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Point Defense

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Revision as of 18:06, 1 March 2010 by Erik luken (talk | contribs)
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Point Defense

Point Defense is the defense of a small area or object, and it is used to counter missiles, small ships, fighters that come into firing range.


Layers of point defense

A effective point defense system requires 3 layers to defend a fleet properly from the inevitable missile's attacks.

PD Missiles:

These are Missiles to counter Missiles, your first screening of incoming Missiles is made with these.

Generally these are missiles with alot of Speed and Agility to increase to hit chance and low damage and low fuel.(unless required for some odd reason)

Example below.

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


Engine and Agility are going to help the most to actually hit a fast incoming missile. While range doesnt need to be long to get to enemy missiles before they close with your ship unless you are short on ships, then more range would help you intercept more before they get into close range.

The lower the range you make the missile the better its performance capabilities become and the higher to hit chance it gets. Things to always think about!

Ship Mounted Turrets:

With small rail guns, lasers, Gauss Cannons, and meson cannons mounted you can have a high tracking speed short-mid ranged weapon for Missile Interception. They can be dual use as well at short range against enemy fighters or ships that dare close in with your Point Defense mounting ships.

Ship Mounted Turrets can actually provide an inner 3 layers or more of PD fire if you so choose for the fleet by staggering weapon ranges.

You can have a mix of lasers, gauss, railgun and meson to destroy missiles at 3 distinct layers in the defense of the fleet.

Basic Examples below of fleet defensive turrets for use against missiles, Tracking speed can increase or decrease depending on what you require of course.

Twin 10cm C4 Near Ultraviolet Laser Turret
Damage Output 3x2      Rate of Fire: 5 seconds     Range Modifier: 3
Max Range 90,000 km    Turret Size: 8    Armour: 0    Turret HTK: 2
Power Requirement: 6    Power Recharge per 5 Secs: 8
Cost: 50    Crew: 60
Maximum Tracking Speed: 10000km/s


Twin Gauss Cannon R4-100 Turret
Damage Output 1x6      Rate of Fire: 5 seconds     Range Modifier: 4
Max Range 40,000 km    Turret Size: 15    Armour: 0    Turret HTK: 4
Cost: 87    Crew: 48
Maximum Tracking Speed: 10000km/s


Twin R3/C5 Meson Cannon Turret
Damage Output 1x2      Rate of Fire: 5 seconds     Range Modifier: 3
Max Range 30,000 km    Turret Size: 8    Armour: 0    Turret HTK: 2
Power Requirement: 6    Power Recharge per 5 Secs: 10
Cost: 18    Crew: 60
Maximum Tracking Speed: 10000km/s

If you increases the size of the laser focal size to 12cm you gain another 30,000 range, so you can have multiple laser hit ranges and stratify your Point Defense layers even more.

CIWS:

Close In Weapon System's are your final firing system against missiles. By the time that Missiles reach this point you should have very few missiles left to intercept, hence this layer of your defenses may see very little use or be overwhelmed.

These fire from 1,000 km and into your ship, a very short period of time.

Comments

Ideally, any PD weapon would have a rate of fire of 5 seconds. Missile PD can get away with 10 or even 15 seconds, but most likely not more than that.