Tutorial 11: Interplanetary Missiles

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    • Tutorial 11: Interplanetary Missiles

      Attacking a player with ships is not the only possibility, you have also the missiles.There are two types of missiles: Interplanetary Missiles(IPM) and Anti-Ballistic Missiles(ABM). The IPMs can be launched to destroy enemy defense and ABMs can intercept attacking IPMs.

      Interplanetary missiles are a powerful weapon against planets with a lot of defensive structures, the so called Turtle. They are a strategic facility to make targets more lucrative, for example by eliminating several plasma turrets or lots of rocket launchers. They will be sent from your planet and will destroy a certain number of defensive structures of your choice – but they also can be destroyed by self deploying anti-ballistic missiles. (When IPM's are detected your ABM's will auto deploy) The defenses which were destroyed by interplanetary missiles will not be rebuilt, that represents the force of those missiles.


      ==How do I get missiles?==






      To build interplanetary missiles you must have a missile silo level 4 on a planet (total cost: 300.000 metal, 300.000 crystal and 15.000 deuterium ) after that you can build interplanetary missiles, from the defense menu. A missile costs 12.500 metal, 2.500 crystal and 10.000 deuterium, per each level of the missile silo a maximum of five interplanetary missiles can be stored at the same time. So a silo on level five enables you to construct a maximum 25 interplanetary missiles. As long as there are missiles in the silo it is not possible to tear down a silo, however upgrading is possible. To destroy missiles (ABM's or IPM's) without launching on a target, just click on the loading capacity in the missile silo and tear the missiles down there or you can sell them to the scrap dealer (see merchant menu).

      To build anti-ballistic missiles you only need missile silo on level 2 ( total cost: 60.000 metal, 60.000 crystal, 3.000 deuterium ), so the anti-ballistic missiles are easier to reach over the interplanetary missiles. A defense missile takes half as much space; hence up to 50 anti-ballistic missiles can be stored in a silo on level 5. A defense missile costs 8.000 metal and 2.000 deuterium. Remember, ABM's and IPM's share the same silo after missile silo level 4. Although you cannot build a missile silo on a moon, the anti-ballistic missiles of the planet also defend the defensive structure on the moon above, if you have one there !


      ==Damage at the push of a button==





      To attack a player's planet or moon with interplanetary missiles you first have to switch to the galaxy view. If the target is within reach you will be able to attack the planet with interplanetary missiles by clicking on the missile icon symbol in the appropriate line. If the target is a moon, you will have to hold the mouse over the moon and click the appropriate link. After that a new menu will be opened in which you will have to enter the amount of missiles you want to send and the primary defense target, before confirming the attack. The primary target indicates the type of defensive structures, which shall be attacked - so you can set your interplanetary missiles selectively at rocket launchers, plasma turrets or any other type of defense, which you want to destroy. If the primary target is destroyed or nothing was chosen, the defensive structures will be destroyed in the order, as they are in the defense, starting with the rocket launchers. If all defensive structures are eliminated then the interplanetary missiles will be destroyed also. The force of the attack depends of the weapon technology of the attacker and the armor technology of the defender.

      Formula:
      reach ( in systems ) = (level of impulse drive * 5 ) – 1

      Beware: When sent, the interplanetary missiles cannot be recalled. So you should not make any mistakes with the entry, and you should be sure that you want to go through with this attack. As most of the players retaliate towards interplanetary missile attacks with counter attacks, you should not battle with too strong of a player, however the number makes the win: alliances with many small ranked players can use IPM coordinated attacks against much stronger players. After the impact you will receive a report with remaining defensive structure on enemy's planet. The defender also gets a short report with the name of the attacker and the amount of deployed missiles and the destroyed defensive units.

      Anti-ballistic missiles are always ready. As soon as an enemy attacks a player's planet or moon with interplanetary missiles, each anti-ballistic missile will destroy one of the hostile missiles and will be destroyed itself in doing so. With a sufficient amount of anti-ballistic missiles, the damage on a players defensive structures, in case of an interplanetary missile attack, can be reduced or avoided entirely.

      ==What do I have to bear in mind?==
      If you can see the interplanetary missile symbol next to a player in the galaxy view, you will be able to attack him with Interplanetary missiles. Make sure to check your espionage report to see if the enemy does not have too many anti-ballistic missiles, these will intercept the interplanetary missiles that you send, making your attack inefficient. If you want to attack a bigger turtle, you will have to build interplanetary missiles on several planets and fire them off at the same time, or to band together with several players, because the defender can also build anti-ballistic missiles thus slowing the damage down. However interplanetary missiles are significantly faster than battle ships.

