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Missiles

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Missiles

Missiles are small objects that can go extremely fast and explode on impact creating a triangular damage pattern in armor.

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.

The most efficient warhead damage amounts to crater armor

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.) any other amounts will default down crater size to the respective amounts, eg; 53 will go down to 49.


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.

Types of Missiles

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.

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.


Long Range

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.

Long range Missile Designs
LR Missile LR High Speed LR High damage
1 Warhead 1 Warhead 2 Warhead
1.5 Engine 2 Engine 1 Engine
1.5 Fuel 1.5 Fuel 1.5 Fuel
1 Agility .5 Agility .5 Agility


Short Range

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.

Short Range Missile Designs
Base Missile High Speed High damage
1.5 Warhead 1.5 Warhead 2 Warhead
1.5 Engine 2.5 Engine 1.5 Engine
.5 Fuel .5 Fuel .5 Fuel
1.5 Agility 1.5 Agility 1 Agility

PD Missile

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.

Point Defense Missile Designs
Mid range PD Missile Short Range PD Missile V. Short Range PD Missile
.2 Warhead .2 Warhead .2 Warhead
.4 Engine .4 Engine .44 Engine
.1 Fuel .05 Fuel .01 Fuel
.3 Agility .35 Agility .35 Agility


Drones

A drone is a type of missile with a set amount of Engines and no agility.

Drone engines are 10x more fuel efficient than missile engines granting them incredible range with little fuel.

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.

Types of Drones

Long range Anti Ship Drone

Since drones have 10x more fuel efficient engines they can have ranges exceeding 1 million kilometers while the average missile sits around 100 million.

The downside to using them like this is their hit chance is very low due to no agility.

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.

Long range Drone Designs
LR Drone LR High damage
3 Warhead 4 Warhead
5 Engine 5 Engine
2 Fuel 1 Fuel
0 Agility 0 Agility


MIRV Drone

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.


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.

First Stage

First stage MIRV design

MIRV Drone Designs
LR MIRV Drone
0 Warhead
5 Engine
5 Fuel
0 Agility

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.

Second Stage

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.

Second Stage

MIRV Second stage Designs
MIRV Second Stage Missile
2 Warhead
2 Engine
0.1 Fuel
0.9 Agility

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.

Buoy

A Buoy has a reactor and can be used as a Mine,Sensor, or a geosurvey for bodies.

They have a set lifespan which you adjust when you design them however so they don't live forever and require replacement eventually.


Types of Buoy

Buoys have multiple purposes from sensors to mines (the kind that explode)

Mine

Mine Buoys are exactly that.

Mines use the second stage ability to release their payloads when an enemy closes with the mines via the separation range setting.

Mines are a very cost effective weapon for jump point defense without dedication of ships.

Mine Designs
Big Mine
20 Reactor Duration
1 size 100 missile
Mine Payload

Mines can carry as many missiles as you want them to.

Sensor

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.

Sensor Buoy
Buoy
20 Reactor Duration
80 Active Sensor (resolution 100)

GeoSurvey

GeoSurvey Designs
Geosurvey
5 Reactor Duration
5 Geo Sensor

Credits

Tarran