth== ===Military Ships=== ====Ships from 2025-2045==== ====Ships from 2045-2065==== ====Ships from 2065-2085==== ===Civilian Ships=== ====Ships from 2025-…'</p>
<hr />
<div>==Ships of New Earth==<br />
<br />
===Military Ships===<br />
<br />
====Ships from 2025-2045====<br />
<br />
====Ships from 2045-2065====<br />
<br />
====Ships from 2065-2085====<br />
<br />
===Civilian Ships===<br />
<br />
====Ships from 2025-2045====<br />
<br />
====Ships from 2045-2065====<br />
<br />
====Ships from 2065-2085====</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Ships&diff=2713Ships2010-03-28T00:52:23Z<p>Journier: </p>
<hr />
<div>==Purpose==<br />
This is the main link page for ship designs. I think the best way would be for each campaign to add a link, then order the classes as you see fit on the Campaign page.<br />
<br />
==Pre-TN Campaigns==<br />
<br />
==Trans-Newtonian Campaigns==<br />
# [[Terran Commonwealth]] Steve's Trans-Newtonian campaign.<br />
# [[Terran Federation (Erik)|Terran Federation]] Erik's current Terran Federation game.<br />
# [[Terran Federation (Shadow)|Terran Federation]] Shadow's current game.<br />
# [[New Earth Campaign]] Journiers Trans-Newtonian Campaign ships.</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2671Main Page2010-03-27T09:37:12Z<p>Journier: </p>
<hr />
<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information will be in the Aurora forums<br />
<br />
==About Aurora==<br />
{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.02<br />
| latest release date = {{Start date and age|2010|03|10}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora.pentarch.org Aurora Forums]<br />
}}<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the Aurora forums: http://aurora.pentarch.org/viewtopic.php?f=10&t=1830<br />
<br />
==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet just like mom's. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
*[[Core components]]<br />
* [[FAQ]]<br />
*[[SpaceMaster Mode]]<br />
*[[Ruins]] (5.01)<br />
*[[Teams]] (5.01)<br />
*[[Leaders]] (5.01)<br />
<br />
====Economy====<br />
*[[Population]]<br />
*[[Trade System]] (5.01)<br />
*[[Salvage]] (5.01)<br />
*[[Mineral Generation]] (5.01)<br />
*[[Ship Maintenance]] (5.02)<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground units]] (5.01)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
==Examples==<br />
* [[Ships]]<br />
<br />
=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1787] Different Leader Types / Research Projects<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1680] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1613&hilit=diplomacy#p14676] Diplomatic Rules<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1733] Missile Series<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1654] Real Stars Option<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1486] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1716] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=19&t=1839] Explanation of why time increments get cut short (read the whole thread)</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Ship_Maintenance&diff=2670Ship Maintenance2010-03-27T09:36:42Z<p>Journier: Created page with '==Ship Maintenance== Ships will break down once in a while and require supplies to repair themselves. If they run out the systems on the ship begin failing ==Overhaul== Ships …'</p>
<hr />
<div>==Ship Maintenance==<br />
<br />
Ships will break down once in a while and require supplies to repair themselves. If they run out the systems on the ship begin failing<br />
<br />
==Overhaul==<br />
<br />
Ships age over time and overhauling reverses this.<br />
<br />
Overhauling requires....</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2669Main Page2010-03-27T06:43:36Z<p>Journier: </p>
<hr />
<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information will be in the Aurora forums<br />
<br />
==About Aurora==<br />
{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.02<br />
| latest release date = {{Start date and age|2010|03|10}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora.pentarch.org Aurora Forums]<br />
}}<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the Aurora forums: http://aurora.pentarch.org/viewtopic.php?f=10&t=1830<br />
<br />
==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet just like mom's. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
*[[Core components]]<br />
* [[FAQ]]<br />
*[[SpaceMaster Mode]]<br />
*[[Ruins]] (5.01)<br />
*[[Teams]] (5.01)<br />
*[[Leaders]] (5.01)<br />
<br />
====Economy====<br />
*[[Population]]<br />
*[[Trade System]] (5.01)<br />
*[[Salvage]] (5.01)<br />
*[[Mineral Generation]] (5.01)<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground units]] (5.01)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
==Examples==<br />
* [[Ships]]<br />
<br />
=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1787] Different Leader Types / Research Projects<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1680] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1613&hilit=diplomacy#p14676] Diplomatic Rules<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1733] Missile Series<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1654] Real Stars Option<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1486] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1716] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=19&t=1839] Explanation of why time increments get cut short (read the whole thread)</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=AuroraWiki:Current_events&diff=2658AuroraWiki:Current events2010-03-24T08:17:56Z<p>Journier: </p>
