3.0 Game Play

 

 

The Game Play section covers the action of the game (it is the largest section, so give it time to download). Ace of Angels® is an intricate game, with many nuances. The good news is, that if you don't want to be bothered with the details, you can still easily play the game. For a quick start, review the Movement section. Pull the trigger or hit <space> to fire. For those wanting to know more, read on.

3.1 Introduction

  3.2 Movement
3.3 Targeting
3.3.1 RADAR Display
3.3.2 Fighter Window
3.3.3 Capital Ship Window
3.4 Ship Systems
3.5 Power Distribution
3.6 Weapons
3.7 Shields
3.8 Taking Damage
3.9 Electronic Warfare
3.10 Unit to Unit Communications



3.2 Movement

  Overview
Default Controls for Movement



Overview

The flight model of Ace of Angels® is different from most previously released games. In most games, your vector of movement and your facing are locked together, in what AoA refers to as "Vector-Lock Mode". In this mode, as your fighter moves much like an airplane.

In AoA, the standard type of movement is "Vector-Free Mode", where your current vector of movement is independent of your current facing. Once you are moving along a given vector, you may rotate your ship to any facing with no changes to your vector. This more closely resembles actual space flight. Of course, because we assume your fighter has sophisticated computer controls, your fighter automatically adjusts its maneuvering thrust, meaning you do not have to stop a roll manually, but simply release your joystick (or keyboard button).

In order to change your vector while in Vector-Free Mode, you simply point your fighter in the direction you wish to travel, and thrust. As you thrust, your current vector will swing onto your new facing, which may cause a coinciding decrease in speed depending on your new direction of travel. As you continue to thrust your speed will increase.

Because of the characteristics of the N-Field generated by the gravity drive around your fighter, it is also capable of reverse thrust. By hitting the reverse throttle, your fighter will accelerate along the vector opposite your current facing. (In Vector-Lock Mode, this simply slows you down temporarily). In all other respects, the reverse thrust key acts like the thrust key. In addition to reverse thrust, your fighter can also "Brake". When using the Braking system, your fighter slows to zero speed at its maximum thrust, no matter your current vector or facing.

Your fighter has a default Maximum Combat Speed (MCS) setting, that gives your fighter a top speed no matter how long you thrust. This setting is dynamic, and it can be turned off. However, as your speed increases, your ability to maneuver by thrusting will decrease. (For example: If your top speed is 5 times your Max Thrust, it will take you 5 seconds to alter your facing 60 degrees and return to your current speed). You will probably want to stay with the default maximum combat speed until you are familiar with the flight model (3 times your fighter's thrust). By using the TAB key, you can toggle your MCS to the flight model's maximum of 3000 m/s. Using the toggle again, will return you to your previous setting. Any changes made while in the "uncapped" mode will not be saved.

You are also able to match the current vector of your primary target. When using this function, your fighter will do its best to mach both direction and speed with your primary target. If, however, you are pointed in a direction that is different than your primary target, your fighter’s ability to change its speed will be limited, as you can only thrust with full force in the forward or backward direction.

MCS and Current Speed are grouped together in the Spd display that defaults at the top of your screen. The first number is the MCS and the second is the Current Speed.

Fighters also have the ability to skew their vector. This is a slow shift along the X or Y axis. This is primarily used in fine maneuvering, at slow speeds.

 

Default Controls for Movement
Pitch Up Up Arrow
Pitch Down Down Arrow
Yaw Left Left Arrow
Yaw Right Right Arrow
Roll counter-clockwise q
Roll clockwise e
Thrust Forward w
Thrust backward s
Brake x
Match Speed 0 On the Number Pad
Skew Left a
Skew Right d
Skew Up r
Skew down v
Toggle Vector Lock/Free Modes Ctrl-W
Increase Maximum Combat Speed   =
Decrease Maximum Combat Speed -
Toggle Maximum Combat Speed Tab
Skew Mode with Joystick Ctrl-Tab (must keep depressed)
Intercept Primary Target

i

Deactivate N-Field

(Not yet Implemented)

 

3.3 Targeting

  HUD
Spotlighting
Targeting Reticules
Targeting Windows, Fighters
Targeting Capital Ships
Default Controls for the HUD
Default Targeting Keys
RADAR Display
RADAR Distance of Detection
Disposition Manager

 

HUD

At distances over 1.5 km, a target does not display a large graphic, but instead appears as dot the color of its disposition.
Solid Dot Fighters, Buoys, Gunboats, Capital Ships
Plus Power-Ups
Circle Missile
Diamond

Flags

 

Spotlighting and Targeting
Your fighter has a number of focused scanners called "Spotlights". These spotlights, when pointed at a specific target, give you additional information about that target. Each spotlight scanner has its own target window (default position is around the RADAR). Spotlighting a target places it into one your target windows. As a spotlight is selected, the target's name bar in the window is highlighted. You may spotlight and track three targets at once, but may only have one "primary" target at a time.(Note that some fighters will have less than, or more than three spotlights, depending on its scanning suite). See the description of the windows below

 

Targeting Reticules

On your HUD, each spotlighted target will be surrounded by specialized brackets associated with that spotlight which will appear in the same color as the disposition of your target.

