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Difference between revisions of "Missiles"
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Revision as of 03:34, 24 March 2010
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.
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.
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 |
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.
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.
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.
First stage MIRV design
LR MIRV Drone | 0 Warhead |
---|---|
5 Engine | |
1 Fuel | |
0 Agility |
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.
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.
Buoy
a Buoy has a reactor and can be used as a Mine, a geosurvey, grav survey probe. They have a set lifespan which you adjust when you design them however so they dont live forever and require replacement eventually.
Types of Buoy
Buoys have multiple purposes from sensors to mining (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.
Big Mine | Medium Mine | Small Mine |
---|---|---|
0 Warhead | 0 Warhead | 0 Warhead |
1.5 Engine | 2 Engine | 1 Engine |
1.5 Fuel | 1.5 Fuel | 1.5 Fuel |
1 Agility | .5 Agility | .5 Agility |
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.
Geosurvey |
---|
1 Warhead |
1.5 Engine |
1.5 Fuel |
1 Agility |
GeoSurvey
Geosurvey |
---|
1 Warhead |
1.5 Engine |
1.5 Fuel |
1 Agility |
Credits
Tarran