<hr />
<div>Current Aurora version is 5.02<br />
<br />
Current installation is available here - [http://aurora.pentarch.org/viewtopic.php?f=10&t=1830 Aurora Installation]</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2657Missiles2010-03-24T03:34:47Z<p>Journier: </p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.<br />
<br />
The downside to using them like this is their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will have probably 6x longer range with the LR Drone, and 3x longer range with the High damage drone than a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|1 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
==Buoy==<br />
a Buoy has a reactor and can be used as a Mine, a geosurvey, grav survey probe.<br />
They have a set lifespan which you adjust when you design them however so they dont live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mining (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!! Medium Mine!!Small Mine<br />
|-<br />
|0 Warhead||0 Warhead||0 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
==Credits==<br />
<br />
Tarran</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2656Missiles2010-03-24T03:34:32Z<p>Journier: </p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.<br />
<br />
The downside to using them like this is their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will have probably 6x longer range with the LR Drone, and 3x longer range with the High damage drone than a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|1 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
==Buoy==<br />
a Buoy has a reactor and can be used as a Mine, a geosurvey, grav survey probe.<br />
They have a set lifespan which you adjust when you design them however so they dont live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mining (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!! Medium Mine!!Small Mine<br />
|-<br />
|0 Warhead||0 Warhead||0 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
Credits<br />
<br />
Tarran</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Aurora_Player_Designed_Systems&diff=2655Aurora Player Designed Systems2010-03-23T19:05:38Z<p>Journier: /* Meson Cannon */</p>
<hr />
<div>==Overview==<br />
All the systems listed here are able to be player designed. This article will detail the various components. It is currently a work in progress.<br />
<br />
==Laser Technology==<br />
===Components===<br />
Lasers have four components, each with their own tech line. Some of the components are shared with other energy weapons, while some are laser specific. The components are Laser Focal Size, Laser Wavelength, Capacitor Recharge Rate, Reduced Size Lasers. Please note that the maximum range of any laser system is 1.5m km. This is because the smallest time increment is 5 seconds and light has to obey the laws.<br />
====Laser Focal Size====<br />
Laser Focal Size ranges from 10cm to 80cm. Larger sized beams cause more damage and have a longer base recharge time. Focal size has a bearing on the maximum range of the overall laser system.<br />
{| border="1"<br />
|+Laser Focal Size<br />
!Focal Size!!Damage!!Base RoF<br />
|-<br />
|10cm||3||15s<br />
|-<br />
|12cm||4||20s<br />
|-<br />
|15cm||6||30s<br />
|-<br />
|20cm||10||50s<br />
|-<br />
|25cm||16||80s<br />
|-<br />
|30cm||24||120s<br />
|-<br />
|35cm||32||160s<br />
|-<br />
|40cm||40||200s<br />
|-<br />
|50cm||64||320s<br />
|-<br />
|60cm||96||480s<br />
|-<br />
|70cm||128||640s<br />
|-<br />
|80cm||168||840s<br />
|}<br />
====Laser Wavelength====<br />
The wavelength of the laser determines the range modifier and the maximum range of the laser.<br />
{| border="1"<br />
|+ Laser Wavelengths<br />
!Wavelength!!Base Max Range!!Range Modifier<br />
|-<br />
|Infrared Laser||30,000km||1<br />
|-<br />
|Visible Light Laser||60,000km||2<br />
|-<br />
|Near Ultraviolet Laser||90,000km||3<br />
|-<br />
|Ultraviolet Laser||120,000km||4<br />
|-<br />
|Far Ultraviolet Laser||150,000km||5<br />
|-<br />
|Soft X-Ray Laser||180,000km||6<br />
|-<br />
|X-Ray Laser||210,000km||7<br />
|-<br />
|Far X-Ray Laser||240,000km||8<br />
|-<br />
|Extreme X-Ray Laser||270,000km||9<br />
|-<br />
|Near Gamma Ray Laser||300,000km||10<br />
|-<br />
|Gamma Ray Laser||330,000km||11<br />
|-<br />
|Far Gamma Ray Laser||360,000km||12<br />
|}<br />
<br />
====Capacitor Recharge Rate====<br />
This particular component is shared between all of the energy-based weapons. I will only detail it in this section, and refer back to it from others.<br />
<br />
Capacitor recharge rate directly influences the amount of power recharges by the weapon system every 5 seconds. It is equal to the Rate, e.g. Capacitor Recharge Rate 25 = 25 power per 5 seconds.<br />
<br />
The available rates are 1, 2, 3, 4, 5, 6, 8, 10, 12, 16, 20, 25.<br />
====Reduced Size Lasers====<br />
This particular component reduces the size of the laser system at the expense of the recharge rate. There are three levels available. Standard has no change to size or rate. Reduced .75 reduces the size by 25% while increasing the recharge by 4x. Reduced .5 reduces the size by 50% and increases the recharge rate by 20x.<br />
<br />
==Missile Launchers==<br />
<br />
===Components===<br />
<br />
The main components of missile launchers are Size, Reload Rate, Platform Type, and Reduced Size.<br />
<br />
====Launcher Size====<br />
<br />
This directly affects how big of a missile may be fired. It also affects the Rate of Fire. A launcher may launch any missile available up to and equal to its size, e.g. a size 6 launcher may fire size 1-6 missiles.<br />