Around your Center Target Sight, (CTS) you have three numbers, one for each of your spotlights. When a target is not in your forward viewing arc, an arrow will appear with the spotlight number for that target, pointing in the direction of the target. Coupled with your RADAR, this allows for easy homing of your prey.

 

There are also 8 warning lights, 4 around the center sight, and 4 on each of the rims of the CTS.

The inner lights flash when you are being fired at. The two on top represent fire coming from your forward 90º (that you can see), while the bottom two show fire from the rear 270º. If two lights are flashing, this means two or more objects are attempting to hit your ship with gunfire.

The outer lights flash when a missile has been targeted on your fighter. The upper left is the first to flash, followed by the others in a clockwise direction. Up to four missiles can be tracked in this way.

Each spotlighted target will also have a line drawn to a predictor reticule in the color of the target's disposition. This reticule predicts where you will need to aim to hit the target with your guns or cannons. Each spotlight has distinctive targeting brackets, one of which is displayed in the lower left hand side of the targeting window. Line up your center target sight on the predictor reticule and fire. Note that the reticule changes in intensity, which tells you the likelihood of your shots hitting. If there is a minimal chance of success, the reticule will disappear altogether.

 

 

Targeting/Spotlight Windows, Fighters
Each targeting/spotlighting window will provide you with essential information about your targets. Your scanner information may not be complete at all times, however, depending on the electronic countermeasures (ECM) of a specific target, and your electronic counter-countermeasures (ECCM). This is covered more completely in the Electronic Warfare section.

 

 

Targeting Allied Targets
You can target your Ally's targets by targeting an allied player, and then using k or shift-k. Shift-k will put your ally's Primary target into the preceding window. K will place the target in your following window. Note: This will only work if your ally has you selected as Allied. (This happens automatically if you are both flying on the same team.

 

Targeting, Capital Ships (also see Missile Targeting)


Capital ships have many systems that are spread out across the ship. This means that targeting a capital ship is not as simple as targeting a fighters. When targeting a capital ship, you may place your center site over a capital ship system, such as a turret and use the Y key to target the system.

You may also use the ~ key to summon a "ghost" image of the capital ship. This image shows the various systems marked (turrets are highlighted in the picture to the right). By placing your center site over the system and hitting the Y key, you can then target that system. This let's you pick your target before getting within capital ship gun range.

Once a system is targeted, any missiles or topedoes that you fire will do the majority of their damage to that system.


Default Controls for the HUD
Toggle Communications Window Alt-C
Toggle Targeting Windows 1 through 3 Alt-1 through 3
Help Window F1
Mentor F2
Toggle Space Background Alt-F2
Toggle Stars Alt-F3
Toggle Flight Maneuver Grid Alt-F4
Decrease size of currently selected window along "Y" axis. Alt-Down Arrow Key
Increases size of currently selected window along "Y" axis. Alt-Up Arrow Key
Increases size of currently selected window along "X" axis. Alt-Right Arrow Key
Decrease size of currently selected window along "X" axis. Alt-Left Arrow Key
Moves the currently selected window in the direction of the arrow key. Ctl-Arrow Key
Toggle Damage Window Alt-D
Toggle Keyboard Configuration Window Alt-K

 

Default Targeting Keys:
Set Target to Hostile Ctrl-H
Set Target to Allied Ctrl-L
Set Target to Friendly Ctrl-F
Set Target to Unfriendly Ctrl-U
Set Target to Neutral Ctrl-N
Forwards/Backwards All Targets T/Shift-T
Forwards/Backwards Hostile Targets H/Shift-H
Forwards/Backwards Allied Targets L/Shift-L
Forwards/Backwards Friendly Targets F/Shift-F
Forwards/Backwards Unfriendly Targets U/Shift-U
Forwards/Backwards Neutral Targets N/Shift-N
Target Nearest Hostile Target J
Target Nearest Target of Current Disposition G
Target Unit under Center Sight Y
Target my Allies Target K or Shift K
Toggle Spotlight Target
Windows 1 - 3
Alt-1 through 3
Toggle All Spotlight Target Windows Alt-T
Toggle Center Sight Alt-L

 

Saving Targets

Targets can be saved and recalled (up to 20) using the default keys 0-9 and F5-F6. Use F5, and F6 select which group of 10 targets you are addressing.

(For Example: pressing F6 then 4 would recall group F6 target 4)

Whichever group was last selected remains in effect until another group is selected. To save a target, type Ctrl-and the number that you wish to save simultaneously.

