Difference between revisions of "Combat Patrols (LWR)"

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   '''Base Amount''':
 
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     Base Amount: 6-10
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     Base Amount: 6
 
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   '''Pilot Rank''':
 
     Rookie: +0
 
     Rookie: +0
     Lieutenant: +1
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     Lieutenant: +0
     Captain: +1
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     Captain: +2
 
     Major: +2
 
     Major: +2
     Colonel: +2
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     Colonel: +4
     Commander: +3
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     Commander: +4
 
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Revision as of 19:15, 4 October 2023

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In General

Undamaged interceptors can be sent on Combat Patrols. This will cost 50 credits. Each use increases the cost by 50 + 10x the current alien level (due to increased alien resiliency). However, the cost will decrease by 50 credits each month down to a minimum of 50 credits.

Combat Patrols lower continent panic and alien resources. It will also raise Alien Aggression by 12.5%. The aircraft sent on combat patrol will return immediately and will have received 10-25% of it's max HP in damage (modified by campaign length: more for longer campaigns, less for shorter campaigns). Note that aircraft damage causes less repair time on longer campaigns and more repair time on shorter campaigns as well; the result being that repair time is even for all campaign lengths when using Combat Patrols.

Combat Patrols can be especially useful to lower the panic on countries with more than 80 panic so that they are less likely to leave the council. To do so you must have an available aircraft in the associated continent (you can transfer one there if you have none) and then perform a Combat Patrol in the entire continent which will lower the panic in all countries in that continent.

The amount of effect of the Combat Patrol on continent panic reduction and alien resource reduction is modified based on how many countries are in the effected continent (i.e. multiplied by 3 / # of countries) and then based on the following:

Combatpatrol.png
  Base Amount:
    Base Amount: 6
  Aircraft:
    Interceptor: +0
    Firestorm: +2
  Weapon:
    Avalanche Missiles: +0
    Stingray Missiles: +0
    Phoenix Cannon: +1
    Laser Cannon: +1
    EMP Cannon: +2
    Plasma Cannon: +3
    Fusion Lance: +3
  Pilot Rank:
    Rookie: +0
    Lieutenant: +0
    Captain: +2
    Major: +2
    Colonel: +4
    Commander: +4