{| border="1"<br />
|+Missile Launcher Size<br />
!Size!!Max Missile Size!!Base Rate of Fire<br />
|-<br />
|1||1||30<br />
|-<br />
|2||2||60<br />
|-<br />
|3||3||90<br />
|-<br />
|4||4||120<br />
|-<br />
|5||5||150<br />
|-<br />
|6||6||180<br />
|-<br />
|7||7||210<br />
|-<br />
|8||8||240<br />
|-<br />
|9||9||270<br />
|-<br />
|10||10||300<br />
|-<br />
|11||11||330<br />
|-<br />
|12||12||360<br />
|-<br />
|14||14||420<br />
|-<br />
|16||16||480<br />
|-<br />
|18||18||540<br />
|-<br />
|20||20||600<br />
|-<br />
|24||24||720<br />
|}<br />
====Reload Rate====<br />
<br />
The reload rate affects how fast the missile launcher may be reloaded and fired. The level of reload rate is used as a divisor to the base reload rate from the size of the launcher. The available rates are 1 - 12.<br />
<br />
====Platform Type====<br />
<br />
There are two options available here, Ship-based and PDC-based. The PDC option cuts the base reload time in half.<br />
<br />
====Reduced Size====<br />
<br />
The options here allow the launcher to be reduced in size at the expense of reload rate.<br />
{| border="1"<br />
|+Missile Reduced Size<br />
!Size!!Rate!!Notes<br />
|-<br />
|Standard||1x<br />
|-<br />
|.75||2x<br />
|-<br />
|.5||5x<br />
|-<br />
|.33||20x<br />
|-<br />
|.25||100x||+on Mount Magazine (includes internal magazine)<br />
|-<br />
|Box (.15)||15x||No internal reload<br />
|}<br />
<br />
==Power Plants==<br />
<br />
===Components:===<br />
<br />
The main components of Power Plants are Power Plant Technology, Power vs Efficiency, Internal Armour Rating, and Size.<br />
<br />
====Power Plant Technology:====<br />
<br />
Power Plant Technology increases the amount of power produced per hullsize but also increases the cost of that system as you use higher technology versions. (Note numbers below for 1 hs power plant.)--[[User:Journier|Journier]] 00:20, 23 February 2010 (UTC)<br />
<br />
{| border="1"<br />
|'''Power Plant Technology'''<br />
!Power!!Cost<br />
|-<br />
|Pressurised Water Reactor||2||6<br />
|-<br />
|Pebble Bed Reactor Technology||3||9<br />
|-<br />
|Gas-Cooled Fast Reactor Technology||4.5||14<br />
|-<br />
|Stellarator Fusion Reactor Technology||6||18<br />
|-<br />
|Tokamak Fusion Reactor Technology||8||24<br />
|-<br />
|Magnetic Confinement Fusion Reactor Technology||10||30<br />
|-<br />
|Inertial Confinement Fusion Reactor Technology||12||36<br />
|-<br />
|Solid-core Anti-matter Power Plant Technology||16||48<br />
|-<br />
|Gas-core Anti-matter Power Plant Technology||20||60<br />
|-<br />
|Plasma-core Anti-matter Power Plant Technology||24||72<br />
|-<br />
|Beam Core Anti-matter Power Plant Technology||32||96<br />
|-<br />
|Vacuum Energy Power Plant Technology||40||120<br />
|}<br />
<br />
====Power vs Efficiency:====<br />
<br />
Power vs Efficiency increases or decreases power output, in exchange for a decrease or increase in fuel efficiency and explosion chance. The Higher your efficiency the lower the cost, the higher the Power produced, the higher the cost.<br />
<br />
<br />
{| border="1"<br />
|'''Power Efficiency'''<br />
!Power Increase!!Exp!!cost<br />
|-<br />
| -100%||50%||35%<br />
|-<br />
| -80%||40%||30%<br />
|-<br />
| -60%||30%||25%<br />
|-<br />
| -50%||25%||20%<br />
|-<br />
| -40%||20%||16%<br />
|-<br />
| -30%||15%||12%<br />
|-<br />
| -20%||10%||10%<br />
|-<br />
| -10%||5%||7%<br />
|-<br />
| 0%||0%||5%<br />
|-<br />
|5%||-2.5%||5%<br />
|-<br />
|10%||-5%||4%<br />
|-<br />
|15%||-7.5%||4%<br />
|-<br />
|20%||-10%||3%<br />
|-<br />
|25%||-12.5%||3%<br />
|-<br />
|30%||-15%||2%<br />
|-<br />
|40%||-20%||2%<br />
|-<br />
|50%||-25%||1%<br />
|}<br />
<br />
====Internal Armour Rating:====<br />
<br />
This is how much armour you have on the Power plants, Internal armour adds 50% to the Hullsize to the component.<br />
<br />
====Size:====<br />
<br />
Size of Power plants increases the product of said Power Plants above by the multiple you select. Selections up to 30 are available.<br />
<br />
==Engines==<br />
<br />
===Components:===<br />
<br />
Engines are made up of 7 components, Engine Technology, Power vs Efficiency, Internal Armour Rating, Fuel Efficiency, Hyper Drive Efficiency, Thermal Reduction, Engine Platform.<br />
<br />
====Engine Technology:====<br />
<br />
Engine Technology Increases power output of ship engines.<br />
<br />
{| border="1"<br />
|'''Military Engine Technology'''<br />
!Power!!Cost<br />
|-<br />
|Nuclear Thermal Engine||25||<br />
|-<br />
|Nuclear Pulse Engine||40||<br />
|-<br />
|Ion Engine||60||<br />
|-<br />
|Magneto-plasma Drive||80||<br />
|-<br />
|Internal Confinement Fusion Drive||100||<br />
|-<br />
|Magnetic Confinement Fusion Drive||125||<br />
|-<br />
|Inertial Confinement Fusion Drive ||160||<br />
|-<br />
|Solid Core Anti-matter Drive||200||<br />
|-<br />
|Gas Core Anti-matter Drive||250||<br />
|-<br />
|Plasma Core Anti-matter Drive||300||<br />
|-<br />
|Beam Core Anti-matter Drive||400||<br />
|-<br />
|Photonic Drive||500||<br />
|}<br />
<br />
<br />
====Power vs Efficiency:====<br />
<br />
<br />
Power vs Efficiency increases or decreases power output, in exchange for a decrease or increase in fuel efficiency and explosion chance. The Higher your efficiency the lower the cost, the higher the Power produced, the higher the cost.<br />
<br />
<br />
{| border="1"<br />
|'''Efficiency'''<br />
!Power Increase!!Exp!!cost<br />
|-<br />
| -100%||50%||35%<br />
|-<br />
| -80%||40%||30%<br />
|-<br />
| -60%||30%||25%<br />
|-<br />
| -50%||25%||20%<br />
|-<br />
| -40%||20%||16%<br />
|-<br />
| -30%||15%||12%<br />
|-<br />
| -20%||10%||10%<br />