Default Target Saving
Saving Targets
Select group 1 (default) F5
Select group 2 F6
Recall Target 0 to 9 0 to 9
Set Target 0 to 9 Ctrl-0 to 9

 

RADAR Display

The RADAR is separated into two unequal hemispheres. The inner left (two concentric circles) represents your front 90° view.

The Outer circle on the left shows objects in the 180° to your sides.

The right circle represents the 90° area behind you. Objects are represented as dots of varying color and intensity (same as targeting) based on their disposition and distance. The brighter the dot is, the closer it is. Your Primary Target will be bracketed within the RADAR.


RADAR Distance of Detection

The display to the left of your radar is a range indicator that uses a quadratic scale to maximize coverage over closer distances. The absolute range for the display is 200 km. It's intended to give you and idea as to how far targets are from you (also useful for spotting incoming missiles etc.).

The display is also used to configure the min and maximum visible ranges on your primary radar. Move the tan bar up to extend the maximum range shown in your RADAR (defaults to 60km), or down to decrease the range. Move the green bar up or down in the same fashion, to extend or decrease the minimum range displayed in your RADAR (useful for a squadron commander directing his distant forces). Objects that are spotlighted/targeted always appear on the HUD.

Toggle RADAR Alt-R
Toggle RADAR Distance Display Alt-G

 

Disposition Manager

Defaulting to the bottom right of the RADAR is the Disposition Display. This feature allows you to toggle on/off the different dispositions (outlined below) in the RADAR and HUD displays. As with all other HUD items in your virtual cockpit, both the primary radar and the distance displays are moveable to suit your preferences.

Each disposition has its own color display on your RADAR and Scanners.

    Note all 5 disposition toggles are selected in example show to the right. A hostile is currently targeted
Hostile Red
Allied Green
Friendly Blue  
Unfriendly Yellow  
Neutral White  
     

 

 

3.4 Ship Systems

  Overview
System List
System Descriptions

 

Overview
Your fighter has several systems that can be modified. Each system can be damaged,
though some are more likely to be damaged than others.

System List
  Power Plant
Drives
Weapons
Guns
Cannons
Missiles
Torpedoes
Shields
Communications
Electronic Counter Measures
Scanners/Electronic Counter-Counter Measures
Hull

 

System Descriptions

Power Plant
The power plant of your fighter is an advanced fusion reactor, using refined tritium for fuel. This is the heart of your fighter, and its most critical system. The reactor supplies energy to all your fighter’s power-hungry systems. This is the most difficult system to damage as it is in the heart of your fighter. As it takes damage, the amount of power available to your fighter decreases. If destroyed, it will vent plasma throughout your fighter, explosively destroying it.

Drives
Your fighter has the most advanced gravity drives of the day. While unable to generate omnidirectional thrust like a capital ship's drives, your fighter can thrust forward and backwards with equal ease, with a much higher acceleration than of which any capital ship is capable. The N-Field generated by your drive also allows your fighter to roll, pitch, and yaw, as well as giving it a limited ability to "skew" with lateral thrust. Due to the compact size of the fighter's drives, skewing is only around 20% of the fighter's total thrust. Your N-field also protects your fighter from kinetic damage, allowing you to survive major impacts. (This protection does not extend to interaction with large N-Fields, however). Drives are slightly more vulnerable than your fighter's well protected power plant. As your drives take damage, your ability to thrust and maneuver will decrease.

Weapons
Guns
The primary weapon on your fighter, guns fire a charged energy packet with a shield cracking component. This packet is very efficient at penetrating or "cracking" shields, but is less efficient at deharmonizing shields. They are labeled based upon the diameter of their charging chambers: (250mm, 280mm, 360mm, 410mm, 460mm).
Cannons
Cannons are the higher level guns, (550mm, 650mm). They operate in the same fashion as guns, but have a slower firing rate, and require more power to fire. While the largest gun that can be placed on a fighter frame is the 650mm, gunboats have cannons up to 850mm.
Missiles
Missiles are self propelled, self-guided munitions. Using sensors, missiles home in on their target to deliver their attack. Unlike guns, missiles use a Pulse Field Burst (PFB) to penetrate the shields of their target. While this does not as effectively penetrate the target's shields as do guns, it inflicts a higher level of deharmonization on the target's shields. Because of the limited size of the PFB, large missiles have cluster warheads instead of one large warhead.
Torpedoes
These weapons are a type of non-guided munitions, that can only be placed on a Type IV missile rack. With a different type of warhead than a missile, the torpedo must impact the target ship's shields below a given speed relative to the target. Tricky to use, torpedoes nonetheless are the greatest threat to ships because of their ability to bore into the target’s shields before detonating. The resulting deharmonization and high level of penetration can cause severe damage to a target.

