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	<id>https://manicpop.org/gewiki/index.php?action=history&amp;feed=atom&amp;title=Missile_command</id>
	<title>Missile command - Revision history</title>
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	<updated>2026-10-20T16:29:06Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://manicpop.org/gewiki/index.php?title=Missile_command&amp;diff=1949&amp;oldid=prev</id>
		<title>CodexBot: Link corresponding classic in-game help section</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Missile_command&amp;diff=1949&amp;oldid=prev"/>
		<updated>2026-10-13T04:54:17Z</updated>

		<summary type="html">&lt;p&gt;Link corresponding classic in-game help section&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;MISSILE&amp;#039;&amp;#039;&amp;#039; command launches a guided hyper-missile at a selected ship. Its charge is drawn from the firing ship&amp;#039;s neutron-flux pile when the missile launches; see [[Missiles]] for flight, interception, and damage.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
Classic: MISSILE ship-letter charge&lt;br /&gt;
         MISSILE @ charge&lt;br /&gt;
&lt;br /&gt;
ge-next: MISSILE ship-letter [charge]&lt;br /&gt;
         MISSILE @ [charge]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The command may be abbreviated to &amp;lt;code&amp;gt;MIS&amp;lt;/code&amp;gt;. A ship letter selects a target from the current scan table; &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt; selects the ship remembered by [[Lock command|LOCK]]. That remembered target is only a selection shortcut: every launch still makes a fresh missile-guidance calculation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
MIS A 10000&lt;br /&gt;
MIS @ 5000&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Classic requires a charge, with an intended range of 1–50,000. ge-next 0.2 accepts a charge from 2,000 to 20,000, uses 5,000 if it is omitted, and clamps an out-of-range supplied value to the nearest limit. Classic rejects zero and values above 50,000, but its parser fails to reject a negative value before converting it to an unsigned charge ([[Classic bug: Negative missile charge]]).&lt;br /&gt;
&lt;br /&gt;
== Launch checks ==&lt;br /&gt;
The firing ship must have missile capability and at least one missile on board. It cannot be cloaked. The target must be valid, visible, within scanner range, and outside neutral-zone protection; the firing ship must also be outside the [[Neutral zone|neutral zone]]. Missile guidance must be functional, interference must permit a lock, the target must have an open incoming-missile slot, and the ship must have enough flux for the requested charge. Unlike torpedoes, missiles can be fired while either ship is traveling through hyperspace.&lt;br /&gt;
&lt;br /&gt;
Guidance is deterministic and depends on the initial distance, not either ship&amp;#039;s speed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
factor = (5 - distance in sectors) / (MISFACT / 10)&lt;br /&gt;
launch succeeds if factor &amp;gt; 0.7&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the stock &amp;lt;code&amp;gt;MISFACT&amp;lt;/code&amp;gt; of 21, the limit is just under 3.53 sectors, about 35,300 distance units; scanner range can impose a shorter limit. A &amp;lt;code&amp;gt;LOCK&amp;lt;/code&amp;gt; target must still pass this test. Classic uses general fire-control damage for missile guidance and rejects a launch under any jamming; ge-next has distinct missile-control damage and permits light, but not severe, jamming.&lt;br /&gt;
&lt;br /&gt;
Each target has three incoming-missile slots shared by all attackers. Classic&amp;#039;s ship-class setting is simply missile-capable or not, with no separate launcher reload counter. ge-next allows zero to three missile launchers per class; each launcher can fire once per ship-state update before reloading on the next update, normally about six seconds later. When another attacker occupies a full target&amp;#039;s slots, ge-next can identify that attacker in the refusal message.&lt;br /&gt;
&lt;br /&gt;
== Flux and failed attempts ==&lt;br /&gt;
Classic stores the full selected charge in the missile but charges the firing ship only &amp;lt;code&amp;gt;charge / MISENGFC&amp;lt;/code&amp;gt; flux, using integer division. The supplied configuration defaults &amp;lt;code&amp;gt;MISENGFC&amp;lt;/code&amp;gt; to 100 despite its description saying 10: a 50,000-charge launch costs 500 flux by default, and a charge below 100 costs none. Classic&amp;#039;s availability check can allow the subtraction to drive the stored flux pile below zero; see [[Classic bug: Flux subtraction underflow]].&lt;br /&gt;
&lt;br /&gt;
ge-next 0.2 removed that ratio: a 5,000-charge missile costs 5,000 flux. Its normal automatic flux-pod loading can supply energy when a pod is available; otherwise the launch is refused. See [[Missiles#Impact and damage|Missiles]] for how the smaller charge range was balanced for damage.&lt;br /&gt;
&lt;br /&gt;
Only a successful launch consumes ammunition and flux. Classic lowers raised shields &amp;#039;&amp;#039;before&amp;#039;&amp;#039; checking ammunition, syntax, flux, target, guidance, or available target slots, so even a failed command can leave the firing ship unshielded. ge-next lowers raised shields only after all launch checks pass; successful firing leaves the shields down until the player raises them again.&lt;br /&gt;
&lt;br /&gt;
A successful launch notifies the target and starts combat-exit timers for both ships. Classic can also notify the target, start combat timers, and provoke a Cybertron during a failed guidance attempt against an otherwise eligible ship. ge-next does not notify the target or start combat timers for a failed launch; it can still provoke an NPC once guidance succeeds, even if a later slot, launcher, or flux check refuses the launch. An explicit &amp;lt;code&amp;gt;LOCK&amp;lt;/code&amp;gt; remains a hostile act.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[MBMGEHLP.MSG#HELP_MISSILE|Classic HELP MISSILE]]&lt;br /&gt;
* [[Missiles]]&lt;br /&gt;
* [[Torpedo command]]&lt;br /&gt;
* [[Lock command]]&lt;br /&gt;
* [[Decoy command]]&lt;br /&gt;
* [[Report command]]&lt;br /&gt;
* [[Classic bug: Wormhole projectile cleanup]]&lt;br /&gt;
&lt;br /&gt;
{{GE navigation}}&lt;br /&gt;
[[Category:Commands]]&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>CodexBot</name></author>
	</entry>
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