      Formula:
      time of flight ( in seconds ) = 30 + ( 30 * distance in systems )


      You can calculate the number of missiles, which you will need to destroy the defense of your enemy, with a Combat simulator.

      The post was edited 2 times, last by ErikFyr ().

    • Attacking a player with ships is not always the best possibility. Interplanetary missiles are a powerful weapon against planets with a lot of defensive structure, so called bunker. By all means they are a strategically facility to make small targets more lucrative, for example by eliminating several plasma turrets. They will be shot from the own planet and will destroy a certain number of adverse defensive structures – but they also can be destroyed by deployed anti-ballistic missiles. Defense, which was destroyed by interplanetary missiles, will not be rebuilt, that represents the force of those missiles, besides the penetrating power.

      How do I get those missiles ?
      To built interplanetary missiles you must have a missile silo level 4 on a planet ( total cost: 300.000 metal, 300.000 crystal and 15.000 deuterium ), after that there you can commission interplanetary missiles, under the menu item defense. A missile costs 12.500 metal, 2.500 crystal and 10.000 deuterium, per level of the missile silo maximal five missiles can be stored at the same time. So, a silo on level five enables the construction of maximal 25 interplanetary missiles. As long as there are missiles in it, it is not possible to be torn down, however the upgrading is possible. To dispose of the missiles again without launching on a target, just click on the loading capacity in the missile silo and tear the missiles down there.

      To build anti-ballistic missiles only a missile silo on level 2 is necessary ( total cost: 60.000 metal, 60.000 crystal, 3.000 deuterium ), so the anti-ballistic missiles are easier to reach as the interplanetary missiles. Moreover a defense missile just takes half as much space; hence up to 50 anti-ballistic missiles can be stored in a silo on level 5. A defense missile costs 8.000 metal and 2.000 deuterium. Inasmuch you cannot build a missile silo on a moon, the anti-ballistic missiles of the planet also defend the defensive structure on a possibly existent moon !

      Damage at the push of a button
      To attack an adverse planet or moon with interplanetary missiles, you firstly have to switch to the galaxy view. If the target is within reach, you will be able to attack the planet with interplanetary missiles, by clicking on the accordant symbol in the appropriate line. If the target is a moon, you will have to hold the mouse over the moon and click the accordant link. After that a new menu will be opened, in which you just will have to enter the amount of mobilized missiles and the primary target, before affirming the attack. The primary target indicates the type of defensive structures, which shall be attacked - so you can set your interplanetary missiles selectively at rocket launchers, plasma torrents or each other type of defense, which you want to damage. If the primary target is destroyed or nothing was chosen, the defensive structures will be destroyed in the order, as they are in the defense, started with the rocket launchers. If all defensive structures are eliminated, then also the interplanetary missiles will be destroyed like that. The force of the attack tends to the weapon technology of the attacker and the armour technology of the defender.

      Formula:
      reach ( in systems ) = (level of impulse drive * 5 ) – 1

      Beware: When sent, the interplanetary missiles cannot be called back. So you should not make any mistakes with the entry, and you should be sure that you want to go through with this attack. As most of the players retaliate for interplanetary missiles attacks with counter attacks, you should not battle with too strong players. By the way you do not get a combat report as the attacker, after the impact you have to spy on the target again to see the result. Only the victim gets a short report with the name of the attacker, the amount of deployed missiles and the destroyed defensive units.

      Anti-ballistic missiles are always ready; they have not been started on purpose. As soon as an enemy attacks the mentioned planet or moon with interplanetary missiles, every anti-ballistic missile will destroy one of the hostile missiles and will be destroyed itself in doing so. With a sufficient amount of anti-ballistic missiles, the damage on the own defensive structures, in case of an interplanetary missiles attack, can be abated or avoided entirely.

      What do I have to bear in mind ?
      Only if there is the interplanetary missiles symbol next to the target in the galaxy view, it will be able to be attacked. Besides you should mind that the enemy does not have any or only few anti-ballistic missiles, which can absorb the own interplanetary missiles, because than the attack will crackle inefficiently and the resources would be lost. If you want to attack a bigger bunker, you will have to build interplanetary missiles on several planets and fire them off at the same time, or to band together with several players, because also the defender can copy anti-ballistic missiles and thus slowing the damage down. However interplanetary missiles are importantly faster than battle ships.

      Formula:
      time of flight ( in seconds ) = 30 + ( 30 * distance in systems )


      You can calculate the number of missiles, which you will need to destroy the defense of your enemy, with a Combat simulator.
    • Attacking a player with ships is not always the best possibility. Interplanetary missiles are a powerful weapon against planets with a lot of defensive structure, so called bunker. By all means they are a strategically facility to make small targets more lucrative, for example by eliminating several plasma turrets. They will be shot from the own planet and will destroy a certain number of adverse defensive structures – but they also can be destroyed by deployed anti-ballistic missiles. Defense, which was destroyed by interplanetary missiles, will not be rebuilt, that represents the force of those missiles, besides the penetrating power.


