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- 1970-1-1
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发表于 2018-4-7 17:55:06
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http://litcube.xtimelines.net/wiki/index.php/Feature_MLCC
I found vanilla missile engagement lame. During an MLCC ship's execution of orders, you can set missile rules of engagement. It's important to note that these rules will only effect ships that call an MLCC home, and are currently executing their automated orders. As soon as you intervene in orders, they will cease to use these rules.
As you can see from the above image, the missile rules are basically as follows:
Missile Type
Target Type
Range
Fire Rate
With our Air to Air Asps example above, we'd need a quick missile. Those 16 Wildfires would do. So we go into our MLCC main menu, and Add a new missile ROE. The first field being the ship type that follows this rule. We'd use the filters on the main configuration menu, maker race (Split), then class (M4), then select Asp. and hit "New" in the Missile ROE section.
The Missile RoE for all Asps now shows. We'll add the wildfire missile, because that's what we'll be using.
Now we have to set what type of targets the wildfire should fire at.
Add fighters. Set the range to between 1,500m and 8,000m. Frequency 80%.
Add M2 to the wildfire (for lulz), set range to between to 10,000m and 25,000m. Frequency 20%
So now when our asps are in the field, if they see fighters, there's an 80% chance every 5 seconds they will fire a wildfire at a nearby enemy fighter if it is within the range of between 1,500m and 8,000m.
Also, if there's an M2 within 10,000m and 25,000m, it will fire a wildfire 20% of the time.
You can add as many target RoEs, per as many missiles, per as many ship types as you want.
I found Discoverers loaded with fireflies attacking an M2 to be devastating. Expensive as hell, but devastating. |
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