Interception: Difference between revisions
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[[File:Air combat.png|thumb| | [[File:Hangar view.png|thumb|300px|Aircraft hangar]] | ||
The blue circle around a base indicates its radar range. If a UFO flies over a base's radar range it will be detected and can be attacked using interceptors. Shooting down a UFO will prevent it from causing Panic in the local region. Once a squadron reaches an UFO it will bring the following options: | [[File:Air combat.png|thumb|300px|Air combat]] | ||
The blue circle around a base indicates its radar range. If a UFO flies over a base's radar range it will be detected and can be attacked using interceptors. Interceptor squadrons have a very small radar range themselves. If an UFO flies beyond base radar range the interceptor squadron will have the option to head to the UFO's last known position in hopes of finding it again. | |||
Shooting down a UFO will prevent it from causing Panic in the local region. In addition, if an UFO is shot down over land it will enable a Crashed UFO mission that allows recovering valuable alien technology. Once a squadron reaches an UFO it will bring the following options: | |||
* '''Commence Attack''': Starts an air battle between the interceptors and the UFO. | * '''Commence Attack''': Starts an air battle between the interceptors and the UFO. | ||
* '''Tail Target''': Interceptors will follow the UFO until they run out of fuel and can attack at any point. | * '''Tail Target''': Interceptors will follow the UFO until they run out of fuel and can attack at any point. | ||
* '''Tail Until Over Land''': Interceptors will follow the UFO until it travels over land and then re-engage the UFO. | * '''Tail Until Over Land''': Interceptors will follow the UFO until it travels over land and then re-engage the UFO. | ||
* '''Autoresolve Attack''': Automatically resolves the air battle between the interceptors and the UFO. If the outcome is not desired the battle can be tried again as a regular air battle. This option is only available if the Allow Autoresolve Air Combat option was selected in the campaign options. | |||
If an | If an interceptor is destroyed it will be replaced in a day. The time can be reduced to half at the cost of $250,000. | ||
== Air combat == | == Air combat == | ||
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== Interceptors == | == Interceptors == | ||
Interceptors are used to attack UFOs. Up to 3 interceptors can be assigned on the same attack. | Interceptors are used to attack UFOs. Up to 3 interceptors can be assigned on the same attack. | ||
{| class="wikitable" | {| class="wikitable" | ||
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! Health | ! Health | ||
! Armor | ! Armor | ||
! | ! Speed (km/h) | ||
! Turn Rate ( | ! Acceleration (m/s) | ||
! Range ( | ! Turn Rate (deg/sec) | ||
! Range (km) | |||
! Hardpoints | |||
! Upkeep | |||
! Cost | ! Cost | ||
|- | |- | ||
| [[File:Interceptor tier1.png|90px]] X-25 Angel || 100 || 0 || 2160 || 60 || 2232 || $350,000 | | [[File:Interceptor tier1.png|90px]] X-25 Angel || 100 || 0 || 2160 || 0.02 || 60 || 2232 || 1 Cannon<br>2 Equipment || $80,000 || $350,000 | ||
|- | |- | ||
| [[File:Interceptor tier2.png|90px]] X-55 Phantom || 150 || 5 || 3600 || 90 || 12000 || $500,000<br>40 Alien Alloys<br> | | [[File:Interceptor tier2.png|90px]] X-55 Phantom || 150 || 5 || 3600 || 0.03 || 90 || 12000 || 2 Cannon || $80,000 || $500,000<br>40 Alien Alloys<br>25 Alenium | ||
|} | |} | ||
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! Ammo | ! Ammo | ||
! Evasive Roll | ! Evasive Roll | ||
! | ! Required research project | ||
|- | |- | ||
| [[File:Cannon tier1.png|90px]] Autocannon | | [[File:Cannon tier1.png|90px]] Autocannon | ||
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| 100 | | 100 | ||
| <span style="color:green;">'''Enabled'''</span> | | <span style="color:green;">'''Enabled'''</span> | ||
| | | | ||
|- | |- | ||
| [[File:Missile tier1.png|90px]] Sidewinder Missile | | [[File:Missile tier1.png|90px]] Sidewinder Missile | ||
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| 1 | | 1 | ||
| <span style="color:green;">'''Enabled'''</span> | | <span style="color:green;">'''Enabled'''</span> | ||
| | | | ||
|- | |- | ||
| [[File:Torpedo tier1.png|90px]] Skylance Torpedo | | [[File:Torpedo tier1.png|90px]] Skylance Torpedo | ||
