Interception: Difference between revisions
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Revision as of 18:50, 3 June 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. 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:
- Commence Attack: Starts an air battle between the interceptors and 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.
- 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.
If an UFO is shot down over land it will enable a Crashed UFO mission that allows recovering valuable alien technology.
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.
Interceptor | Health | Armor | Top Speed (KM/H) | Turn Rate (DEG/SEC) | Range (KM) | Cost |
---|---|---|---|---|---|---|
X-25 Angel | 100 | 0 | 2160 | 60 | 2232 | 350000 Funds |
X-55 Phantom | 150 | 5 | 3600 | 90 | 12000 | 500000 Funds 40 Alien Alloys 40 Alenium |
Weapons
Interceptors can be equipped with the following weapons.