Производитель | BetDigital |
Кол-во линий | 2484 |
Кол-во барабанов | 40 |
Фриспины | Нет |
Бонусный раунд | Есть |
Мобильная версия | Есть |
Игра на удвоение | Есть |
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Space Wars The First Six Hours of World War III, A War Game.
Space warfare or space combat was the use of armed starships and other spacecraft for the purposes of military actions across star systems and the galaxy. Along with ground warfare and starfighter combat, by 0 BBY space warfare was one of three most significant branches of warfighting. Evolving from water navy engagements and in turn the earliest orbital battles, space warfare became a high technology affair that often defined the outcome of the galaxy's most important conflicts. Technological innovation determined the design of warships and naval doctrine and the outcome of battles.
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While the sizes and capabilities of starships varied, four main technologies drove and were advanced by space warfare: weapon systems, shield technology, sublight propulsion, and hyperdrive technology. There were two basic types of space weaponry: energy and conventional. Energy weapons began with microwave lasers for offense and were typically secondary to conventional, physical weapons.
From 4000 BBY however, energy weapons were the dominant form of weaponry in space combat, dominated by the turbolaser and the laser cannon, outgrowths of blaster technology that had matured at the same time. On capital ships, energy weapons were normally grouped into batteries based upon the weapon type and its placement upon the hull. For example, on an Imperial-class Star Destroyer the heavy turbolasers on the portside of the hull's dorsal surface would be grouped into one battery, while those on the starboard dorsal surface would be grouped into a second battery.
Targeting computers in capital ships were usually shared between the weapons of each battery, allowing the gunners to concentrate their fire on particular targets. Other designs of energy weapon included the charric, a Chiss advancement of early microwave lasers; the ion cannon, an electromagnetic weapon used to non-destructively disable electronic systems; and the superlaser, a Clone Wars development that was an immensely more-powerful design of laser that could cause planetary-scale damage. Conventional weapons were the first weapons used in space combat. Although the first conventional space weaponry included projectiles such as slugs, technology further progressed and came to encompass guided missiles and torpedo launchers. Conventional weapons could be guided, as in the case of missiles, or unguided, as in the case of bombs.
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Conventional weapons came to include the nuclear bomb, the proton bomb, proton torpedo, and the concussion missile. Deflector shields were a critical component in starship design and were used to mitigate damage from impacts. They included ray shields, which protected against energy weapons, and particle shields, which repelled physical objects.
Both types consumed large amounts of energy and for a long period in galactic history, were reserved for only the largest warships with the greatest power-generating capability. Early warship captains therefore thought in terms of armor for defense. Other early defenses included charged particle clouds to diffuse energy weapons and hulls treated with kiirium to reflect beams.
A refinement of the squintpipe process in the 7500s BBY produced shields that were stronger and quicker to regenerate, and also reduced the effective size of deflector shield generators. From then on, reliable deflector shields could be fitted to ships of all sizes.
Other defenses included point-defense cannons, which were designed to destroy incoming threats like torpedoes before they could hit the ship. In spite of the necessary elements of deflector shields in starship designs, not all ships incorporate them. A notable example of ships lacking deflector shields are the TIE-series starfighters, in particular the TIE/LN starfighter, which was not included alongside life-support systems because Imperial doctrine dictated that their usage among fighter pilots was a sign of cowardice.
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Sublight drives propelled ships below the speed of light and were best represented by ion drives: powered by fusion generators, these engines expelled particles at a very high speed to provide propulsive force. Sublight engines determined speed and maneuverability and could prove decisive: the Galactic Empire's TIE/LN starfighter used an extremely efficient twin ion engine design and stripped-down spaceframe to improve its mobility. The Alliance to Restore the Republic countered this with the faster and more maneuverable RZ-1 A-wing interceptor, which the Empire countered in turn with the even faster TIE/IN interceptor. Hyperdrive technology was an enormous influence on strategy in space warfare: fleets travelling faster-than-light in hyperspace had to traverse known hyperlanes to avoid dangerous mass shadows. For much of galactic history, starships lacked the computing power to calculate safe routes between systems and were confined to jumps within networks of jump beacons. In war this allowed navies to effectively pin ships at a certain point by disabling its beacon. By 4100 BBY, navigation computers had advanced to the point that jump beacons were no longer needed, making control of routes more difficult, as blockading one route merely pushed ships to one of many alternative ones.
However, statistically speaking, only a few of these route could be traversed quickly, and a military force that controlled the fast routes could rapidly redeploy to intercept an adversary using the slow ones. Hyperlanes thus determined the strategic geography of space warfare, and fleets repeatedly battled over the same planets on significant hyperspace routes, such as Chazwa, or planets at hyperlane junctions such as Yag'Dhul or Brentaal IV.