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− | {{Note box|text}} | + | {{main|UniWiki:Editing Guide}} |
− | <span style="color:#53B14E">''colored text''</span>
| + | {{main|UniWiki:Manual of Style}} |
− | <div class="center" style="width: auto; margin-left: auto; margin-right: auto;">TEXT</div>
| + | :[https://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style#Keep_markup_simple Wikipedia Foundation Manual of Style] |
− | {{Color box | color=#222222 | border=#ffeeee | text {{clear}}use double-bracket clear to clear images}}
| + | *[[UniWiki:Editing commands visual guide]] |
− | :use colon to indent a line in a list | |
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− | {| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
| + | ==header== |
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− | ! Header text !! Header text !! Header text
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− | | Example || Example || Example
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− | |}
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− | ---=========================
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− | In Brief
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− | Fighting in space is a matter of physics. The detailed chart below is based on physics but doesn't show it. But some people want to see all the details, so the math in [[Turret mechanics|Turret Mechanics]] and [[Missile mechanics|Missile Mechanics]] does show it. You can find it there if you want it.
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− | *If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
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− | *Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
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− | *Missiles home in on their targets.
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− | Signature radius sets the size of the target for the incoming weapons. Missiles explode when the get inside the target's radius. Turret streams hit when they get inside the radius.
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− | Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
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− | :*They miss a lot.
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− | :*But they fire fast, reload pretty fast and cost less.
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− | ::-Projectiles: use no capacitor, you can choose the damage type, cheapest ammo
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− | ::-Hybrid: use some capacitor, two damage types
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− | ::-Energy: use a lot of capacitor, two damage types, no reloading
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− | Missiles home in on their targets.
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− | :*They hit more often.
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− | :*But they fire slowly, reload slowly and cost a lot.
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− | For turrets, damage drops with range. Optimal range is the place where you have the best chance to hit - not guaranteed, just best odds. Falloff + Optimal = 50% chance to hit.
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− | [[File:QST turret range.gif|thumb|Range affects the damage done.]]
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− | This is not a factor for missiles, but missiles have a maximum range, after which they never hit.
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