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==Your first missile designs== ...will probably leave a lot to be desired. While players have different missile design philosophies, early-game technology doesn't allow you to build anything impressive. Just keep investing in engine technology (for that you have to research reactor tech first), engine power modifier, agility and warhead tech. Also make sure you understand missile damage - one strength-16 warhead hurts a lot more than two strength-8 ones. * Probably the most common mistake of new players is to make their missiles and ships too slow. Keep in mind that even early-game tech (ion engines) can allow warship speeds of 4000-5000 km/s and hit chances depend heavily on missile speed, so use an engine with maximum power modifier. Your missile should be a lot faster than the target. Which means that anti-missile missiles should be even faster. * The second most common mistake is to give them a much higher range than your active sensors or fire controls. * Don't bother with sensors on missiles before you get an idea of the distances involved. A sensor with a range of 10,000km might or might not do you any good.
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