|-<br />
| -10%||5%||7%<br />
|-<br />
| 0%||0%||5%<br />
|-<br />
|5%||-2.5%||5%<br />
|-<br />
|10%||-5%||4%<br />
|-<br />
|15%||-7.5%||4%<br />
|-<br />
|20%||-10%||3%<br />
|-<br />
|25%||-12.5%||3%<br />
|-<br />
|30%||-15%||2%<br />
|-<br />
|40%||-20%||2%<br />
|-<br />
|50%||-25%||1%<br />
|}<br />
<br />
====Internal Armour Rating:====<br />
<br />
====Fuel Efficiency:====<br />
<br />
====Hyper Drive Efficiency:====<br />
<br />
====Thermal Reduction:====<br />
<br />
====Engine Platform:====<br />
<br />
The Engine platform choices are Military, Commercial, Fast Attack Craft, and Fighter.<br />
<br />
Military:<br />
<br />
Commercial:<br />
<br />
Fast Attack Craft:<br />
<br />
Fighter:<br />
<br />
==Shields==<br />
<br />
Stop laser and Missile damage until 0.00 strength, then damage passes to armor.<br />
<br />
===Components===<br />
<br />
====Shield Type ====<br />
<br />
Alpha to Omega 1-15 shield strength<br />
<br />
====Shield Regeneration Rate ====<br />
<br />
Shield Regeneration Rate depends on the Regeneration Rate research and ranges from 1 - 15<br />
<br />
==== Fuel Efficiency ====<br />
<br />
Fuel efficiency decreases the amount of fuel consumed by a multiple from 1x - 0.1x depending on researched Fuel Efficiency modifier.<br />
<br />
==Active Sensors/Fire Control==<br />
These systems are used to detect targets and provide guidance for missiles.<br />
===Components===<br />
The components for Active Sensors and Fire Control are Active Sensor Strength, Antenna Size, Minimum Resolution, Hardening and Active Sensor Type.<br />
===Active Sensor Strength===<br />
This is the strength of the scanners. It uses the Active Grav Sensor Strength research. The values are 10, 12, 16, 21, 28, 36, 48, 60, 80, 100, 135, 180. The range of the scanner is Strength x Resolution x Antenna Size x 10,000km. Missile controls multiply that range by 3.<br />
===Antenna Size===<br />
This is a variable determined by the player. There is no associated tech line with it. It is used in determining the maximum range of the system.<br />
===Minimum Resolution===<br />
This is a variable that determines the smallest object the system can detect at range. NOTE: Smaller objects can be detected, but at severely reduced ranges. The formula for detecting smaller objects than the minimum Resolution is ( Max Range x (Target Size / Resolution) ^2 ).<br />
<br />
Resolution Zero Mode is usually reserved for anti-missile installations. Each resolution increment adds 50 tons to the minimum size detected.<br />
<br />
===Hardening===<br />
This is a researched line. It is used to protect the installation against EM damage. Values range from 0 to 8.<br />
==Thermal Sensors==<br />
Detects Thermal signatures from planets and ships.<br />
<br />
===Components:===<br />
<br />
===Thermal Sensor Sensitivity:===<br />
<br />
Depending on Thermal Sensor research can increase to 75<br />
<br />
====Total Sensor Size:====<br />
<br />
<br />
This is a variable determined by the player. There is no associated tech line with it. It is used in determining the maximum range of the system. <br />
<br />
====Hardening:====<br />
<br />
Resistance to Electronic damage.<br />
<br />
==Jump Engines==<br />
<br />
===Components===<br />
<br />
<br />
====Jump Drive efficiency====<br />
Ranges from 3-25 increase via research.<br />
<br />
====Max Jump Squadron Size====<br />
The amount of ships without a jump driver that can follow through a jump point with a ship with a jump engine.<br />
<br />
Ranges from 3-12 squadron size.<br />
<br />
====Jump Point Distance====<br />
<br />
This is useful if you are going to be jumping into a dangerous area where maybe the enemy defends its jump points. It allows you to jump and be further from the Jump Point.<br />
<br />
====Size====<br />
<br />
Increases the HullSize the component takes up but also increases the maximum amount of ship it can jump. (Note max jump size includes the actual Jump Engine, so you need to remember when designing a jump engine that its your ship + the jump engines considerable mass youll be designing the actual Jump Engine for.<br />
<br />
====Jump Drive Type====<br />
<br />
'''Military-'''<br />
<br />
Military is smaller in size and can have more ships in a squadron. with more efficient use of size.<br />
<br />
'''Civilian-'''<br />
<br />
Less efficient use of size, but can jump larger ships than military version (10x larger ship jump capability than military.)<br />
<br />
Larger but less costly.<br />
==Beam Fire Control==<br />
This installation is used to control beam weapons.<br />
===Components===<br />
The components for Beam Fire Control are Beam Fire Control Distance Rating, Fire Control Speed Rating, Fire Control Size vs Range, Fire Control Size vs Tracking Speed, Hardening, Platform Type, Ship Type Limitations.<br />
===Beam Fire Control Distance Rating===<br />
This rating determines the range at which the beam will be at 50% accuracy. Values are 10,000km, 16,000km, 24,000km, 32,000km, 40,000km, 48,000km, 60,000km, 75,000km, 100,000km, 125,000km, 150,000km, 175,000km.<br />
===Fire Control Speed Rating===<br />
This determines how fast the fire control can bring the weapon(s) to bear on the target. NOTE: The final speed rating is determined by ship speed or turret speed. Values for this are 1,250km/s, 2,000km/s, 3,000km/s, 4,000km/s, 5,000km/s, 6,250km/s, 8,000km/s, 10,000km/s, 12,500km/s, 15,000km/s, 20,000km/s, 25,000km/s.<br />
===Fire Control Size vs. Range/Tracking Speed===<br />
These two items are very similar in that the player may reduce or increase the size of the installation for a bonus (or penalty) to the Range or Tracking Speed.<br />