      Attacking a player with ships is not always the best possibility. Interplanetary missiles are a powerful weapon against planets with a lot of defensive structures, a so called bunker. By all means they are a strategic facility to make small targets more lucrative, for example by eliminating several plasma turrets. They will be sent from your own planet and will destroy a certain number of adverse defensive structures – but they also can be destroyed by self deploying anti-ballistic missiles. (When IPM's are detected your ABM's will auto deploy) The defenses which were destroyed by interplanetary missiles will not be rebuilt, that represents the force of those missiles, besides the penetrating power.


      How do I get those missiles ?
      To built interplanetary missiles you must have a missile silo level 4 on a planet ( total cost: 300.000 metal, 300.000 crystal and 15.000 deuterium ), after that there you can commission interplanetary missiles, under the menu item defense. A missile costs 12.500 metal, 2.500 crystal and 10.000 deuterium, per level of the missile silo maximal five missiles can be stored at the same time. So, a silo on level five enables the construction of maximal 25 interplanetary missiles. As long as there are missiles in it, it is not possible to be torn down, however the upgrading is possible. To dispose of the missiles again without launching on a target, just click on the loading capacity in the missile silo and tear the missiles down there.

      How do I get those missiles ?
      To build interplanetary missiles you must have a missile silo level 4 on a planet ( total cost: 300.000 metal, 300.000 crystal and 15.000 deuterium ) after that you can commission interplanetary missiles, in the defense menu. A missile costs 12.500 metal, 2.500 crystal and 10.000 deuterium, per each level of the missile silo a maximum of five missiles can be stored at the same time. So a silo on level five enables you to construct a maximum 25 interplanetary missiles. As long as there are missiles in the silo it is not possible to tear down a silo, however the upgrading is possible. To destroy missiles (ABM's or IPM's) without launching on a target, just click on the loading capacity in the missile silo and tear the missiles down there.


      To build anti-ballistic missiles only a missile silo on level 2 is necessary ( total cost: 60.000 metal, 60.000 crystal, 3.000 deuterium ), so the anti-ballistic missiles are easier to reach as the interplanetary missiles. Moreover a defense missile just takes half as much space; hence up to 50 anti-ballistic missiles can be stored in a silo on level 5. A defense missile costs 8.000 metal and 2.000 deuterium. Inasmuch you cannot build a missile silo on a moon, the anti-ballistic missiles of the planet also defend the defensive structure on a possibly existent moon !

      To build anti-ballistic missiles you only need missile silo on level 2 ( total cost: 60.000 metal, 60.000 crystal, 3.000 deuterium ), so the anti-ballistic missiles are easier to reach over the interplanetary missiles. Moreover a defense missile just takes half as much space; hence up to 50 anti-ballistic missiles can be stored in a silo on level 5. A defense missile costs 8.000 metal and 2.000 deuterium.(Mind you, ABM's and IPM's share the same silo after missile silo level 4) Although you cannot build a missile silo on a moon, the anti-ballistic missiles of the planet also defend the defensive structure on a possibly existent moon !


      Damage at the push of a button
      To attack an adverse planet or moon with interplanetary missiles, you firstly have to switch to the galaxy view. If the target is within reach, you will be able to attack the planet with interplanetary missiles, by clicking on the accordant symbol in the appropriate line. If the target is a moon, you will have to hold the mouse over the moon and click the accordant link. After that a new menu will be opened, in which you just will have to enter the amount of mobilized missiles and the primary target, before affirming the attack. The primary target indicates the type of defensive structures, which shall be attacked - so you can set your interplanetary missiles selectively at rocket launchers, plasma torrents or each other type of defense, which you want to damage. If the primary target is destroyed or nothing was chosen, the defensive structures will be destroyed in the order, as they are in the defense, started with the rocket launchers. If all defensive structures are eliminated, then also the interplanetary missiles will be destroyed like that. The force of the attack tends to the weapon technology of the attacker and the armour technology of the defender.