Shields
Shields are the saving grace of Known Sphere™ warfare. Able to adsorb incredible amounts of damage, including nuclear blasts. The energy packets used by guns and missiles in the Known Sphere™ are able to penetrate or "crack" shields to a large degree, allowing damage to seep through. By harmonizing, or "tuning" your fighter's shields, you can greatly minimize this effect. Every shot that hits your shields, however, decreases the amount of harmonization remaining, until your shields are completely deharmonized, making your fighter vulnerable to a variety of weapons and additional damage

Communications
Your fighter has an advanced multi-channel, FTL communication system. With this totally encrypted system, units of the Known Sphere™ are able to communicate privately. Capital Ships and other units are able to jam communications in a given area, forcing you to use more energy to "burn through" the interference. As long as ships are able to maintain contact, they are able to share target and positional information.

Electronic Counter Measures (ECM)
Your fighter is able to generate some level of ECM to defend itself from weapons and scanners. Effective ECM decreases the damage taken by your fighter from gun shots, simulating your opponent’s inexact understanding of your position. It also makes missiles easier to avoid.

Scanners/Electronic Counter-Counter Measures (ECCM)
Scanners are the eyes of your fighter. They automatically take up power that is used to activate your active scanning, and run your spotlights at their basic level. You are unable to decrease this energy usage within the game. What is under your control is the amount of extra energy you place into your Scanners to counteract a target's ECM. In scenarios that are using tactical intelligence rules, adding this energy also aids in increasing your Scanners resolution giving you more information about your target.

Hull
Hull reflects the actual structure of your fighter, giving a basic idea of its durability, and it includes all non-vital systems onboard you fighter. While size tends to increase your Hull, some fighters are built more durably than others, thus two fighters of similar size may have noticeably different hulls.

 

3.5 Power Distribution

  Overview
Power Allocation Cycle
Base Charge
Current Charge
Desired Charge
Power Allocation Per System Type
System Order

 

Overview

It is assumed that your fighter's reactor automatically supplies the power needed to run your life support, drives at full, and maintain basic shields. Your Power Allocation Window is designed to allow you to manage the remaining power among your systems.

The interface for ship systems lets you allocate power to each system in a priority fashion. Power Allocation is performed on a want-need basis for each active system. You can configure how you want power to be distributed to the various systems based on priority and order. The following is a list of terminology, and where it appears within the Power Allocation Window, with which you should familiarize yourself.


Power Allocation Window
Power is distributed by considering the base and desired charge settings of all active systems. A power allocation cycle contains multiple passes of power until all power is distributed. Each system is given a priority (0 being the highest) by you. Total Power is shown with the slider bar at the top of the window.

Base Charge
The yellow vertical line.
This indicator reflects the minimum amount of power to be allocated to the system per cycle. This value must be no greater than the total output of you power plant. Base Charge cannot be higher than the Desired Charge, and conversely, the Desired Charge cannot be less than the Base Charge. Attempting to move either one of these setting beyond the other will cause both to move.

Current Power
This is the line ending with a red vertical line.
It represents the amount of power that has been currently allocated to a system.

Desired Charge
The vertical green line.
Once your fighter's power plant has satisfied the Base Charge requirements for all active ship's systems that use power, the remaining power is distributed to all active systems by order, priority and what their desired charge.
System List
  The System List shows the list of systems the use the power management mechanism.
System Order/Reorder System Switch
Tan colored sequential numbers in box immediately to the right of the system bars.
To prevent some ship systems from completely "starving" other systems, power allocation is performed by a multiple pass mechanism. In the first pass, the base charges of all active systems are satisfied. The subsequent passes during the power allocation phase distribute the remaining energy to all active ship systems in the order of priority that the you have assigned to them. To change a system’s order, click on the Tan up or down arrow keys (your mouse will automatically follow the order box as it moves). A given system’s importance is heavily dependent on your combat situation and fighting style. By using quick keys (see Game Controls), you are able to save systems setting and instantly recall them when needed based upon your second by second combat situation.

 

Power Allocation Per System Type
The Desired Charge setting is handled differently based upon the type of system.

Hull and Missile Racks
Systems do not require power.

Drives (Thrust and Maneuvering)
The power allocated to the drives is fixed and cannot be altered by the pilot or player. Fighters always utilize maximum thrust and maneuver rates possible for Their current loadout.

Guns and Cannons
Desired charge is how much power you would 'like' to have the system absorb per power allocation cycle. This setting helps configure the rate at which a system reaches its maximum charge. The system is ready to fire when it's current power reaches the system’s maximum charge

Shield and ECM
Desired charge is the amount of charge the system should achieve per power allocation cycle towards performing its task. The rate at which this charge setting is reached is influenced by how much power was already allocated to the system by its base setting, it's order in power allocation, and by it's assigned priority.

