Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Aurora 4x Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Editing
VB-Anti-Missile Tutorial
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Elements of a defence system== Before we get to the missiles, we need to take a look at sensors, launchers and magazines and what they do because that's what a lot of people get wrong. Any AMM missile defense is a system where all components need to be work together. It has five parts: * An '''Active Grav Search Sensor''' (ASS) with a Resolution of 1. That's a pure missile warning sensor. It's not much use for anything else, but your big high-resolution search sensors will see missiles only when they already scratch the paint of your expensive ship. In theory you need only one warning sensor and it can be on any ship. All you need is somebody, somewhere to spot the missiles with an Active Sensor (not Thermal or EM sensors). All your ships now know where the incoming missiles are, even those in different taskgroups. In practice you might want to put at least a small warning sensor on most warships, just in case. * A '''missile fire control''' (FC), also Resolution 1. Each ship firing AMMs needs at least one of those. The ASS looks out for trouble, then the FC guides your anti-missiles to their targets. * A bunch of Size-1 '''launchers'''. Why are AMMs almost always Size 1 missiles? Because they don't need much Bang! or range or fancy extras. They need to be fast, really fast, and the launchers need to be fast as well. Size-2 launchers take twice as long to reload as Size-1, Size-3 need three times etc. Early reloading tech means a Size-1 salvo every 30 seconds. * A '''Magazine'''. Each launcher can store one missile, that's why adding eight Size-1 launchers to your ship design gives you a magazine capacity of eight (note: Magazine Capacity is measured in Missile Size Points, not number of missiles. Adding four Size-6 launchers gives you a capacity of 24). Now there will rarely be only one salvo of 28 ASMs to defend against. There might be five or ten or even more, depending on how deep the enemy's magazines are. Another reason to make your AMMs as small as possible, and that's Size-1 (you can't build anything smaller). Having * A '''Missile'''. You guessed that one, right?
Summary:
Please note that all contributions to Aurora 4x Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Aurora 4x Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
VB-Anti-Missile Tutorial
(section)
Add topic