      Damage at the push of a button
      To attack a players planet or moon with interplanetary missiles you first have to switch to the galaxy view. If the target is within reach you will be able to attack the planet with interplanetary missiles by clicking on the missile icon symbol in the appropriate line. If the target is a moon, you will have to hold the mouse over the moon and click the appropriate link. After that a new menu will be opened in which you will have to enter the amount of mobilized missiles at the primary target, before affirming the attack. The primary target indicates the type of defensive structures, which shall be attacked - so you can set your interplanetary missiles selectively at rocket launchers, plasma turrets or each other type of defense, in which you want to destroy. If the primary target is destroyed or nothing was chosen, the defensive structures will be destroyed in the order, as they are in the defense, starting with the rocket launchers. If all defensive structures are eliminated then the interplanetary missiles will be destroyed also. The force of the attack tends to the weapon technology of the attacker and the armour technology of the defender.


      Beware: When sent, the interplanetary missiles cannot be called back. So you should not make any mistakes with the entry, and you should be sure that you want to go through with this attack. As most of the players retaliate for interplanetary missiles attacks with counter attacks, you should not battle with too strong players. By the way you do not get a combat report as the attacker, after the impact you have to spy on the target again to see the result. Only the victim gets a short report with the name of the attacker, the amount of deployed missiles and the destroyed defensive units.

      Beware: When sent, the interplanetary missiles cannot be recalled. So you should not make any mistakes with the entry, and you should be sure that you want to go through with this attack. As most of the players retaliate towards interplanetary missile attacks with counter attacks, you should not battle with too strong of a player. By the way you do not get a combat report as the attacker, after the impact you have to spy on the target again to see the result. Only the defender gets a short report with the name of the attacker and the amount of deployed missiles and the destroyed defensive units.




      Anti-ballistic missiles are always ready; they have not been started on purpose. As soon as an enemy attacks the mentioned planet or moon with interplanetary missiles, every anti-ballistic missile will destroy one of the hostile missiles and will be destroyed itself in doing so. With a sufficient amount of anti-ballistic missiles, the damage on the own defensive structures, in case of an interplanetary missiles attack, can be abated or avoided entirely.


      Anti-ballistic missiles are always ready. As soon as an enemy attacks a players planet or moon with interplanetary missiles each anti-ballistic missile will destroy one of the hostile missiles and will be destroyed itself in doing so. With a sufficient amount of anti-ballistic missiles, the damage on a players defensive structures, in case of an interplanetary missile attack, can be abated or avoided entirely.




      What do I have to bear in mind ?
      Only if there is the interplanetary missiles symbol next to the target in the galaxy view, it will be able to be attacked. Besides you should mind that the enemy does not have any or only few anti-ballistic missiles, which can absorb the own interplanetary missiles, because than the attack will crackle inefficiently and the resources would be lost. If you want to attack a bigger bunker, you will have to build interplanetary missiles on several planets and fire them off at the same time, or to band together with several players, because also the defender can copy anti-ballistic missiles and thus slowing the damage down. However interplanetary missiles are importantly faster than battle ships.


      What do I have to bear in mind ?
      If you can see the interplanetary missile symbol next to the player in the galaxy view, it will be able to be attacked with Interplanetary missiles. Make sure to check your report to see if the enemy does not have any or only a few anti-ballistic missiles, which can absorb the interplanetary missiles that you send because than the attack will crackle inefficiently and the resources would be lost. If you want to attack a bigger bunker, you will have to build interplanetary missiles on several planets and fire them off at the same time, or to band together with several players, because also the defender can copy anti-ballistic missiles and thus slowing the damage down. However interplanetary missiles are importantly faster than battle ships.

    • Attacking a player with ships is not always the best possibility. Interplanetary missiles are a powerful weapon against planets with a lot of defensive structures, a so called bunker. By all means they are a strategic facility to make small targets more lucrative, for example by eliminating several plasma turrets. They will be sent from your own planet and will destroy a certain number of adverse defensive structures – but they also can be destroyed by self deploying anti-ballistic missiles. (When IPM's are detected your ABM's will auto deploy). The defenses which were destroyed by interplanetary missiles will not be rebuilt, that represents the force of those missiles, besides the penetrating power.

      ==How do I get those missiles?==
      To build Interplanetary Missiles you must have a Missile Silo level 4 on a planet (total cost: 300.000 Metal, 300.000 Crystal and 15.000 Deuterium) after that you can commission Interplanetary Missiles, in the defense menu. A Missile costs 12.500 Metal, 2.500 Crystal and 10.000 Deuterium, per each level of the Missile Silo a maximum of 5 Missiles can be stored at the same time. So a Silo on level 5 enables you to construct a maximum 25 Interplanetary Missiles. As long as there are Missiles in the Silo it is not possible to tear down a Silo, however the upgrading is possible. To destroy Missiles (ABM's or IPM's) without launching on a target, just click on the loading capacity in the Missile Silo and tear the Missiles down there.

