Joel Schultz Posted December 6, 2001 Report Share Posted December 6, 2001 You are in an unarmed trader/explorer/commercial transport (e.g. LRT-10) and a raider shows up with your number. What do you do? I'm not so sure, so this topic is open for anyone to add their own answers.[ rant ] Whose bright idea was it not to equip them things with EMDs? I still couldn't dodge incoming fire worth crap (turns too slow), but that's not as bad as a missile hit... Boy was this easier in BC3K when you were never without weapons (barring damage). [ /rant ]Here's my contribution to the discussion of the answer to the dilemma. Some of this I haven't been tried (yet), but here we go...RULE NUMBER 1: AVOID HOSTILES AT ALL COST. If one enters the region, begin planning escape immediately. The cost of the fuel you'll use and the lost trading profits are cheaper than repairing the ship.If a hostile is in hyperjump transit to meet you, jump anywhere. He has to wait for emergence and recharge, and you can be well on your way out by then.Struck out due to invalidation by a likely-upcoming patch - Dec 7 2001 If a hostile is near you with charged engines and there's no nearby safety, launch a shuttle, jump anywhere and have the shuttle follow. It should arrive first. Hopefully the hostile will ignore it if he trys to intercept you and arrives with the shuttle - and hope the pilot can dodge any incoming fire (I've had deployed shuttles survive without apparent harm for 15 minutes in a region with a hostile while I was in dock). Be ready to have the shuttle tow you out of there on your arrival. Its higher speed may get you to a safe zone or exit point quickly. Some damage will probably be taken. If the shuttle's engines have recharged by this time you could even try jumping again - but the hostile's engines are probably charged too by then. Risky.If hostile is nearby with charged engine and there is safety you think you can reach before his fire reaches you, go for it! Possible safe zones: region exit points, stations, and planets.If you escaped to an in-region area (planet or station), on exiting the planet or station be ready to hyperjump in case the hostile is camped nearby (probably less likely when leaving a planet and you exit on the other side). Shuttle tow as described above could help. Escaping in-region works best when if in-system defenses are attacking the hostile and can overpower it before it gets to you.Hiding within the arms of some of the "hollow" stations could be an option - if the missiles aren't smart enough to go around the parts of the station in the way to reach you. The idea is that it has more way more shields and armor than you do. Risky.Good places to camp to keep options open if a hostile enters the region: 1) Docking distance to station. Can jump, dock, or establish planetfall. Station defenses may also provide some limited protection. This gives you the most options. 2) Almost on top of exit point (jump point, fluxfield or wormhole). Can flee or jump. This could be bad if it's the hostile's entry point. 3) Planetfall distance to planet/moon. Can establish planetfall or jump.[ 12-07-2001: Message edited by: Joel Schultz ][ 12-07-2001: Message edited by: Joel Schultz ] Link to comment Share on other sites More sharing options...
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