ECCM and Comm
Electronic Counter-Counter Measures and Communications systems can both experience times when the amount of power that can be allocated to them is not required (because of a high Desired Charge and early order number). In these cases, the ECCM and Communication systems automatically scales their power usage to the appropriate level. (For example, if you were flying in and out of a region of high natural ECM, your ECCM would not always need the power to burn through that region's terrain).


3.6 Weapons

  Overview
Organic
Guns and Cannons
Rack Mounted
Missiles
Torpedoes
Missile Targeting
Friend or Foe (FoF)
Gravity Seeking (GS)
Capital Targeting(CT)
Torpedo Targeting
Weapons Configurations
Default Keys For Weapons

 

Overview
Your fighter has two basic classes of weapons, those that are Organic and those that are Rack Mounted. Guns and Cannons fall into the first category, while missiles, torpedoes, and other weapons pods fall into the second. Rack systems do not require energy to use, and are not normally part of your Power Allocation.

Organic
Guns and Cannons

Guns and Cannons can fire once their maximum energy is reached. If the gun is not fired, the energy is held, and no more energy will be placed into the gun.

In addition to needing energy, guns and cannons also need to remain cool. Each time one of these weapons fire, its heat rises due to the discharge of energy. Once a gun or cannon reaches a high enough temperature, it will cease firing until it can cool. The larger the caliber of a gun or cannon, the more it will heat with each shot. (For Example: 360's heat less per shot than 460's).

Heat is displayed on your HUD for each gun and cannon, that defaults as a column of circles to the left of the HUD. The Outer circle shows the energy in your weapon, while the color inside the circle changes from blue to red as the gun overheats.

 

Rack Mounted

Rack Mounted weapons are all weapons not built into the fighter, but instead attached to the fighter via an external or internal bay connection. There are three types of Rack Mounted Weapons, Missiles, Torpedoes, and Guns. Mounts can also carry special pods that are discussed below.

Type I Rack
Mounts one Class 1 frame
Type II Rack
Mounts one Class 1 or one Class 2 frame
Type III Rack
Mounts two Class 1, or one Class 3 frame
Type IV Rack
Mounts two Class 1, two Class 2, one Class 3, One Class2, or one Class 4 frame. Torpedoes always us a Class 4 frame.

While the racks listed above are "A" racks, many fighters carry "B" or even "C" racks. A Type IIIB Rack would be able to carry four Class 1 frames, or two Class 3 frames.

While uncommon, Tandem Racks can occur when two Types of a smaller racks are mounted next to each other and used to support one Frame Class as a larger rack type. These are becoming more common within the Known Sphere™ as the use of missile increases in popularity.

Type Ii Rack:
"One-Eye" Two Type I Racks. Acts as Type II Rack.
Type IIii Rack:
"Two-Eye" Two Type II Racks. Acts as a Type III Race
Type IIIiii Rack:
"Three-Eye" Two Type III Racks. Acts as a Type IV Rack but is unable to hold a torpedo.

 

Missiles

There are two basic categories of missiles, the anti-fighter missile and the anti-ship missile. While no missiles require energy to fire, they are limited both in number and in size to the Missile Racks carried by your fighter. These racks are associated with the different frame classes. Class 1 and Class 2 missiles are usually anti-fighter missiles and tend to be short or medium range missiles. Class 3 missiles are usually anti-ship missiles, however, they can contain anti-fighter submunitions, and act as extended range, or do extra damage. Class 4 missiles are never anti-fighter, but like their Class 3 counterparts, they can carry anti-fighter submunitions.

Class 1:
  Type I racks are small and cannot carry much mass, making Class 1 missiles short range. These missiles are gravity seekers, similar to the 20thC heat seeking "sidewinders".
Class 2:
Class 2 missiles are more similar to the radar-guided "sparrow". These missiles tend to be medium range, and can determine friend or foe based on emissions. Class 2 missiles can also be used in an anti-ship capacity, targeting specific areas on ships.
Class 3:

 

Class 3 missiles are either anti-ship or long range anti-fighter munitions. The anti-fighter variants are similar to the "phoenix" missile on the 2OthC F-14 in size and effect. Class 3 warheads may also contain:
2 Class 1 submunitions
In an anti-ship role, the Class 3 missiles deploy medium warheads against ships. These warheads are the primary weapons most fighters carried early in the Great War.
Class 4:
Class 4 missiles are analogous to the 20thC "harpoon" missiles. These warheads are large and very deadly. Like the Class 3, the Class 4 missile can carry multiple warheads:
4 full range Class 1s
2 reduced range Class 2s
In an anti-ship role, the Class 4 warhead is the most powerful missile used by fighters and gunboats. These are powerful weapons that  seriously reduce shields and damage their targets. Obviously, the Class 4 missile is not an anti-fighter weapon in its single warhead incarnation

 

Select your the desired missile rack by clicking on the box to the left of the rack display. When you fire your missiles, all selected missiles will fire. The rack selection will automatically move to the next missile in the rack when it is empty of missiles.