      To build Anti-Ballistic Missiles you only need Missile Silo on level 2 (total cost: 60.000 Metal, 60.000 Crystal, 3.000 Deuterium), so the Anti-Ballistic Missiles are easier to reach over the Interplanetary Missiles. Moreover a defense Missile just takes half as much space; hence up to 50 Anti-Ballistic Missiles can be stored in a Silo on level 5. A defense missile costs 8.000 Metal and 2.000 Deuterium. (Mind you, ABM's and IPM's share the same Silo after Missile Silo level 4). Although you cannot build a Missile Silo on a moon, the Anti-Ballistic Missiles of the planet also defend the defensive structure on a possibly existent moon!

      ==Damage at the push of a button==
      To attack a players planet or moon with Interplanetary Missiles you first have to switch to the Galaxy view. If the target is within reach you will be able to attack the planet with Interplanetary Missiles by clicking on the missile icon symbol in the appropriate line. If the target is a moon, you will have to hold the mouse over the moon and click the appropriate link. After that a new menu will be opened in which you will have to enter the amount of mobilized missiles at the primary target, before affirming the attack. The primary target indicates the type of defensive structures, which shall be attacked - so you can set your Interplanetary Missiles selectively at Rocket Launchers, Plasma Turrets or each other type of defense, in which you want to destroy. If the primary target is destroyed or nothing was chosen, the defensive structures will be destroyed in the order, as they are in the defense, starting with the Rocket Launchers. If all defensive structures are eliminated then the Interplanetary Missiles will be destroyed also. The force of the attack tends to the Weapons Technology of the attacker and the Armor Technology of the defender.

      Formula:
      reach (in systems) = (level of impulse drive * 5) – 1

      Beware: When sent, the Interplanetary Missiles cannot be recalled. So you should not make any mistakes with the entry, and you should be sure that you want to go through with this attack. As most of the players retaliate towards Interplanetary Missile attacks with counter attacks, you should not battle with too strong of a player. By the way you do not get a combat report as the attacker, after the impact you have to spy on the target again to see the result. Only the defender gets a short report with the name of the attacker and the amount of deployed missiles and the destroyed defensive units.

      Anti-Ballistic Missiles are always ready. As soon as an enemy attacks a players planet or moon with Interplanetary Missiles each Anti-Ballistic Missile will destroy one of the hostile missiles and will be destroyed itself in doing so. With a sufficient amount of Anti-Ballistic Missiles, the damage on a players defensive structures, in case of an Interplanetary Missile attack, can be abated or avoided entirely.

      ==What do I have to bear in mind?==
      If you can see the Interplanetary Missile symbol next to the player in the Galaxy view, it will be able to be attacked with Interplanetary Missiles. Make sure to check your report to see if the enemy does not have any or only a few Anti-Ballistic Missiles, which can absorb the Interplanetary Missiles that you send because than the attack will crackle inefficiently and the resources would be lost. If you want to attack a bigger bunker, you will have to build Interplanetary Missiles on several planets and fire them off at the same time, or to band together with several players, because also the defender can copy Anti-Ballistic Missiles and thus slowing the damage down. However Interplanetary Missiles are importantly faster than battle ships.

      Formula:
      time of flight (in seconds) = 30 + (30 * distance in systems)


      You can calculate the number of missiles, which you will need to destroy the defense of your enemy, with a Combat simulator.

    • ==What do I have to bear in mind?==
      If you can see the Interplanetary Missile symbol next to the player in the Galaxy view, it will be able to be attacked with Interplanetary Missiles. Make sure to check your report to see if the enemy does not have any or only a few Anti-Ballistic Missiles, which can absorb the Interplanetary Missiles that you send because than the attack will crackle inefficiently and the resources would be lost. If you want to attack a bigger bunker, you will have to build Interplanetary Missiles on several planets and fire them off at the same time, or to band together with several players, because also the defender can copy Anti-Ballistic Missiles and thus slowing the damage down. However Interplanetary Missiles are importantly faster than battle ships without consuming fleet slots during flight.


      (A note worthy aspect considering defenses can be destroyed while attacking fleet moving in, as with MD missions?)
    • Attacking a player with ships is not always the best possibility. Interplanetary missiles are a powerful weapon against planets with a lot of defensive structures, a so called bunker. By all means they are a strategic facility to make targets more lucrative, for example by eliminating several plasma turrets. They will be sent from your planet and will destroy a certain number of adverse defensive structures – but they also can be destroyed by self triggered anti-ballistic missiles. (When IPM's are detected your ABM's will auto deploy). The defenses which were destroyed by interplanetary missiles will not be rebuilt.

