# Interplanetary Missile

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 Cost Metal: 12 500 Crystal: 2 500 Deuterium: 10 000 Structural Integrity: 15 000 Shield Power: 1 Weapon Power: 12 000

Interplanetary missiles (IPMs) are launched from the Galaxy Screen and are designed to destroy enemy defense. Defense destroyed by Interplanetary missiles will not be rebuilt automatically. In an IPM attack, only the missile's Weapon Technology and the defense's hull plating are used for calculation, as IPMs penetrate shields, including Small and Large Shield Domes. Before an IPM can hit the defense itself, all Anti-ballistic Missiles must be destroyed. Each ABM destroys one IPM.

The range (in number of systems) of an IPM is determined by the Impulse Drive level

$Range = (5 \times {\mbox{Impulse Drive level}}) - 1$

Note: Before Ogame version 0.78c the range was determined by the formula: $Range = (2 \times {\mbox{Impulse Drive level}}) - 1$

For example, an Impulse Drive level of 5 would give a (5*5 - 1) = 24 system range, meaning that from 1:50 you could hit up to 1:26 and 1:74.

IPMs take 30 + 60*(systems) seconds to travel. This means a same-system flight will take 30 seconds, and a missile sent from 1:100:5 to 1:110:5 will take 10 minutes and 30 seconds (30 + 60*(110-100) = 630 seconds). They do not use a fleet slot during travel time.

Electra is a quadruple speed universe, therefore missiles do not use this calculation, they simply travel at 4X normal speed. To find missile flight time, use the original formula and divide your result by 4.

Likewise, as Quantum is a quintuple speed universe, missile flight time is found by dividing the result of the original formula by 5.

In the redesign, missiles are no longer tracked on the Overview Screen or on the Sensor Phalanx, and are thus totally invisible. However they do create activity on the target planet upon hitting, and the defender receives a report in his messages. After the 1.4.3 patch, missiles will now show in the event box on the Overview Screen for both the attacker and the defender.

The most common tool used for IPM simulations is RakSim (website down). SpeedSim also has an IP-mode to simulate IPMs.

You can store 5 Interplanetary Missiles for every Missile Silo Level on your planet.

Interplanetary missiles DO NOT create debris fields from the destroyed defenses, and Interplanetary missiles DO NOT create combat reports (for the Attacker); so please make sure you send Esp probes to see the outcome before you lose in an unprofitable attack.

However for the unfortunate target planet, IPM can be tracked. When they are either countered by anti-ballistic missiles, or they hit their targets, a message will appear in your inbox, stating where the missile came from (coordinates and the player name) and how many were blocked, or how many hit the planet.

Note that Interplanetary Missiles could not be used to destroy the defense on a moon prior to ogame version 0.78a.

IPMs can also be used to destroy other IPMs. However, IPMs on the defending planet are not targetable, so all the other defenses must be destroyed first. With even armor/weapons research 1 IPM destroys 8 IPMs.

In OGame 0.78a, IPMs can be used to destroy defenses on a moon and ABMs from the planet will defend the moon in those cases.

You can deconstruct both Interplanetary Missiles and Anti-ballistic Missiles.

Requirements:

## DescriptionEdit

Interplanetary Missiles (IPM) are your offensive weapon to destroy the defenses of your target. Using state of the art tracking technology, each missile targets a certain number of defenses for destruction. Tipped with an anti-matter bomb, they deliver a destructive force so severe that destroyed shields and defenses cannot be repaired. The only way to counter these missiles is with ABMs.