To use a specailty pod, simply select the rack and press the fire key. This will activate or deactivate the pod.

You can also use the number pad to select your missle racks. Numbers 1-9 will toggle on/off each rack just the same as a mouse click on the box.


Torpedoes
Torpedoes are unguided munitions that inherit the velocity of their parent. Torpedoes use a disruptive field to "burrow" into the target's shields. Because of the delicacy of this field, a torpedo cannot be fired while a gravity drive (N-Field) is being used for thrusting or maneuvering. This makes torpedoes hard to use, but because of their devastating potential, they are much feared.

 

Missile Targeting
  Friend or Foe (FoF)
Gravity Seeking (GS)
Capital Targeting(CT)

Friend or Foe (FoF)

Friend or Foe missiles use the unique characteristic of a fighter or ship to pursue their target, and no one else; they will detonate only on their intended target. FoF missiles automatically start to build a lock on a target once that target has been spotlighted. The strength of this lock is displayed as a number from 0-100 in the target window. Once a missile is fired, the lock is reset to 15, and starts to rebuild.  Each spotlight can build its own lock that is unaffected by the locks of other spotlights. Lock upon fire is the missiles maximum lock, except with specific warheads (see below).

FoF missile locks are effected by the ECM shift. The worse the shift, the lower the maximum lock can be. (For Example: If your shift to a unit is –5, the maximum lock you can achieve is 85). In order for your FoF missile to maintain a good chance impacting on the target, you need to keep energy in your ECCM. As your shift increases and decreases, the effectiveness of any missiles in flight will also change appropriately, with the lock jumping to its maximum possible value.

In addition, while FoF missiles have built-in ECCM, their scanners are less powerful than those on a fighter. Fortunately, you are able to assist your missiles; as long as you continue to paint a target with your spotlight, the missile is able to use your fighter’s spotlight for guidance, much like a laser pointer. If you drop your spotlight from a target, however, the missile’s lock will drop to the level of its less powerful sensors. FoF missiles will usually detonate within 150 meters of a target, casting their focused charge in the direction of the target. Because of the time needed for a newly launched FoF missile to acquire its target, the minimum range of any FoF missile is 500 meters. Long range FoF missiles sacrifice warhead for sophisticated suites of scanners that allow for increasing the lock, once within range of a target.


Gravity Seeking (GS)
Gravity seeking missiles do seek a specific target, but home in on the strongest gravity source in their forward arc. This means that the GS missile might miss its target to impact on an unintended gravity source. Usually, used at very short ranges, on low endurance frames, GS missiles nonetheless are useful in close combat, when you do not have time to gain a strong lock, or against incoming missiles targeted upon you. GS missiles have no minimum range to be fired, and pilots often wait until the last moments before using these missiles.

Capital Targeting(CT)

Anti-Capital ship missiles mostly use Friend or Foe (FoF), targeting systems. By using the controls for Targeting Capital Ships, you can select to fire not only at the ship in general, but at specific systems on the capital ship. While, it is impossible for a capital ship to confuse a missile about its general location, a negative ECM shift might cause the missile to detonate prematurely, or late (and be destroyed hitting the drive field of the capital ship, doing no damage).

To use an anti-capital ship missile, simply target the desired system on the capital ship and fire your missile. If the missile hits, any damage that gets through the shields will primarily damage the targeted system.


Torpedo Targeting

Due to the demanding and delicate nature of torpedoes, they can only be targeted and released by your fighter when you have achieved a direct line of sight with your target. The disruption field used by the torpedo complicates this simple procedure with three factors. One, the torpedo cannot impact its target at a relative closing speed that is greater than its maximum closing speed (this will vary between the different torpedoes used by nations within the Known Sphere™ ). Two, the torpedo cannot be launched without first forming its field while still on its rack. Finally, the disruption field cannot be formed within 10 seconds of a N-Field being used to maneuver or thrust. If these conditions are met, the torpedo will not fire at the target.

To Fire a Torpedo, select the Rack with the Torpedo and select your target. Depress the M key or the number two (2) button on your joystick and hold it. This will start the Torpedo Fire Sequence. Your fighter will automatically slow to the maximum closing speed with the target and start the countdown to energize your torpedo (the 10 seconds mentioned above). During this time, your fighter is at 10% of its normal thrust and maneuver, which is just enough for final course corrections but not much more.

Once you are in range of the target, release the button to fire your torpedo. Your controls will return to normal once the torpedo is fired. You may release your fire button anytime before your torpedo is fired to abort the run, and regain full control of your fighter.