      ==How do I get those missiles?==
      To build Interplanetary Missiles you must have a Missile Silo level 4 on a planet (total cost: 300.000 Metal, 300.000 Crystal and 15.000 Deuterium) after that you can commission Interplanetary Missiles, in the defense menu. A Missile costs 12.500 Metal, 2.500 Crystal and 10.000 Deuterium, per each level of the Missile Silo a maximum of 5 Missiles can be stored at the same time. So a Silo on level 5 enables you to construct a maximum 25 Interplanetary Missiles. As long as there are Missiles in the Silo it is not possible to tear down a Silo, however the upgrading is possible. To destroy Missiles (ABM's or IPM's) without launching them on a target, just click on the loading capacity in the Missile Silo and tear the Missiles down there or better, use the scrap merchant to get at least a partial refund of resources.

      To build Anti-Ballistic Missiles you only need Missile Silo on level 2 (total cost: 60.000 Metal, 60.000 Crystal, 3.000 Deuterium), so the Anti-Ballistic Missiles are cheaper than the Interplanetary Missiles. Moreover a defense Missile just takes half as much space; hence up to 50 Anti-Ballistic Missiles can be stored in a Silo on level 5. A defense missile costs 8.000 Metal and 2.000 Deuterium. (Mind you, ABM's and IPM's share the same Silo after Missile Silo level 4). Although you cannot build a Missile Silo on a moon, the Anti-Ballistic Missiles of the planet also defend the defensive structure on a possibly existent moon!

      ==Damage at the push of a button==
      To attack a player's planet or moon with Interplanetary Missiles you first have to switch to the Galaxy view. If the target is within reach you will be able to attack the planet with Interplanetary Missiles by clicking on the missile icon symbol in the appropriate line. If the target is a moon, you will have to hold the mouse over the moon and click the appropriate link. After that a new menu will be opened in which you will have to enter the amount of mobilized missiles and the primary target, before affirming the attack. The primary target indicates the type of defensive structures, which shall be attacked - so you can set your Interplanetary Missiles selectively at Rocket Launchers, Plasma Turrets or each other type of defense which you want to destroy. If the primary target is destroyed or nothing was chosen, the defensive structures will be destroyed in the order, as they are in the defense, starting with the Rocket Launchers. If all defensive structures are eliminated then the Interplanetary Missiles will be destroyed also. The force of the attack tends to the Weapons Technology of the attacker and the Armor Technology of the defender.

      Formula:
      reach (in systems) = (level of impulse drive * 5) – 1

      Beware: When sent, the Interplanetary Missiles cannot be recalled. So you should not make any mistakes with the entry, and you should be sure that you want to go through with this attack. As most of the players retaliate towards Interplanetary Missile attacks with counter attacks, you should not battle with too strong of a player. After the impact you will receive a report with remaining defensive structure on enemy's planet. The defender gets a short report with the name of the attacker and the amount of deployed missiles and the destroyed defensive units.

      Anti-Ballistic Missiles are always ready. As soon as an enemy attacks a player's planet or moon with Interplanetary Missiles each Anti-Ballistic Missile will destroy one of the hostile missiles and will be destroyed itself in doing so. With a sufficient amount of Anti-Ballistic Missiles, the damage on a players defensive structures, in case of an Interplanetary Missile attack, can be abated or avoided entirely.

      ==What do I have to bear in mind?==
      If you can see the Interplanetary Missile symbol next to the player in the Galaxy view, you will be able to attack him with Interplanetary missiles. Make sure to check your espionage report to see if the enemy does not have too many anti-ballistic missiles, which can intercept your interplanetary missiles, making your attack inefficient. If you want to attack a bigger bunker, you will have to build Interplanetary Missiles on several planets and fire them off at the same time, or to band together with several players, because also the defender can build Anti-Ballistic Missiles and thus slowing down the damage. However Interplanetary Missiles are importantly faster than ships and they are not consuming fleet slots during flight.

      Formula:
      time of flight (in seconds) = 30 + (30 * distance in systems)


      You can calculate the number of missiles, which you will need to destroy the defense of your enemy, with a Combat simulator.
    • This guide is ready .
      Added


      Attacking a player with ships is not always the only possibility, you have also the missiles.There are two types of missiles: Interplanetary Missiles(IPM) and Anti-Ballistic Missiles(ABM). The IPMs can be launched to destroy enemy defense and ABMs can intercept attacking IPMs.


      ........................

      As most of the players retaliate towards interplanetary missile attacks with counter attacks, you should not battle with too strong of a player, however the number makes the win: alliances with many small ranked players can use IPM coordinated attacks against much stronger players.
    • The defenses which were destroyed by interplanetary missiles will not be rebuilt, that represents the force of those missiles, besides the penetrating power.

      i would go for:

      The defenses which were destroyed by interplanetary missiles will not be rebuilt.

