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==Notes== Why would you want more than one Fire Control? In the example above, four salvos (indicating four enemy ships firing at once) come Bobby's way. But each FC can fire at only one target. And although the 28 ASMs are all in the same place, that's four different targets. Can sensors on your AMMs help? At higher tech levels, perhaps. For the time being, don't bother. Missiles with Active Sensors can automatically pick a new target if their original target is destroyed before they get there, but the new target must already be in range of their sensors or they self-destruct anyway. Look at the sensor range (again: Resolution 1) you can cram into a Size-1 missile. Shouldn't you ever build Size-2 AMMs? Sure, give it a try. You might have a slow-firing, long-range defensive "umbrella" and a short-range one. How many AMMs should your Ordnance Factories build? Really, only enough to equip the ships you build. You'll probably develop new tech long before your empire runs out of missiles and end up scrapping 9,800 of your 10,000 Hail Mary Mark 1. A word about running away from missiles: If Bobby had turned around immediately, the missiles would have closed in at only 85,000 km per turn. Sometimes that can give you an extra chance to get off another salvo of AMMs. That's where [[Ship Crew|Task Force Training]] comes in - well-trained crews can execute commands faster. [[Category:Tutorial]] [[category:VB6]]
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