 

 

Weapons Configuration
  Overview
Window
Controls

Overview
Your fighter has a number of weapons that can be assigned several possible configurations. Guns and Cannons can be grouped together in up to 6 different configurations, and your Missile Racks can also be linked in the manner in which your choose.

Window
The Weapons Configuration Window is displayed using Alt-W. At present, the window displays switches for each gun or cannon on your fighter. Below these are your 6 weapons groups.

Controls
For each group, the gun and cannon switches all default to the "On" position. Left-click on the switch to deactivate the weapon for that group. Now, when that weapons group is used, the "Off" weapons will not fire. Weapons can be turned on by left-clicking them again.

To save your Weapons Configuration Groups, save ANY of your Ship's Systems settings (Default Ctrl-F9 through Ctrl-F10).

Default Keys For Weapons
Fire Guns/Cannons Spacebar
Fire Missiles M
Toggle Link/Unlinked Guns/Cannons Z

 

 

3.7 Shields

  Overview
Harmonization Display
Reinforcing Shields
Deharmonizing Shields

 

Overview
All military units, and many non military units of the Known Sphere™ utilize shields. These shields are able to withstand staggering amounts of "normal damage", however, they are vulnerable to shield-cracking technology. While shields can be made resistant to the effects of cracking technology through harmonizing the energy fields that form the shields, this defense is ablative in nature and is lost as the shields are struck.

 

Harmonization Display
Your shield's level or harmonization display defaults to the middle-bottom of your screen, under your RADAR display. It starts as a green line with a number above the line that represents your current harmonization or "tune". As your shields are deharmonized or "de-tuned", the line will shorten to the left, and the number will decrease. As this decrease occurs, the line will change color, eventually becoming red as your harmonization nears zero. At zero, cracking weapons are able to effectively penetrate your shields to inflict serious damage to your fighter.

 

Reinforcing Shields
You can stem the effects of deharmonization by increasing the amount of power you place in your shields over the minimum power requirement. This will decrease the amount of deharmonization your shields experience by a given percentage, based upon how much extra power your shields are receiving. You can add up to 3 times your shield's maximum harmonization number in energy for reinforcement. On the average fighter, for every 10 points of energy spent in this manner, you receive 1% of reinforcement, decreasing incoming damage by that percentage. (For example: You have shields with a maximum of 100. You place your maximum 300 points of energy into your shields. This gives you a 30% reduction verses the deharmonization effect of all incoming damage).

This fighter's shields are set to about 75% reinforcement. On an average fighter this would result in point of Harmonization/13 sec

Reharmonizing Shields

By redirecting power into your shields, you can also slowly reharmonize them. This occurs simultaneously when power is applied for reinforcement. Note, however, that this process is time and power consuming, and often it would be faster to use a powerup, or disengage from combat and land on a capital ship and have your shields reharmonized by an external source.

Reharmonization takes place when you apply over 50% of your shield's maximum reinforcement. At 50%, you receive 1/20th of a point in shields per second. This rate of deharmonization increases as you approach the maximum, to end at 1/10th of a point per second. (For example: Your have 150 points of energy added to your shields, this will give you 1/20th a shield point per second, or 1 shield point per 20 seconds). Note that this means larger shields are harder to reharmonize than smaller shields, reflecting the increasing difficulty with reharmonization. Some fighters have a higher or lower than average shield efficiency rating. For these fighters, the shield recharge rates will be faster or slower than average.

 

 

 

3.8 Taking Damage

  Overview
Effects of damage
Damage Repair Systems

 

Overview

Known Sphere™ technology is quite advanced by the standards of 21st Century Earth. Repair systems are composed of micro-machines and raw materials, that together look more like piles of dust than an actual mechanism. These machines use the dust and their own bodies to create patches, new circuits, and whatever else is needed to repair damage as best they can. This is a limited resource on something like a fighter, and while these damage repair systems are amazing, they have limits.

As your shields are deharmonized or "de-tuned" increasing amounts of damage "bleed" through your shields each time they are impacted by shield-cracking weapons. This damage is then applied to your fighter's various systems.

For the sake of convenience, all damage is broken down into points. These "points" are then applied to your shield's remaining harmonization. Any "points" of damage not stopped by your shields are applied to a Damage Allocation Chart (DAC). By using the DAC, those systems most vulnerable to damage tend to be struck first, and more protected, more vital systems tend to take damage last. Because of differing construction, some fighters will have different DACs from others. In general, Missiles and Hull are the first items to be destroyed when damage is taken, followed by Guns, Drives, Power Plants, and Internal Hull. The final "point" of damage your fighter takes will be to rupture its fusion reactor's plasma bottle, venting plasma across your fighter.

Your average damage is displayed in a green line with your current total system points at the right, and your maximum points on the left. While this does not tell you specifically your damage, it does give you a general idea of where you stand.

