Aurora 4x
New Players => The Academy => Topic started by: laz on April 25, 2010, 09:28:45 PM
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Hello there
Had a rather amusing fight with a single prescursor ship the other day
I had a fleet of 5 ships armed with my first attempt at using missile techs. I don't know whether the design's themselves were at fault or whether the prescursor tech is so high that I was basically hoping for too much out of my technology for what I got anyway. My tactic was to approach the prescursor and deflect its main means of attack which is basically a series of 22 size 3 missile salvo's. By simply overwhelming it with ships stocked up with tons of size 1 AMM's
Basically My AMM's did their job 1/3 of them managed to intercept the precursor's missiles. I then got the message that the warheads were insufficient to kill the incoming missiles
This is my Shield Class Anti Missile Missle. First mistake I spotted in this design is ive got far too much fuel on it for a closer range AMM. Thought I might be able to have them intercept at a longer range but my zero resolution sensors are the limit lesson learned.
Missile Size: 1 MSP (0.05 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 26
Speed: 50000 km/s Endurance: 20 minutes Range: 60.0m km
Cost Per Missile: 1.2333
Chance to Hit: 1k km/s 1300% 3k km/s 416% 5k km/s 260% 10k km/s 130%
Materials Required: 0.9833x Gallicite Fuel x500
What is a nice ideal compromise between Engine, Fuel, Agility and Warhead strength for such designs. This missile had the following ratio when I designed it
Warhead 0.1
Engine 0.5
Fuel 0.2
Agility 0.2
What way can I improve the design and go back to hammer this lone precursor ship?
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AMMs need at least a strength-1 warhead. As you AMMs deal 0 damage, they canĀ“t kill anything.
Other than that, they look ok except for fuel, way too much! My AMMs have between 0.01 and 0.03 fuel.
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This nifty utility might be of some use to you: OpenOffice spreadsheet for easy missile design (http://aurora.pentarch.org/viewtopic.php?f=14&t=2096). He's also got an Excel version available. Check out the thread and download the spreadsheet if you find it useful.
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I think the main problem here is that a 0-warhead missile is automatically classed as an AMM.
Maybe there should be a warning or something when creating a 0 warhead missile without submunitions.
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I think the main problem here is that a 0-warhead missile is automatically classed as an AMM.
Maybe there should be a warning or something when creating a 0 warhead missile without submunitions.
You can create missiles with sensors that have no warhead or even decoy armoured missiles, so no warhead isn't necessarily indicative of a bad design.
Steve
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Still a question wouldn't hurt.
Thats not a bad direction, btw., instead of automatically calling a 0-WH missile an AMM, why not call it a decoy?
If you want sensor missiles, as long as they can't redirect surrounding sub munitions, you'd probably go for buoys or drones anyways.