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| 1 | | 1 | ||
| <span style="color:red;">'''Disabled'''</span> | | <span style="color:red;">'''Disabled'''</span> | ||
| | | | ||
|- | |- | ||
| [[File:Cannon tier2.png|90px]] Accelerated Cannon | | [[File:Cannon tier2.png|90px]] Accelerated Cannon | ||
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| 100 | | 100 | ||
| <span style="color:green;">'''Enabled'''</span> | | <span style="color:green;">'''Enabled'''</span> | ||
| | | Alien Magnetic Weapons | ||
|- | |||
| [[File:Weapon lance tier1.png|90px]] Laser Lance | |||
| 15 | |||
| 0 | |||
| -4 | |||
| 1 | |||
| 6 | |||
| 12 | |||
| 99 | |||
| <span style="color:red;">'''Disabled'''</span> | |||
| Heavy Lasers | |||
|- | |- | ||
| [[File:Missile tier2.png|90px]] Alenium Missile | | [[File:Missile tier2.png|90px]] Alenium Missile | ||
Line 94: | Line 110: | ||
| -2 | | -2 | ||
| 0.25 | | 0.25 | ||
| | | 20 | ||
| | | 90 | ||
| | | 1 | ||
| <span style="color:green;">'''Enabled'''</span> | | <span style="color:green;">'''Enabled'''</span> | ||
| | | Alenium Explosives | ||
|- | |- | ||
| [[File:Torpedo tier2.png|90px]] Alenium Torpedo | | [[File:Torpedo tier2.png|90px]] Alenium Torpedo | ||
| | | 25 | ||
| 25 | | 25 | ||
| -15 | | -15 | ||
| 1 | | 1 | ||
| | | 20 | ||
| | | 90 | ||
| | | 1 | ||
| <span style="color:red;">'''Disabled'''</span> | | <span style="color:red;">'''Disabled'''</span> | ||
| | | Alenium Explosives | ||
|- | |- | ||
| [[File:Cannon tier3.png|90px]] Gauss | | [[File:Cannon tier3.png|90px]] Gauss Blaster | ||
| 15 | | 15 | ||
| 1 | | 1 | ||
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| 3 | | 3 | ||
| 20 | | 20 | ||
| 100 | |||
| <span style="color:green;">'''Enabled'''</span> | |||
| Heavy Gauss Weaponry | |||
|- | |||
| [[File:Missile tier3.png|90px]] Fusion Missile | |||
| 60 | |||
| 0 | |||
| -3 | |||
| 0.25 | |||
| 20 | |||
| 90 | |||
| 1 | |||
| <span style="color:green;">'''Enabled'''</span> | |||
| Fusion Explosives | |||
|- | |||
| [[File:Torpedo tier3.png|90px]] Fusion Torpedo | |||
| 40 | | 40 | ||
| <span style="color: | | 30 | ||
| | | -22 | ||
| 1 | |||
| 20 | |||
| 90 | |||
| 1 | |||
| <span style="color:red;">'''Disabled'''</span> | |||
| Fusion Explosives | |||
|} | |} |
Latest revision as of 00:58, 18 July 2023
The blue circle around a base indicates its radar range. If a UFO flies over a base's radar range it will be detected and can be attacked using interceptors. Interceptor squadrons have a very small radar range themselves. If an UFO flies beyond base radar range the interceptor squadron will have the option to head to the UFO's last known position in hopes of finding it again.
Shooting down a UFO will prevent it from causing Panic in the local region. In addition, if an UFO is shot down over land it will enable a Crashed UFO mission that allows recovering valuable alien technology. Once a squadron reaches an UFO it will bring the following options:
- Commence Attack: Starts an air battle between the interceptors and the UFO.
- Tail Target: Interceptors will follow the UFO until they run out of fuel and can attack at any point.
- Tail Until Over Land: Interceptors will follow the UFO until it travels over land and then re-engage the UFO.
- Autoresolve Attack: Automatically resolves the air battle between the interceptors and the UFO. If the outcome is not desired the battle can be tried again as a regular air battle. This option is only available if the Allow Autoresolve Air Combat option was selected in the campaign options.
If an interceptor is destroyed it will be replaced in a day. The time can be reduced to half at the cost of $250,000.
Air combat
Air combat takes place in real-time. Interceptors can execute the following maneuvers.
- Evasive Roll: Interceptor attempts to dodge incoming weapons fire. Certain weapons prevent the interceptor from rolling.
- Afterburners: Increases movement speed but disables weapons and evasive rolls.
- Retreat: Interceptor flies away from the UFO until it escapes the combat map.
Interceptors
Interceptors are used to attack UFOs. Up to 3 interceptors can be assigned on the same attack.
Weapons
All interceptors have one cannon hardpoint and two equipment hardpoints. Cannon hardpoints can mount every weapon. Equipment hardpoints can only mount missile and torpedo weapons. Interceptors can be equipped with the following weapons: