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Difference between revisions of "Orbital Defence System"

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[[File Picture needed]] This allows the creation of the first Tier of orbital Guns.  
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{{TechInfoboxInfrastructure|
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Image=Orbit_Defense_Level_1.png|
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PrevTech=[[Military Base Automation]] or [[Next Generation of Force Spawner]]|
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Difficulty=450|
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Unlocks=Tier 1 [[Orbit Defense Systems]]|
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NextTech=[[Orbital Security]]|
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}}
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{{Hatnote|This article is about the technology which provides Tier 1 orbital defences. For an overview of these structures, see [[Orbit Defense Systems]].}}
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== Overview ==
  
As of Alpha 3 these have two general effects.
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'''Orbital Defence System''' is a critical defensive Technology, and players should aim to unlock it as soon as they reasonably can. Researching it unlocks Tier 1 [[Orbit Defense System]] structures - guns capable of attacking enemy ships and fleets in their planet's orbit.
* The first Enemy fleet to stop in the orbit of the planet they are constructed on gets shot at for 1000 damage. The Orbital cannon then requires a 20 minute cool down before it fires again if there is a viable target for it still.
 
* Even if on cool down the Orbital Gun will destroy 25% of ALL troops that set off on and [[Planetary Assault| Invasion attempt]]
 
  
Multiple Orbital cannons do not stack for anti invasion purposes (Only the effect of best one is used) but they do stack for damage so 4x T1 Orbital guns = 4000 damage every 20 minutes to enemy fleets, for example.
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These have two general functions; direct fire against enemy fleets in the orbit of the planet they are constructed on, dealing 100 damage to each ship in the fleet per shot every three minutes, and destroying 25% of all troops that land as part of a [[Planetary Raiding|raiding]] or [[Planetary Assault|invasion attempt]], regardless of cool-down.
  
Return to [[Technologies]] Page or check Category link below.
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Multiple guns do not stack for anti-invasion purposes (only the effect of the best one is used), but they do stack for direct fire damage against a single target. However, a skilled opponent will bait their fire with a cheap [[Scout]] before any major attack, then move in while the weapon(s) are on cool-down. This can allow invasion fleets to get in undamaged, but any raiding or [[Orbital Strikes|orbital bombardment]] attempts will still have to face surface-to-orbit fire. With all this in mind, players should definitely build at least one of these structures on each planet they control.
[[Category:Technologies]][[Category: Warfare]]
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== Gallery ==
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<gallery>
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File:OrbitalDefenceSystem_TechCard.jpg|Completed Tech card for Orbital Defence System.
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File:Orbit_Defense_1.png|Hi-res render of the Tier 1 Orbit Defence System structure.
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</gallery>
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[[Category:Technologies]]
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[[Category:Technologies - Infrastructure]]
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[[Category:Need images]]

Latest revision as of 19:33, 15 January 2020

Orbital Defence System
Orbit Defense Level 1.png
Infrastructure Technology
Available To: All Major Factions
Prerequisite: Military Base Automation or Next Generation of Force Spawner
Difficulty: 450
Unlocks: Tier 1 Orbit Defense Systems
Required By: Orbital Security
This article is about the technology which provides Tier 1 orbital defences. For an overview of these structures, see Orbit Defense Systems.

Overview

Orbital Defence System is a critical defensive Technology, and players should aim to unlock it as soon as they reasonably can. Researching it unlocks Tier 1 Orbit Defense System structures - guns capable of attacking enemy ships and fleets in their planet's orbit.

These have two general functions; direct fire against enemy fleets in the orbit of the planet they are constructed on, dealing 100 damage to each ship in the fleet per shot every three minutes, and destroying 25% of all troops that land as part of a raiding or invasion attempt, regardless of cool-down.

Multiple guns do not stack for anti-invasion purposes (only the effect of the best one is used), but they do stack for direct fire damage against a single target. However, a skilled opponent will bait their fire with a cheap Scout before any major attack, then move in while the weapon(s) are on cool-down. This can allow invasion fleets to get in undamaged, but any raiding or orbital bombardment attempts will still have to face surface-to-orbit fire. With all this in mind, players should definitely build at least one of these structures on each planet they control.

Gallery