{| border="1"<br />
|+Size vs. Range/Tracking Speed<br />
!Size!!Range!!Tracking Speed<br />
|-<br />
|25%||25%||n/a<br />
|-<br />
|34%||34%||n/a<br />
|-<br />
|50%||50%||n/a<br />
|-<br />
|Normal||Normal||Normal<br />
|-<br />
|1.25x||n/a||1.25x<br />
|-<br />
|1.5x||1.5x||1.5x<br />
|-<br />
|2x||2x||2x<br />
|-<br />
|3x||3x||3x<br />
|-<br />
|4x||4x||4x<br />
|}<br />
===Hardening===<br />
This is the same as the Hardening on Active Sensors/Missile Control.<br />
===Platform Type===<br />
This is a switch for Ship or PDC installations. PDC installations have the range increased by 50%.<br />
===Ship Type Limitations===<br />
This is used to determine if the installation can be emplaced on any ship, or fighters only. Fighter only installations have the base tracking speed multiplied by 4.<br />
<br />
==Particle Torpedo==<br />
Torpedo's do the same amount of damage across their entire travelling distance, making them very useful in some situations.<br />
===Components===<br />
Torpedo warhead strength, Maximum Torpedo Range, and Capacitor Recharge rate.<br />
<br />
====Warhead Strength====<br />
{| border="1"<br />
|+Warhead Strength<br />
!Strength!!Hull Size!!fire rate!!power requirement<br />
|-<br />
|2||5||5||5<br />
|-<br />
|3||6||5||7<br />
|-<br />
|4||7||5||10<br />
|-<br />
|6||8||5||15<br />
|-<br />
|9||9||5||22<br />
|-<br />
|12||10||10||30<br />
|-<br />
|16||12||10||40<br />
|-<br />
|20||14||10||48<br />
|-<br />
|25||16||15||64<br />
|-<br />
|36||18||20||90<br />
|-<br />
|50||22||25||125<br />
|-<br />
<br />
|}<br />
====Maximum Torpedo Range====<br />
60,000km - 1.2m km<br />
====Capacitor Recharge Rate====<br />
Capacitor recharge rate effects how quickly your weapon will charge up the power it requires to fire again. This is increased via capacitor technology and rages from 1-25.<br />
<br />
==Meson Cannon==<br />
<br />
Meson Cannons are short ranged weapons that ignore armor, even Internal armor.<br />
<br />
===Components:===<br />
Meson Focal Size:<br />
<br />
The size of the Meson Cannon, this affects damage and range of the cannon, and power useage while making the cannon also take up more hullsize.<br />
<br />
Ranges from 10cm - 80cm<br />
<br />
====Meson Focusing:====<br />
<br />
Increases the range of the Meson Cannon without increasing power requirements.<br />
<br />
Ranges from 1-12.<br />
<br />
Increased by research.<br />
<br />
<br />
====Capacitor Recharge Rate:====<br />
Increases the recharge rate of the capacitors, and theereby increasing the fire rate of the Meson Cannon<br />
<br />
==Railgun==<br />
<br />
Railguns are specialized weapons good for close in fighting. Incredibly good at Point Defense against missiles due to 4 shots per 5 seconds. Also good at larger ranges against heavily armored missiles and fast moving ships.<br />
<br />
===Components:===<br />
<br />
====Railgun Type====<br />
10cm - 50cm<br />
<br />
Increases size of railgun and the range and power requirements.<br />
<br />
====Railgun Velocity====<br />
<br />
Increases Railgun range without increasing size or power requirements.<br />
<br />
<br />
====Capacitor Recharge Rate====<br />
<br />
Capacitors increase power recharge of weapons. Allowing faster fire rate.<br />
<br />
Ranges from 1-25<br />
<br />
==Plasma Carronade==<br />
<br />
Plasma carronades are short range high damage output weapons good for defense of Jump Points/Gates.<br />
<br />
===Components:===<br />
<br />
====Carronade Calibre====<br />
{| border="1"<br />
|'''Plasma Carronade calibre'''<br />
!Damage!!Cost!!size(tons)<br />
|-<br />
|15cm ||6||122||200<br />
|-<br />
|20cm||10||?||300<br />
|-<br />
|25cm||16||?||400<br />
|-<br />
|30cm||24||?||450<br />
|-<br />
|35cm||32||?||550<br />
|-<br />
|40cm||40||?||600<br />
|-<br />
|50cm||64||?||800<br />
|-<br />
|60cm||96||?||950<br />
|-<br />
|70cm||128||?||1100<br />
|-<br />
|80cm||168||648||1250<br />
|-<br />
|}<br />
<br />
====Capacitor Recharge Rate====<br />
1-25<br />
<br />
==EM Detection Sensors==<br />
EM Sensors detect shields, planets, and active sensors from other ships.<br />
==='''Components:'''===<br />
EM Sensors are made up of 3 Components, EM Sensitivity, Total Sensor Size, and Hardening<br />
<br />
===='''EM Sensor Sensitivity:'''====<br />
<br />
===='''Total Sensor Size:'''====<br />
<br />
===='''Hardening:'''====<br />
<br />
Protects Sensor from Electronic Damage.<br />
<br />
<br />
==High Power Microwave==<br />
High Power Microwaves destroy electronics on ships, Sensors and fire control.<br />
<br />
===Components===<br />
<br />
====Microwave Focal Size====<br />
<br />
Increases the range, hullsize and power requirement.<br />
10cm-80cm<br />
<br />
<br />
====Microwave Focusing====<br />
Focuses the beam to extend the range.<br />
<br />
Ranges from 1-12 tech level.<br />
<br />
====Capacitor Recharge rate====<br />
<br />
Allows faster firing.<br />
<br />
Ranges from 1-25.<br />
<br />
==Guass Cannon==<br />
<br />
Gauss Cannons are a decent weapon to use against missiles.<br />
<br />
Fire 1-10 times every 5 seconds with technology increases.<br />
<br />
===Components===<br />
<br />
<br />
====Gauss Cannon Rate of Fire====<br />
<br />
ranges from 1 times per 5 seconds to 10 times per 5 seconds with later technology.<br />
<br />
====Gauss Cannon Velocity====<br />
<br />
ranges from 1-6. Increases the max range of the Gauss Cannon from 10,000 km to 60,000 km.<br />
<br />
====Gauss Cannon Size vs Accuracy====<br />
<br />
Allows the Gauss cannon to be miniaturized but with a Accuracy Penalty.<br />
<br />
Ranges from 6 HullSize (100%)accuracy to .5 HullSize (8%) accuracy.<br />
<br />
