Difference between revisions of "Template:Missile"

From DarkSpace WIKI
Jump to: navigation, search
(It is better to give the true values then give theoretical calculations like max-range. A missile has a life time in seconds + velocity = theoretical range that it will never reach.. + random damage)
m
 
(9 intermediate revisions by 2 users not shown)
Line 7: Line 7:
 
|Faction: || {{{faction}}}
 
|Faction: || {{{faction}}}
 
|-
 
|-
|Technology Level: || {{{tech}}} Technology
+
|Technology Required: || {{{tech}}}
 
|-
 
|-
|Resource Cost: || {{{resource}}} Resources
+
|Resource Cost: || {{{resource}}}
 
|-
 
|-
|Ammunition: || {{{ammo}}} #missiles
+
|Ammunition: || {{{ammo}}}
 
|-
 
|-
|Recharge Energy: || {{{energy}}} Units
+
|Energy Cost: || {{{energy}}}
 
|-
 
|-
|Recharge Rate: || {{{drain}}} Units/s
+
|Recharge Rate: || {{{drain}}}
 
|-
 
|-
 
|Velocity: || {{{speed}}} GU/s
 
|Velocity: || {{{speed}}} GU/s
 
|-
 
|-
|Max Live: || {{{life}}} Seconds = Max-range
+
|Max Range: || {{{max-range}}} GU
 
|-
 
|-
|Arm Time: || {{{arm-time}}} Seconds = Min-range
+
|Min Range: || {{{min-range}}} GU
 
|-
 
|-
|Turning Rate: || {{{turnrate}}} Degrees/s
+
|Turn Rate: || {{{turnrate}}} Degrees/s
 
|-
 
|-
 
|Damage Type: || {{{damage-type}}}
 
|Damage Type: || {{{damage-type}}}
 
|-
 
|-
|Damage: || {{{damage}}}|
+
|Damage: || {{{damage}}}
 
|-
 
|-
|Damage Random: || {{{damage-random}}}
+
|Random Damage: || up to {{{damage-random}}}
 
|-
 
|-
 
|Splash Radius: || {{{radius}}} GU
 
|Splash Radius: || {{{radius}}} GU
Line 35: Line 35:
 
|Splash Damage: || {{{blast-damage}}}
 
|Splash Damage: || {{{blast-damage}}}
 
|-
 
|-
|Splash Damage Random: || {{{blast-damage-random}}}
+
|Random Splash Damage: || up to {{{blast-damage-random}}}
 +
|-
 +
|Falloff: || {{{falloff}}}%
 +
|-
 +
|Reverse Falloff: || {{{rev-falloff}}}
 +
|}

Latest revision as of 19:57, 19 October 2012

{{{name}}}
[[image:{{{image}}}.jpg|225px]]
Faction: {{{faction}}}
Technology Required: {{{tech}}}
Resource Cost: {{{resource}}}
Ammunition: {{{ammo}}}
Energy Cost: {{{energy}}}
Recharge Rate: {{{drain}}}
Velocity: {{{speed}}} GU/s
Max Range: {{{max-range}}} GU
Min Range: {{{min-range}}} GU
Turn Rate: {{{turnrate}}} Degrees/s
Damage Type: {{{damage-type}}}
Damage: {{{damage}}}
Random Damage: up to {{{damage-random}}}
Splash Radius: {{{radius}}} GU
Splash Damage: {{{blast-damage}}}
Random Splash Damage: up to {{{blast-damage-random}}}
Falloff: {{{falloff}}}%
Reverse Falloff: {{{rev-falloff}}}