Loading Missiles SRU

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Balthagor
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Loading Missiles SRU

Post by Balthagor »

Once upon a time, Ruges made a really good thread for missiles in SR2020. However, the linked images are no longer working, so here's a quick update. I'm using Ruges previous text in most places, credit to him for much of this work.

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Well first off let's start off with the different missile types. You have Land launched, Air launched, Surface ship launched, and Sub launched. type missiles. sub groups of the above would be ground unit targeted, Ship targeted, and building targeted. With even more specific sub stats then that, like how good it is at precise targeting. or an area attack, or a nuclear strength, If the unit is stealth, how fast it can go, and how far it can go. But lets look at some more details:

Below is a picture of a missile that can be fired from a land unit. See by the letter A it shows the ground icon highlighted. That means this missile can be shot from a ground unit. B shows this missile is of a cruise missile design, which means it targets a location, not a unit. C shows this missile is a ground target attack, which would target just a specific unit.
missile1.jpg
Below is a picture of a missile that can be fired from a plane. See by the letter F the plane is highlighted. That means this missile can be fired from a plane. E is the same as B above. and D shows the missile is a building missile which means it will target structures.
missile2.jpg
Below is a picture of a missile that can be fired from a surface ship. See by the letter I that the surface ship is highlighted that means this missile can be fired from a boat. H shows that the missile is a smart bomb. This means that it tracks the target. G shows this missile is a missile that will attack ships.
missile3.jpg
Below is a picture of a missile that can be fired from submarines. See by the letter L that the sub icon is highlighted. K also shows that this missile is of the ballistic kind so will also damage other units in the hex (indirect). J shows this is a nuclear missile. Also on this picture we put in the letter M. It shows the missile size Even in the above pictures you see what size the missile is. and for every missile there is a specific size.
missile4.jpg
Now below is a picture of a unit that can carry missiles. If you look by the letter N you see the maximum size missle it can carry, and by the letter O the maximum missile volume. This specific unit has a missle size of 6 and a missile volume of 108. Which means it can carry 18 size 6 missiles. However the missle size is a maximum, So it can carry smaller missiles. For instance you could carry a missile that was size 2. Now since it is only a size 2, the unit could carry 54 of these size missiles.
missile5.jpg
Ok now we know about missiles and missile units, Let's talk about the rules of engagement for your units. Below is a picture of this. Under the Defense Department, Rules of Engagement Section . You see:

Q: This is a unit's Initiative. I like to have this at high and the minister locked from it. The unit will pretty much do everything except reserve, unreserve, move, (although it will retreat if low on health), and repair.
R: this shows if a unit should attack ground units or not. The Icon is not highlighted meaning it will not attack ground units.
S: This shows if a unit should attack air units or not. The Icon is highlighted meaning it will attack air units.
T: This shows if a unit should attack surface ships or not.
U:This shows if a unit should attack submarines or not. The Icon shows this option grayed out. Meaning it does not even have the ability to attack a submarine
V: This shows if a unit should attack structures or not.
W: This shows if a unit is allowed to launch a nuclear missile or not.
X: This shows when a missile is autoloaded if it should match its roles or not. Basically if you want the unit to attack buildings. It will load missiles that attack buildings instead of loading missiles that attack ships. The icon shows that option is disabled.
Y: This shows if a unit is allowed to load auto deployed missiles (in the next part we will discus auto deployed missiles
Z: If you see a missile Icon here, that means a missile is loaded onto the unit
ROE1.jpg
The next screen to look at is the Available Missiles. This can be opened at any time to see your inventory. A shows that the name of the units will either be amber, which means in reserves, or gray, which means it has an order to deploy/load onto units. B shows the Launch Authority status of the missile. When on, units carrying the missile will launch them as soon as a target is in range. When off, you must order the units to fire the missiles manually. C are the buttons to deploy one or deploy all in that group to any available platform. The buttons are grayed out until you select a missile from the list.
missiles6.jpg
If you have a unit selected, the Available Missiles panel will have an extra panel showing for Platform Payload. This is what is loaded onto the selected unit. This adds buttons D to the middle panel to manually load one or load all of that group. The payload panel has the reverse buttons E to unload one/unload all. It also has button F to unload all missiles of all groups. The list of missiles G works the same as the middle panel, names will be gray of pending unload and launch authority can be adjusted here.
missiles7.jpg
Hopefully that helps people understand missiles.
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Chris Latour
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drsidious
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Re: Loading Missiles SRU

Post by drsidious »

Just one reminder from 2014.
Could we please have back ability to target specific buildings when firing missiles from bombers/aircraft/launchers? In SRCW and SR1936 facilities aren't included in the target list like they were in 2020.
Thanks!
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Balthagor
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Re: Loading Missiles SRU

Post by Balthagor »

Since SRU development is done, we'll look at that for the next Supreme Ruler game.
This is ticket 16474
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Uriens
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Re: Loading Missiles SRU

Post by Uriens »

Can i add 3 more suggestions for SRNG?
1) Ability to turn off auto deployment of a specific group. Right now, if a group has been selected to auto deploy, it will keep auto deploying until it's spent.
2) Ability to set Launch Authority for missiles IN PRODUCTION. Right now, game uses default settings for each missile based on its type but if we want some missile to be auto launched by DM then we have to wait for them to be produced, then change their LA and then load them. However all new missiles of that type produced since will again have their default launch authority setting and the whole process has to be repeated again as soon as the previous group is spent - lots of unnecessary micromanagement. Having a missile on repeat build with set launch authority would solve this.
3) Ability to merge/split missiles groups (merge in case they are same missile types and have same LA orders). To be able to select a specific amount of missiles and, for example, set them to be launchable by DM and deploy them to available platforms.
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