      _____________________________
      Rest of tutorial looks fine to me. first post have mistakes.. i checked your last post Valent. is first post final post?

    • Attacking a player with ships is not always the only possibility, you have also the missiles.There are two types of missiles: Interplanetary Missiles(IPM) and Anti-Ballistic Missiles(ABM). The IPMs can be launched to destroy enemy defense and ABMs can intercept attacking IPMs.
      Interplanetary missiles are a powerful weapon against planets with a lot of defensive structures, the so called bunker. By all means they are a strategic facility to make small targets more lucrative, for example by eliminating several plasma turrets. They will be sent from your planet and will destroy a certain number of adverse defensive structures of your choice– but they also can be destroyed by self deploying anti-ballistic missiles. (When IPM's are detected your ABM's will auto deploy) The defenses which were destroyed by interplanetary missiles will not be rebuilt, that represents the force of those missiles, besides the penetrating power.
      How do I get those missiles?







      To build interplanetary missiles you must have a missile silo level 4 on a planet (total cost: 300.000 metal, 300.000 crystal and 15.000 deuterium ) after that you can commission interplanetary missiles, from the defense menu. A missile costs 12.500 metal, 2.500 crystal and 10.000 deuterium, per each level of the missile silo a maximum of five interplanetary missiles can be stored at the same time. So a silo on level five enables you to construct a maximum 25 interplanetary missiles. As long as there are missiles in the silo it is not possible to tear down a silo, however the upgrading is possible. To destroy missiles (ABM's or IPM's) without launching on a target, just click on the loading capacity in the missile silo and tear the missiles down there or you can sell them to the scrap dealer (see merchant menu).
      To build anti-ballistic missiles you only need missile silo on level 2 ( total cost: 60.000 metal, 60.000 crystal, 3.000 deuterium ), so the anti-ballistic missiles are easier to reach over the interplanetary missiles. Moreover a defense missile just takes half as much space; hence up to 50 anti-ballistic missiles can be stored in a silo on level 5. A defense missile costs 8.000 metal and 2.000 deuterium. Mind you, ABM's and IPM's share the same silo after missile silo level 4. Although you cannot build a missile silo on a moon, the anti-ballistic missiles of the planet also defend the defensive structure on a possibly existent moon!

      Damage at the push of a button




















      To attack a player's planet or moon with interplanetary missiles you first have to switch to the galaxy view. If the target is within reach you will be able to attack the planet with interplanetary missiles by clicking on the missile icon symbol in the appropriate line. If the target is a moon, you will have to hold the mouse over the moon and click the appropriate link. After that a new menu will be opened in which you will have to enter the amount of mobilized missiles and the primary target, before affirming the attack. The primary target indicates the type of defensive structures, which shall be attacked - so you can set your interplanetary missiles selectively at rocket launchers, plasma turrets or any other type of defense, which you want to destroy. If the primary target is destroyed or nothing was chosen, the defensive structures will be destroyed in the order, as they are in the defense, starting with the rocket launchers. If all defensive structures are eliminated then the interplanetary missiles will be destroyed also. The force of the attack depends of the weapon technology of the attacker and the armor technology of the defender.
      Formula:
      reach ( in systems )= (level of impulse drive * 5 ) – 1



      Notice
      When sent, the interplanetary missiles cannot be recalled.
      So you should not make any mistakes with the entry, and you should be sure that you want to go through with this attack. As most of the players retaliate towards interplanetary missile attacks with counter attacks, you should not battle with too strong of a player, however the number makes the win: alliances with many small ranked players can use IPM coordinated attacks against much stronger players. After the impact you will receive a report with remaining defensive structure on enemy's planet. The defender also gets a short report with the name of the attacker and the amount of deployed missiles and the destroyed defensive units.
      Anti-ballistic missiles are always ready. As soon as an enemy attacks a player's planet or moon with interplanetary missiles, each anti-ballistic missile will destroy one of the hostile missiles and will be destroyed itself in doing so. With a sufficient amount of anti-ballistic missiles, the damage on a players defensive structures, in case of an interplanetary missile attack, can be abated or avoided entirely.
      What do I have to bear in mind?
      If you can see the interplanetary missile symbol next to a player in the galaxy view, you will be able to attack him with Interplanetary missiles. Make sure to check your espionage report to see if the enemy does not have too many anti-ballistic missiles, which can intercept the interplanetary missiles that you send, making your attack inefficient. If you want to attack a bigger bunker, you will have to build interplanetary missiles on several planets and fire them off at the same time, or to band together with several players, because also the defender can build anti-ballistic missiles and thus slowing the damage down. However interplanetary missiles are significantly faster than battle ships.
      Formula:
      time of flight ( in seconds )= 30 + ( 30 * distance in systems )

      You can calculate the number of missiles, which you will need to destroy the defense of your enemy, with a Combat simulator.
      Tutorials for OGame
      First stepsBasic economyBuildingsDefenseResearchShipsSavingTradeEspionageRaidsACSInterplanetary MissilesExpeditionsColonisationNoob ProtectionMoonAlliance & CommunityPremium featuresAccount settingsRules & Problems
    • There are changes need in each section for this one, so I will do them individually . .

