Hangar (Long War)

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Wiki-facbox hangar.png

Located on the top left side of the Ant-Farm, this "Facilility" is the nerve center of all Aircraft operations.

  • Every Skyranger launches & returns from missions are shown in Videos designed around the 3D rendering of the Hangar.
  • Interceptions start with such Videos too. And if you look closely, the platforms are "embedded" into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger
  • As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they're mostly all displayed and parked in individual Bays up to a maximum of four.


Aircraft

Interceptors

Raven - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted.

  • The game starts with four of these aircraft.
    • Procurement Cost: §200 (§140 with NA bonus)
    • Maintenance Cost per Month: §40 (§28 with NA bonus)
  • HP = 1500 (2500 with armored interceptors upgrade)
  • Armor = 5

Firestorm - Superior interceptor available to Engineering after researching Alien Propulsion.

  • An upgraded interceptor
    • Available after researching Alien Propulsion.
    • Build Cost: §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers
    • Maintenance Cost per Month: §50 (§35 with NA bonus)
  • HP = 3500 (4500 with armored interceptors upgrade)
  • Armor = 25


Transport

Skyranger - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.

  • You start the game with a single Skyranger and you may not build anymore.
    • Procurement Cost: NA
    • Maintenance Cost per Month: §20 (§14 with NA bonus)

Pilots

In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).

Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.

Hangar Storage

Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.

Equipping

You can equip your interceptors in the Hangar menu, under "View Craft". Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free. Advanced systems must be manufactured before you can equip them. Modules do not have to be equipped.

Be aware that it is impossible to change an interceptor's weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!

Interceptor Weapons

It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:

  • Avalanche Missiles
    • A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology.
      • All interceptors start equipped with these missiles.
      • Slow firing, long range missiles with medium damage and low armor penetration.
      • Avalanche Missiles are free of cost and available without research or manufacturing.
  • Stingray Missiles
    • Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets.
      • Slow firing, long range missiles with low damage but medium armor penetration.
      • Stingray Missiles are free of costavailable without research or manufacturing.
  • Laser Cannon
    • Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.
      • Medium fire rate, long range with medium damage and low armor penetration.
      • Available to build after completing Advanced Beam Weapons research.
      • Receives a significant upgrade after completing Advanced Pulse Lasers research.
  • Phoenix Coilgun
    • Rapid fire magnetic coilgun designed to shred fast moving targets.
      • Rapid firing,long range,low damage and medium armor penetration.
      • Available to build after completing Gauss Weapons research.
  • Plasma Cannon
    • The Plasma projectile's extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.
    • Available to build after completing Vehicular Plasma Weapons research.
  • EMP Cannon
    • The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.
    • Available to build after completing EMP Weapons research.
  • Fusion Lance
    • The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.
      • Can only be loaded on a Firestorm Interceptor.
      • Available to build after completing Fusion Weapons research.

Modules

You can also build one-time use modules to use during interceptions to boost your craft's abilities:

  • Defense Matrix (Dodge)
    • One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.
    • Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.
    • Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.
  • UFO Tracking (Boost)
    • One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor's speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.
    • Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.
    • Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.
  • Uplink Targeting (Aim)
    • One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.
    • Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.
    • Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.

Permanent Aircraft Boosts

There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:

  • UFO tracking
    • Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.
    • Available as a Foundry project once Alien Power Systems has been researched.
    • Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer
    • Aerospace research credits apply, reducing research time by 25%.
  • UFO countermeasures
    • Increased dodge (+15%)
    • Available as a Foundry project once Seeker Autopsy has been researched.
  • UFO analysis
    • Research of each of the UFO types gives a damage boost when fighting that type again.
    • Available once Alien Materials has been researched.
  • Armored Fighter
    • Increased armor.
    • Available as a Foundry project once Advanced Aerospace Concept has been researched.
    • Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld
    • Aerospace and Armor research credits apply, reducing research time by 25% each.
  • Wingtip Sparrowhawks
    • Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.
    • Available as a Foundry project once Advanced Aerospace Concept has been researched.
    • Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.
    • Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.
  • Penetrator Weapons
    • Increased weapon penetration.
    • Available as a Foundry project once Advanced Aerospace Concept has been researched.
    • Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers
    • Aerospace research credits apply, reducing research time by 25%.
  • Improved Avionics
    • Increases Aim
    • Available as a Foundry project once Advanced Aerospace Concept has been researched.
  • Advanced Repair
    • Faster repairs.
    • Available as a Foundry project once Heavy Floater Autopsy has been researched.
  • Super Skyranger
    • Available as a Foundry project once Advanced Aerospace Concept has been researched.
    • Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.

