Orbit Defense System
From Outscape Wiki
Orbit defense systems protect a planet's inner orbit against intruders and invasions. They perform two key responsibilities: firing at enemy fleets in orbit, and shooting down invasion forces heading towards the planet's surface (drop-capsules carrying assault troops); both are performed automatically. The home planet of a player starts with a pre-built tech-level three orbit defense system.
Orbit Defense System
Level 1 and 2 orbit defense systems each need to be unlocked separately by researching the relevant technology (see 'Research to unlock' in the table above).
Constructing and upgrading
- Level 1 orbit defense systems can be constructed directly
- Level 2 orbit defense systems can be built only by upgrading a level 1 Orbit Defense Systems
- Level 3 orbit defense systems can not be constructed
The following sections describe the responsibilities that an orbital defense system automatically performs for the planet on which it is installed (neither uses ordnance).
When an enemy fleet first enters the inner orbit, the orbit defense system will launch a volley of missiles at it. The damage that will be dealt to the fleet depends on the tech-level of the orbit defense system. If the damage dealt is sufficient, the enemy fleet will be destroyed. Multiple fleets in orbit will be attacked in succession, but with a delay between each attack due to the recharge time.
After firing at a fleet in orbit, the orbit defense system cannot fire again until it has recharged. If an attacked fleet wasn't destroyed and remains within the planet's orbit, it will be fired upon again once the recharge time has elapsed.
If an enemy fleet isn't destroyed upon entering a planet's inner orbit, or the orbit defense system is recharging, the fleet could launch an invasion force.
This will trigger the orbit defense system to attack and attempt to destroy the drop-capsules carrying the assault troops before they reach the planet's surface (this function is not affected by the recharge time). The tech-level one and two versions will not be able to destroy all drop-capsules, only a proportion. However, the home planet's tech-level three orbit defense system is capable of annihilating an entire invasion force regardless of its size.
The home planet starts with a very powerful, tech-level three orbit defense system pre-built. It is not possible to research or construct additional tech-level three orbit defense systems - the home planet's will be the only one per player. However, tech-level one and two orbit defense systems can be researched and constructed on other planets colonized by a player.
If the appropriate research has been completed, it's possible to construct tech-level one and two orbit defense systems on any planet colonized by a player.
If multiple orbit defense systems are built on the same planet they work cumulatively, where the total damage per shot is the sum of all, but the recharge and anti-invasion rates are of the highest. The following table shows this with an example based on 1 small and 1 large orbit defense structures built.
|Small Orbit Defense||1||1,000||3,600||20%|
|Large Orbit Defense||1||2,000||3,600||50%|
It's possible that a planet's orbital defense systems could be destroyed during an orbital bombing campaign (even the home planet's).
Stats & Upgrade costs
|Mankind||Small Orbit Defense||1||Large Orbit Defense||100||180||25%||10,000||100||20,000||5,000||7,200|
|Mankind||Large Orbit Defense||2||Orbit Defense||150||180||50%||10,000||150||20,000||25,000||43,200|
|People's Realm||Small Orbit Oppressor||1||Large Orbit Oppressor||100||180||25%||10,000||100||20,000||5,000||43,200|
|People's Realm||Large Orbit Oppressor||2||Orbit Oppressor||150||180||50%||10,000||150||20,000||25,000||86,400|
|People's Realm||Orbit Oppressor||3||-||150||180||75%||10,000||200||20,000||100,000||129,600|
|Ripchee||Small Sky Cat||1||Big Sky Cat||100||180||25%||10,000||100||20,000||5,000||43,200|
|Ripchee||Big Sky Cat||2||Sky Cat||150||180||50%||10,000||150||20,000||25,000||86,400|
|Syntis||TB13A - Orbit Defense||1||TB13B - Orbit Defense||100||180||25%||10,000||100||20,000||5,000||43,200|
|Syntis||TB13B - Orbit Defense||2||TB13 - Orbit Defense||150||180||50%||10,000||150||20,000||25,000||86,400|
|Syntis||TB13 - Orbit Defense||3||-||150||180||75%||10,000||200||20,000||100,000||129,600|
- Level: the tech-level
- Upgrade: whether the structure can be upgraded to another
- Damage: total damage done per-shot to fleet in orbit
- Recharge: time required (in seconds) to be able to fire again at a fleet in orbit
- Anti-invasion: proportion of an invasion force (assault troops in drop-capsules) likely to be destroyed before reaching the planet's surface
- Personnel: number of colonists required to operate (contributes to employment)
- PC (Power Consumption MWt): amount of colony power required
- Be (Beron): cost in beron
- Credits: cost in credits
- Build: build time in seconds