==Cloaking Device==<br />
<br />
A Cloaking Device hides a player made ship from sensor detection by a %.<br />
<br />
===Components:===<br />
<br />
====Cloaking Efficiency====<br />
<br />
Ranges 2-12, higher efficiency allows the cloaking device to hide more ship for the same hull size.<br />
<br />
====Cloaking Sensor Reduction====<br />
<br />
This Reduces the sensor signature your ship gives off by whatever % it shows. Ranges from 75% to 99.5%<br />
<br />
====Size====<br />
<br />
This is the hullsize of the Cloaking Device, larger you have the more ship you can hide.<br />
<br />
==CIWS==<br />
<br />
Close in Weapon System is for intercepting missiles at short range around the ship mounting them, they do not interact with missiles destined for other ships around them. This should be your final layer of Point Defense against incoming missiles.<br />
<br />
==='''Components:'''===<br />
Gauss Cannon Rate of Fire:<br />
<br />
Beam Fire Control Distance Rating:<br />
<br />
Fire Control Speed Rating:<br />
<br />
Active Sensor Strength:<br />
<br />
Turret Rotation Gear:<br />
<br />
ECCM:<br />
<br />
----<br />
* [[Main Page]]</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2645Main Page2010-03-22T03:22:37Z<p>Journier: </p>
<hr />
<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game. Please note this wiki page is created by Aurora players, rather than by the Aurora designer. The most up to date tutorial and FAQ information will be in the Aurora forums<br />
<br />
==About Aurora==<br />
{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 5.02<br />
| latest release date = {{Start date and age|2010|03|10}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4X strategy<br />
| website = [http://aurora.pentarch.org Aurora Forums]<br />
}}<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
==Getting Aurora==<br />
The installation files for Aurora may only be obtained from the Aurora forums: http://aurora.pentarch.org/viewtopic.php?f=10&t=1830<br />
<br />
==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]] - Ship design (4.77)<br />
** [[Shipyards]] - Shipyard operations (4.77)<br />
** [[Commercial Shipping]] - (4.77)<br />
** [[Beam Warships]] - Creating beam armed warships (4.77)<br />
*** [[Beam Overview]] - Overview of Beam weapons (4.77)<br />
** [[Fast OOB]] - Creating starting fleets (4.77)<br />
* [[Economics]] - Economics (4.77)<br />
* [[Terraforming]] - Making that new planet just like mom's. (4.77)<br />
*HOWTO:[[Create a custom race]] - How to create a custom race and starting system. (5.00)<br />
===Reference Information===<br />
<br />
====General Reference====<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Hotkeys]] - Also their functions.<br />
* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.<br />
*[[Core components]]<br />
* [[FAQ]]<br />
*[[SpaceMaster Mode]]<br />
*[[Ruins]] (5.01)<br />
*[[Teams]] (5.01)<br />
*[[Leaders]] (5.01)<br />
<br />
====Economy====<br />
<br />
*[[Trade System]] (5.01)<br />
*[[Salvage]] (5.01)<br />
*[[Mineral Generation]] (5.01)<br />
<br />
====Diplomacy====<br />
*[[Diplomacy]] (5.01)<br />
*[[Espionage]] (5.01)<br />
<br />
====Combat====<br />
<br />
*[[Point Defense]] (5.01)<br />
*[[Armour and Shields]] (5.01)<br />
*[[Carrier]] (5.01)<br />
*[[Ground units]] (5.01)<br />
*[[Fleet Training]] (5.01)<br />
*[[Ship Combat]] (5.01)<br />
*[[Task Group Initiative]] (5.01)<br />
*[[Missiles]] (5.01)<br />
<br />
====Quickstart====<br />
* [[Quickstart for Beginners]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
==Examples==<br />
* [[Ships]]<br />
<br />
=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1787] Different Leader Types / Research Projects<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1680] Transportation of Ground Forces and Boarding Combat<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1613&hilit=diplomacy#p14676] Diplomatic Rules<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1733] Missile Series<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1654] Real Stars Option<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1486] Civilian Trade System (need to read the whole thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1716] Civilian Mining Complexes (2nd post in thread)<br />
* [http://aurora.pentarch.org/viewtopic.php?f=19&t=1839] Explanation of why time increments get cut short (read the whole thread)</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2644Missiles2010-03-21T22:50:33Z<p>Journier: </p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.<br />
<br />
The downside to using them like this is their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will have probably 6x longer range with the LR Drone, and 3x longer range with the High damage drone than a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|1 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
==Buoy==<br />
a Buoy has a reactor and can be used as a Mine, a geosurvey, grav survey probe.<br />
They have a set lifespan which you adjust when you design them however so they dont live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mining (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!! Medium Mine!!Small Mine<br />
|-<br />
|0 Warhead||0 Warhead||0 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2643Missiles2010-03-21T10:05:24Z<p>Journier: </p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.<br />
<br />
The downside to using them like this is their hit chance is very low due to no agility.<br />
<br />
When you create these designs in game you will have probably 6x longer range with the LR Drone, and 3x longer range with the High damage drone than a standard missile.<br />