      Attacking a player with ships is not always the only possibility, you have also the missiles.There are two types of missiles: Interplanetary Missiles(IPM) and Anti-Ballistic Missiles(ABM). The IPMs can be launched to destroy enemy defense and ABMs can intercept attacking IPMs.Interplanetary missiles are a powerful weapon against planets with a lot of defensive structures, the so called bunker Turtle. By all means they are a strategic facility to make small targets more lucrative, for example by eliminating several plasma turrets or lots of rocket launchers. They will be sent from your planet and will destroy a certain number of adverse defensive structures of your choice– but they also can be destroyed by self deploying anti-ballistic missiles. (When IPM's are detected your ABM's will auto deploy) The defenses which were destroyed by interplanetary missiles will not be rebuilt, that represents the force of those missiles, besides the penetrating power.
    • To build interplanetary missiles you must have a missile silo level 4 on a planet (total cost: 300.000 metal, 300.000 crystal and 15.000 deuterium ) after that you can commission build interplanetary missiles, from the defense menu. A missile costs 12.500 metal, 2.500 crystal and 10.000 deuterium, per each level of the missile silo a maximum of five interplanetary missiles can be stored at the same time. So a silo on level five enables you to construct a maximum 25 interplanetary missiles. As long as there are missiles in the silo it is not possible to tear down a silo, however the upgrading is possible. To destroy missiles (ABM's or IPM's) without launching on a target, just click on the loading capacity in the missile silo and tear the missiles down there or you can sell them to the scrap dealer (see merchant menu).

      To build anti-ballistic missiles you only need missile silo on level 2 ( total cost: 60.000 metal, 60.000 crystal, 3.000 deuterium ), so the anti-ballistic missiles are easier to reach over the interplanetary missiles. Moreover a defense missile just takes half as much space; hence up to 50 anti-ballistic missiles can be stored in a silo on level 5. A defense missile costs 8.000 metal and 2.000 deuterium. Mind you remember, ABM's and IPM's share the same silo after missile silo level 4. Although you cannot build a missile silo on a moon, the anti-ballistic missiles of the planet also defend the defensive structure on a possibly existent moon! on the moon above, if you have one there !
    • To attack a player's planet or moon with interplanetary missiles you first have to switch to the galaxy view. If the target is within reach you will be able to attack the planet with interplanetary missiles by clicking on the missile icon symbol in the appropriate line. If the target is a moon, you will have to hold the mouse over the moon and click the appropriate link. After that a new menu will be opened in which you will have to enter the amount of mobilized missiles missiles you want to send and the primary defence target, before affirming confirming the attack. The primary target indicates the type of defensive structures, which shall be attacked - so you can set your interplanetary missiles selectively at rocket launchers, plasma turrets or any other type of defense, which you want to destroy. If the primary target is destroyed or nothing was chosen, the defensive structures will be destroyed in the order, as they are in the defense, starting with the rocket launchers. If all defensive structures are eliminated then the interplanetary missiles will be destroyed also. The force of the attack depends of the weapon technology of the attacker and the armor technology of the defender.
    • Anti-ballistic missiles are always ready. As soon as an enemy attacks a player's planet or moon with interplanetary missiles, each anti-ballistic missile will destroy one of the hostile missiles and will be destroyed itself in doing so. With a sufficient amount of anti-ballistic missiles, the damage on a players defensive structures, in case of an interplanetary missile attack, can be abated reduced or avoided entirely.
    • If you can see the interplanetary missile symbol next to a player in the galaxy view, you will be able to attack him with Interplanetary missiles. Make sure to check your espionage report to see if the enemy does not have too many anti-ballistic missiles, which can these will intercept the interplanetary missiles that you send, making your attack inefficient. If you want to attack a bigger bunker turtle, you will have to build interplanetary missiles on several planets and fire them off at the same time, or to band together with several players, because also the defender can also build anti-ballistic missiles and thus slowing the damage down. However interplanetary missiles are significantly faster than battle ships.