 

Effects of Damage

The effects of damage on each system is based on that system's function:

Hull No effect on fighter performance, "Free Hits"
Rack Missile Destroyed. Possibility Rack may be repaired.
Gun/Cannon Decreases heat level at which the gun stops firing. At 0 the gun is destroyed. May be repaired
Drives Straight Loss of % of maneuver and thrust based upon the % damaged. May be repaired
Power Plant Straight loss of % of power based upon the % of damage. May be repaired
ECM/ECCM Straight loss of maximum ECM/ECCM based upon the % of damage. May be repaired.
Communications (Only in some scenarios or The Campaign). No communications possible. Automatically repaired at 0 cost in 30 seconds.
Internal Hull Internal Hull is the final integrity of your fighter. You die when you take the last point of Internal Hull. Note: Internal Hull is not used in the "Battlezone" Arena

 

Damage Repair Systems
Alt-D is the default to call up your Damage Display. You will see a list of your fighter's systems on the left hand side of the box.

Column Toggles

Like with other windows, these allow you to hide/display the various columns on the Damage Display Window.

System

The System to be/being repaired

Auto-Repair Toggle

Click to highlight/gray-out. When this is highlighted, the system will be automatically start being repaired when it is damaged, using any available points up to the Auto-Repair Break. (see below)

System Status Bar

Series of bars that represent the percentage of functioning remaining in a specific system. As the system is damaged, the larger bars on the right disappear.

Manual Repair Toggle

Click to highlight/gray-out. When this is highlighted, the system is repaired using any available points, regardless of the position of the Auto-Repair Brake.

System Status

A text representation of the systems status: Online, Off-line, Destroyed

Repair Points Remaining

Shows the total repair points your fighter has remaining. If nothing has been repaired, this shows your fighter's maximum repair capacity. Note: Within the "Battlezone" Arena, this number is not used, and the repair capacity of a fighter is infinite.

Point Reserve

Shows the amount of repair points "behind-the-brake", that will not be used by the Auto-Repair Function. Note: Within the "Battlezone" Arena, this number is not used, and the repair capacity of a fighter is infinite.

Auto-Repair Brake

Sets the level of the Point Reserve. Note: Within the "Battlezone" Arena, this number is not used, and the repair capacity of a fighter is infinite.

 

 

3.9 Electronic Warfare

  Overview
Tactical Intelligence (TACINT)

 

Overview
Scanners are the "eyes" of a fighter or ship, while Electronic Counter Measures (ECM) are how your fighter’s attempts to fool enemy scanners. Electronic Warfare (EW) is the ongoing conflict between the Electronic Counter Measures, and the Electronic Counter-Counter Measures (ECCM). At a distance between units of 800 meters, ECM and ECCM are balanced. Closer than 800 meters and ECCM has a bonus to its shift, and further out, and ECM has the advantage.

 

Tactical Intelligence (TACINT)

Within a given tactical situation, exact information about your opponents is not always known. The movement of troops may pass unnoticed, or ships might be misidentified. This "fog of war" has been a problem for generals and admirals throughout the centuries.

In the Battlezone Arena for Ace of Angels® , players are not hindered by this traditional problem. We have decided to allow you the freedom to familiarize yourself with the fighters of the Known Sphere™ without having to guess your way through various counter measures. Many scenarios built by players will also have no Tactical Intelligence to maintain simplicity. In fact, we feel that the absence of Tactical Intelligence does not hinder the play of Ace of Angels® in the least.

However, in The Campaign, Tactical Intelligence will be an integral part of most missions. ECM and Scanners will play an important part of Tactical Intelligence, protecting your information on the one hand, and piercing the mystery on the other.

Tactical Intelligence is broken down into varying levels. You accumulate points based upon the amount of time you spend scanning or spotlighting a target at a given TACINT Level. By using spotlights with extra power, you can increase the rate at which you accumulate points. When your point level achieves a given number, you move to the next Level of Tactical Intelligence. Each level has specific information associated with that level, such as ship type, shield strength, and amount of damage.

Note: A table that describes the levels of Tactical Intelligence will be forthcoming with the release of the AoA Campaign.

 

 

3.10 Unit to Unit Communications

Communications cover both the "in game" communications of between fighters and ships (Unit to Unit), and the communications between you and others online in Ace of Angels® (Player to Player).

It is assumed that all units attempt to stay part of their respective "side's" local communication network, which usually includes all allied and friendly ships. This network can not only relay orders and precise positions, but also update other unit's targeting information. This means that a capital ship, which is able to burn through massive amounts of ECM, will be able to increase the likely hood of your weapon connecting. Because of the technology involved, communications seamlessly include FTL transmissions, radio, tight lasers, and even drive field modulation. All of these are automatically handled by a fighter or ship’s computer systems.