<br />
{| border="1"<br />
|+Long range Drone Designs<br />
!LR Drone!!!!LR High damage <br />
|-<br />
|3 Warhead||4 Warhead<br />
|-<br />
|5 Engine||5 Engine<br />
|-<br />
|2 Fuel||1 Fuel<br />
|-<br />
|0 Agility||0 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that make up the second stage that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
First stage MIRV design<br />
{| border="1"<br />
|+MIRV Drone Designs<br />
!LR MIRV Drone<br />
|0 Warhead<br />
|-<br />
|5 Engine<br />
|-<br />
|1 Fuel<br />
|-<br />
|0 Agility<br />
|-<br />
|}<br />
<br />
Second stage MIRV design includes missiles you previously designed. You can choose what separation range and what missiles you want the MIRV to to carry to that range.<br />
<br />
With this mix you get the best of both worlds, a Drone that can carry very short ranged missiles a very long distance and high damage/speed/agility missiles with low range for the final stretch.<br />
<br />
==Buoy==<br />
a Buoy has a reactor and can be used as a Mine, a geosurvey, grav survey probe.<br />
They have a set lifespan which you adjust when you design them however so they dont live forever and require replacement eventually.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mining (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!Big Mine!! Medium Mine!!Small Mine<br />
|-<br />
|0 Warhead||0 Warhead||0 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Grav Survey====<br />
<br />
{| border="1"<br />
|+Grav Survey Design<br />
!LR Missile<br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2642Missiles2010-03-21T09:49:35Z<p>Journier: </p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
These missile designs to be perfected should be adjusted based on your tech level, these are just base design layouts for a fairly low tech game start.<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
==Buoy==<br />
a missile that has a reactor and that can be used as a Mine, a geosurvey, grav survey probe.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mining (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Grav Survey====<br />
<br />
{| border="1"<br />
|+Grav Survey Design<br />
!LR Missile<br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2641Missiles2010-03-21T09:47:27Z<p>Journier: </p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
==Buoy==<br />
a missile that has a reactor and that can be used as a Mine, a geosurvey, grav survey probe.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mining (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Grav Survey====<br />
<br />
{| border="1"<br />
|+Grav Survey Design<br />
!LR Missile<br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2640Missiles2010-03-21T09:41:37Z<p>Journier: /* Types of Buoy */</p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
==Buoy==<br />
a missile that has a reactor and that can be used as a Mine, a geosurvey, grav survey probe.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
Buoys have multiple purposes from sensors to mining (the kind that explode)<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
{| border="1"<br />
|+Mine Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====Sensor====<br />
Sensor buoys are good if you want a look at a system to see if there is any activity without risking a ship. Just drop one of these near the jump gate and go back home while this tells you everything that is occurring in the area.<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Grav Survey====<br />
<br />
{| border="1"<br />
|+Grav Survey Design<br />
!LR Missile<br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2639Missiles2010-03-21T09:39:31Z<p>Journier: /* Buoy */</p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
==Buoy==<br />
a missile that has a reactor and that can be used as a Mine, a geosurvey, grav survey probe.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+GeoSurvey Designs<br />
!Geosurvey <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Grav Survey====<br />
<br />
{| border="1"<br />
|+Grav Survey Design<br />
!LR Missile<br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2638Missiles2010-03-21T09:38:33Z<p>Journier: /* Grav Survey */</p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
==Buoy==<br />
a missile that has a reactor and that can be used as a Mine, a geosurvey, grav survey probe.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Grav Survey====<br />
<br />
{| border="1"<br />
|+Grav Survey Design<br />
!LR Missile<br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2637Missiles2010-03-21T09:38:03Z<p>Journier: </p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
==Buoy==<br />
a missile that has a reactor and that can be used as a Mine, a geosurvey, grav survey probe.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====GeoSurvey====<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Grav Survey====<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead<br />
|-<br />
|1.5 Engine<br />
|-<br />
|1.5 Fuel<br />
|-<br />
|1 Agility<br />
|-<br />
|}</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2636Missiles2010-03-21T09:36:01Z<p>Journier: </p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
Missiles can vary in size but can have the same job, smaller is usually better so more can get through Point defense. Never put all your eggs in 1 basket as they say.<br />
<br />
====Long Range====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!LR Missile!! LR High Speed!!LR High damage <br />
|-<br />
|1 Warhead||1 Warhead||2 Warhead<br />
|-<br />
|1.5 Engine||2 Engine||1 Engine<br />
|-<br />
|1.5 Fuel||1.5 Fuel||1.5 Fuel<br />
