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TARGETING ORDERS
GENERAL NOTE: Attack Orders apply when attacking an enemy planet. Defend Orders apply when defending a friendly system. So setting a 'DEFEND ORDER' when attacking an enemy system is superflous. Likewise, setting an 'ATTACK ORDER' when defending a friendly system is superflous. Some orders only apply to defense (attempt ambush, picket), while others only apply when attacking a planet (attempt stealth, bombard, raid).
SCOUT MISSION
1. The selected fleet will move to the selected system and return without engaging enemy forces or initiating battle.
2. On arrival in the enemy system, it will transmit back a report detailing the no. of ships, no. of buildings, and habitation info about the system.
3. Scout Missions can fail, if the enemy planet has sufficient sensors it will detect the scout and cause the premature return of the scout.
4. Increasing the amount of stealth on the scouting fleet will increase its chances of success.
ATTEMPT STEALTH
1. The selected fleet will attempt to move undetected into an enemy system. It will not engage enemy forces, but will reveal enemy starships and allow you to inspect them using the starships vierwer on the map.
2. To detect the incoming fleet, the target system must have at least 10 scanners on the planet, otherwise no possibility of detection exists.
3. The more scanners on the planet, the greater the chance of detecting incoming fleets using the 'Attempt Stealth' order.
4. To reduce the chance of detection, you can increase the average stealth of the incoming fleet, by including some stealth ships. Note that not all ships need to have stealth.
5. If the incoming fleet succeeds in evading detection for 3 ticks, then it only stands a chance of being detected every third tick after that.
6. Enemy fleets also stand a chance of detecting 'stealthed' fleets, and their average sensor score is rolled against the average stealth score of the 'stealthed' fleet.
7. Because no battle has been initiated on the enemy system, building and population growth proceeds as normal, and all ship movement to and from that system proceeds as normal.
8. STealthed fleets are not capable of detecting any information about the planet, such as minefields, population, buildings, habitation, shield strength. You still need to scout the planet for this information.
AMBUSH
1. Works exactly like 'Attempt Stealth', except this is used to hide ships in friendly systems, rather than hostile systems. Attacking fleets will not engage these hidden fleets, and may also conquer the planet while your fleet remains hidden.
BOMBARD
1. Used when attacking an enemy planet, your fleet firepower is split evenly between enemy fleets and the enemy planet.
2. This allows you to conquer a planet before having killed all enemy ships defending the planet.
PICKET
1. Picketing ships gain a sensor bonus in exchange for a penalty to damage output, provided they have a bigger hull than their target.
2. Risky in large fleet engagements because it reduces your damage output.
3. Best used against large numbers of small evasive ships, where there is a high chance the targeted ship will have a smaller hull than the firing ship.
RAID PLANET
1. After reducing the planets shields to zero, starships which have orders set to raid target the buildings on the planet before killing any population.
2. Only economic buildings are targeted (factories, ore-mines, laboratories).
3. Each building that is destroyed earns the raiding fleet salvage equivalent to the resource produced by that building. So labs yield research points, factories yield production, ore-mines yield ore.
4. All raiding ships take damage each tick that they are raiding.
5. Fighters gain double the amount of salvage per building as other weapon-types, and ships armed exclusively with fighters take no damage while they are raiding.
6. Once all economic buildings are destroyed, the remainder of the planet is conquered in the usual way.
STANDARD TARGETING
1. When a weapons-battery is fired, it targets three enemy ships at random, and fires at the most damaged of the three.
2. A hit/miss is determined by accuracy and evasion as discussed elsewhere.
3. It is possible to target and hit a dead ship (one which has been killed earlier in that tick). This is considered a debris shot. The battery is afforded a second chance, and if it scores a second debris shot, the shot is wasted.
TARGET SHIP-CLASS
1. A fleet may be ordered to target a specific ship-class (escorts, ships of the line, capital ships).
2. A minimum number of sensors is required for this order to work at all. (25 for escorts, 50 for ships of the line, 75 for capital ships). Otherwise Standard targeting is used.
3. The likelihood of success (to target a specific ship-class) is dependent solely on the amount of sensors on the firing ship.
4. It is possible for the attempt to fail, in which case standard targeting is used to select a target.
5. If class-targeting is successful at selecting a short-list of targets of the targeted class, then a target is selected out of the short-list based on its 'threat-level', with high-threat targets attracting more fire.
6. A hit/miss is still determined by weapon accuracy and evasion, so even if successful at selecting a target out of the targeted class, it is still possible that your shot may miss.
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