Difference between revisions of "Orbit Defense Systems"

From Outscape Wiki

m (Responsibilities)
m (Added category)
Line 146: Line 146:
[[Category:Structures - General]]
[[Category:Structures - General]]
[[Category:Structures - Protected]]
[[Category:Need verifying]]
[[Category:Need verifying]]
[[Category:Need updated Google Sheet]]

Latest revision as of 19:29, 13 November 2019

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).

  • The home planet of a player starts with a pre-built Level 3 Orbit Defense System.
  • Level 1 and 2 Orbit Defense Systems can be unlocked by performing the relevant research.
  • Level 1 Orbit Defense Systems can be upgraded to the level above (if that level has been unlocked through research). Level 2 Orbit Defense Systems may not be upgraded to Level 3 - this structure is unique to the player's home world.
  • It's not possible to construct a level 2 Orbit Defense System directly - only a level 1 (which can then be upgraded).

Orbit Defense System

  Orbit Defense 1.png Orbit Defense 2.png Orbit Defense 3.png
Level 1 2 3
Upgradable Yes No No
Research to unlock Orbit Defense Level 1.png Orbital Defence System Orbit Defense Level 2.png Orbital Security Exclusive to home planet
Civilization specific names
Mankind Small Orbit Defense Large Orbit Defense Orbit Defense
The People's Realm Small Orbit Oppressor Large Orbit Oppressor Orbit Oppressor
Ripchee Small Sky Cat Big Sky Cat Sky Cat
Syntis TB13A - Orbit Defense TB13B - Orbit Defense TB13 - Orbit Defense


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 System.
  • Level 3 orbit defense systems can not be constructed - 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 any planet the player controls.


The following sections describe the responsibilities that an orbital defense system automatically performs for the planet on which it is installed. These are done automatically, and neither uses ordnance.

Direct Fire against Enemy Fleets

When an enemy fleet first enters the planet's orbit, the orbit defense system will launch a volley of missiles at it, damaging all ships in that fleet. The damage that will be dealt to each ship depends on the tech-level of the orbit defense system. This damage is dealt directly to Armour, and ignores Shields. 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.

It is worth noting that a planet's orbital defense systems could be destroyed by return fire during an orbital bombing campaign (even the home planet's).

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.

Anti-Invasion Fire

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 destroy some percentage of the drop-capsules carrying the assault troops before they reach the planet's surface (this function is not affected by the recharge time). The proportion of assaulting troops destroyed depends on the tech-level of the orbit defense system.

Multiple Installations

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 defence systems, but the recharge and anti-invasion rates are of the highest tech-level system installed. The following table shows this with an example based on 1 small and 1 large orbit defense structures built.

  Quantity Damage Recharge Anti-invasion
Small Orbit Defense 1 100 180 25%
Large Orbit Defense 1 150 180 50%
Totals: 2 250 180 50%

Stats & Upgrade costs

MankindSmall Orbit Defense1Large Orbit Defense10018025%10,00010020,0005,0007,200
MankindLarge Orbit Defense2Orbit Defense15018050%10,00015020,00025,00043,200
MankindOrbit Defense3-15018075%10,00020020,000100,00086,400
People's RealmSmall Orbit Oppressor1Large Orbit Oppressor10018025%10,00010020,0005,00043,200
People's RealmLarge Orbit Oppressor2Orbit Oppressor15018050%10,00015020,00025,00086,400
People's RealmOrbit Oppressor3-15018075%10,00020020,000100,000129,600
RipcheeSmall Sky Cat1Big Sky Cat10018025%10,00010020,0005,00043,200
RipcheeBig Sky Cat2Sky Cat15018050%10,00015020,00025,00086,400
RipcheeSky Cat3-15018075%10,00020020,000100,000129,600
SyntisTB13A - Orbit Defense1TB13B - Orbit Defense10018025%10,00010020,0005,00043,200
SyntisTB13B - Orbit Defense2TB13 - Orbit Defense15018050%10,00015020,00025,00086,400
SyntisTB13 - Orbit Defense3-15018075%10,00020020,000100,000129,600


  • Level: the tech-level
  • Upgrade: whether the structure can be upgraded to another
  • Damage: total damage done per-shot to all ships in a 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) that will 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