|-<br />
|1 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
<br />
<br />
====Short Range====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|2 Warhead||2 Warhead||2 Warhead<br />
|-<br />
|2 Engine||2 Engine||2 Engine<br />
|-<br />
|.5 Fuel||.5 Fuel||.5 Fuel<br />
|-<br />
|.5 Agility||.5 Agility||.5 Agility<br />
|-<br />
|}<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
==Buoy==<br />
a missile that has a reactor and that can be used as a Mine, a geosurvey, grav survey probe.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
====GeoSurvey====<br />
<br />
====Grav Survey====</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2635Missiles2010-03-21T09:23:10Z<p>Journier: </p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
<br />
<br />
====Long Range Low damage====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
====Short Range High Damage====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
==Buoy==<br />
a missile that has a reactor and that can be used as a Mine, a geosurvey, grav survey probe.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
====GeoSurvey====<br />
<br />
====Grav Survey====</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2634Missiles2010-03-21T09:22:45Z<p>Journier: </p>
<hr />
<div>==Missiles==<br />
<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
Missiles require Missile launchers of equivalent size to launch them, However missile launchers can launch smaller missiles than themselves. IE a size 5 missile launcher can launch size 1-5 missiles.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
Missiles can be designed down past whole numbers as well so you can have a missile that is 1.25 size, but it can only be fired from a size 2 or larger launcher.<br />
<br />
===Types of Missiles===<br />
<br />
<br />
<br />
====Long Range Low damage====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
{| border="1"<br />
|+Long range Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
====Short Range High Damage====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
{| border="1"<br />
|+Point Defense Missile Designs<br />
!Mid range PD Missile!!Short Range PD Missile!!V. Short Range PD Missile<br />
|-<br />
|.2 Warhead||.2 Warhead||.2 Warhead<br />
|-<br />
|.4 Engine||.4 Engine||.44 Engine<br />
|-<br />
|.1 Fuel||.05 Fuel||.01 Fuel<br />
|-<br />
|.3 Agility||.35 Agility||.35 Agility<br />
|-<br />
|}<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
==Buoy==<br />
a missile that has a reactor and that can be used as a Mine, a geosurvey, grav survey probe.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
====GeoSurvey====<br />
<br />
====Grav Survey====</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2633Missiles2010-03-21T09:15:33Z<p>Journier: </p>
<hr />
<div>==Missiles==<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
===Types of Missiles===<br />
<br />
<br />
<br />
====Long Range Low damage====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
====Short Range High Damage====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
==Buoy==<br />
a missile that has a reactor and that can be used as a Mine, a geosurvey, grav survey probe.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
====Mine====<br />
Mine Buoys are exactly that.<br />
<br />
====GeoSurvey====<br />
<br />
====Grav Survey====</div>Journierhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=2632Missiles2010-03-21T09:14:39Z<p>Journier: </p>
<hr />
<div>==Missiles==<br />
Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.<br />
<br />
The most efficient warhead damage amounts to crater armor<br />
<br />
1, 4, 9, 16, 25, 36, 49, 64, 81, 100. (crater shape, add previous layer amount+2, so 1+2=3, 1+3=4, etc.)<br />
any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.<br />
<br />
<br />
===Types of Missiles===<br />
<br />
<br />
<br />
====Long Range Low damage====<br />
<br />
Favoring fuel and speed, these are mostly for 'hit first at range' tactics, they also are important to mop up any remaining hostile forces that may run, as it can be a problem to chase every single ship down, they also work to weaken hostiles before shorter ranged higher damage missiles finish them off.<br />
<br />
====Short Range High Damage====<br />
<br />
<br />
Balancing out speed and warhead size, these are for quickly destroying hostiles before any severe conflict can begin, a successful use of these missiles can severely weaken, if not destroy your opponent.<br />
<br />
====PD Missile====<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed and fuel, with a majority for agility, these missiles should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics.<br />
<br />
==Drones==<br />
A drone is a type of missile with a set amount of Engines and no agility. <br />
<br />
Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.<br />
<br />
These can be used as very long ranged missiles with terrible to hit chance on faster ships, or they can be used to carry your missiles half the way to the enemy before then launching their salvo of faster smaller missiles for the final half million kilometers.<br />
<br />
===Types of Drones===<br />
<br />
====Long range Anti Ship Drone====<br />
<br />
<br />
<br />
====MIRV Drone====<br />
<br />
Drone that carries within it multiple smaller missiles that when near its target will split off at much higher velocity and high damage to their final target.<br />
<br />
<br />
==Buoy==<br />
a missile that has a reactor and that can be used as a Mine, a geosurvey, grav survey probe.<br />
<br />
<br />
===Types of Buoy===<br />
<br />
====Mine====<br />
====GeoSurvey====</div>Journier