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Comment: small stuff

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  • All launchers can fire both Light and Heavy versions of missiles

  • Flares (a ship Consumable) work against all guided missiles and torpedoes except smart missiles.
  • Only Tracking launchers can fire EMP missiles (they fly very fast and deactivate travel drives)
  • We can pick what missiles are used by forward-mounted launchers (those shot from cockpits)
  • Every missile has 3 different AOE effects(light,medium,heavy) on impact with cluster missiles having a special AOE effect
  • Every missile has a countermeasure resilience(CMR) against flares in the range of "0"(flares will always disarm missiles) to "1"(flares will never disarm missiles). The propability of flare interception is propably not completely proportional to CMR!(needs testing)
  • All dumbfire missiles are flare-proof(CMR = 1)
  • Every guided missile needs to lock onto an enemy within a specific range firedto be guided.

Missile Turret notes

  • We cannot pick what missiles are fired by turrets
  • We can set each turret to Armed/Disarmed states individually
  • We can give each turret one of the following settings individually:
    • Defend
    • Attack All Enemies
    • Attack Capital Ships (also attacked stations)
    • Attack Fighters
    • Mining
    • Missile Defence
    • Attack My Current Target

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