Goons
Squids
Rats
Pigs
I've been waiting to name somebody "The Goons".
Goons
Squids
Rats
Pigs
"Xylons"?
"The Borg"?
EDIT:
... or maybe...
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... "The Rebs"? That looks like a US Civil War southerner's uniform.
They have ships four times faster and four times more heavily armed, and they're led by R E Lee?
Surely they should be the Greys?
Why is General Robert E. Lee commanding an Alien force that seeks to exterminate us?
Figured I may as well share this for others to use:
If S is missile size, M is Missile agility per MSP, and T is the total amount of space devoted to engines and agility in the missile, the amount of space devoted to engines E that will maximise to-hit is:
E = (5S/M) + (T/2)
Regardless of missile and target speeds. Optimal warhead damages are 1, 4, 9, 16 etc ie x^2, where x is the number of armour layers penetrable by that warhead.
Hm, Capt.Kiwi posted in the other aurora thread, that your missles should have a power of x^2, where x is the thicknes of the targets armor. so 1, 4, 9, 16, 25. Your missle has 12. Of course I can interpret this wrong...
here the quote:
My sympathies to the family of Mongoose, and to the families of anyone in the navy, they'll be losing their loved ones soon me thinks![]()
To clarify: A 12 warhead missile will do more damage than a 9 warhead missile, it just won't penetrate any more layers of armour - both will damage three layers. You might be better spending 2.125 on warhead, and improving your fairly low to hit in this case. Obviously, if you had 100% to hit against your intended target then 12 damage would be the better option.
And as for the engine/agility balance, I make it that you should 4.885 engine by my formula. That would also boost your range as a secondary effect. Note that because the game rounds missile speed down to the nearest hundred, you can probably eke out another 1% or so to hit by increasing that 4.885 in increments of hundredths and thousandths.
Edit: The formula accounts for sensor, armour and ECM mass in the missile size term.
Proposed design for consideration by weapons research:
2.125 warhead
0.05 fuel (or thereabouts)
1.67 active sensors
At missile size 12, this leaves 8.155 for engines/agility.
That means about 5.326 engine, 2.829 agility, with some gain in to hit likely if engine upped due to the game rounding.
Edit: I have different tech to you, so I can't do much from here, unless I start a game matching your engine, warhead, agility, sensor techs. Size 6 missiles seem to be the biggest size that are hard for fire control to detect, but they may be too small for a worthwhile warhead.
Is there any chance Charlie Corporation could accidentally set off those mines?
At my tech level, we would need 2.25 warhead (not 2.125) in order to reach an x^2 yield.
I'm under hte impression that they only attack hostiles.