Tables

Interceptor Weapons
Item Hit Chance Range Fire Rate Damage Armor Pen.
Credits
Alien Alloys
Elerium
Meld
Extra Costs
Engineers


Avalanche Missiles 25/40/55% Long Slow (2.0) Medium (340) Low (0) - - - - - -
Stingray Missiles 25/40/55% Long Slow (1.5) Low (200) Medium (10) - - - - - -
Laser Cannon 40/55/70% Long Medium (1.0) Medium (290) Low (5) 120 10 0 0 0 -
Phoenix Coilgun 25/40/55% Long Rapid (0.75) Low (225) Medium (18) 160 20 0 0 0 40
Plasma Cannon 25/40/55% Long Medium (1.0) High (650) High (22) 500 25 30 5 1 Alien Rifle 95
EMP Cannon 15/30/45% Long Rapid (0.55) Medium (310) High (30) 575(?) 40(?) 100(?) 0 1 Sectopod Wreck 100
Fusion Lance 15/30/45% Long Medium (1.25) High (1200) High (26) 800 50 85 0 1 Fusion Core 120


Modules
Item Effect
Credits
Alien Alloys
Elerium
Meld
Weapon Fragments
Extra Costs
Engineers
Research Foundry project needed to unlock
Defense Matrix (Dodge) First 2 enemy shots always misses. 24 0 2 2 0 2 Cyberdisc Wrecks 50 Cyberdisc Autopsy and Xenogenetics Aircraft Boosters
UFO Tracking (Boost) One time use increased combat time when interceptors are in combat with UFOs. 12 1 2 2 0 2 Drone Wrecks 12 Alien Materials Aircraft Boosters
Uplink Targeting (Aim) First 2 shots always hits. 20 2 2 2 0 3 Floater Corpses 35 Floater Autopsy Aircraft Boosters


Permanent Boosts
Item Effect
Credits
Alien Alloys
Elerium
Meld
Weapon Fragments
Extra Costs
Engineers
Foundry/
Research Project
Research
Advanced Repair Faster repairs. 250 40 0 4 0 4 Heavy Floater Corpses 45 Foundry Heavy Floater Autopsy
Aircraft Boosters Unlocks modules 300 15 5 60 0 0 10 Foundry Alien Materials
Armored Fighters Adds 1000 hp to all interceptors §400 95 30 20 0 20 Floater Corpses 30 Foundry Advanced Aerospace Concept
Elerium Afterburners Increases combat time by 5 seconds. 200 15 15 0 0 2 UFO Power Source 45 Foundry Alien Propulsion
Improved Avionics Increases interceptor aim by 10. 400 5 0 0 35 3 UFO Flight Computers 20 Foundry Advanced Aerospace Concept
Penetrator Weapons Increases weapon armor penetration by 5 §200 20 0 0 0 20 Cyberdic Wrecks, 2 UFO Flight Computers 20 Foundry Advanced Aerospace Concept
Supercapacitors Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75 250 10 30 0 15 2X UFO Power Sources 50 Foundry Advanced Pulse Lasers
Super Skyranger Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault 200 20 0 0 0 0 35 Foundry Advanced Aerospace Concept
UFO Analysis Research of each of the UFO types gives a 10% damage boost when fighting that type again. N/A 0 0 0 0 0 N/A Research Alien Materials
UFO Countermeasures Reduces UFO aim by 15 300 5 20 0 35 3 Seeker Wrecks, 3 UFO Flight Computers 30 Foundry Seeker Autopsy
UFO Tracking Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions. §400 20 20 0 0 2 UFO Power Source, 2 UFO Flight Computer 40 Foundry Alien Power Systems
Wingtip Sparrowhawks Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon. Each missile does 1/2 stingray damage. §500 50 10 0 50 0 55 Foundry Advanced Aerospace Concept

Damage Calculations

  • Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)
    • 0 is the minimum Armor Mitigation and 0.95 is the maximum
  • Base Damage = Weapon Damage * ( 1 - Armor Mitigation)
  • Crit Chance = ( Armor Penetration - Target Armor) / 2
    • 5% is the minimum Crit Chance and 25% is the maximum
  • For XCOM Aircraft:
    • If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1
    • total damage is also multiplied by ( Pilot Kills / 100 ) + 1

See Also