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What do you do if you're attacked and unarmed?


Joel Schultz
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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 ]

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quote:


Originally posted by Joel Schultz:

[ 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 ]


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quote:

Originally posted by Captain Dread:

Simplest reply to the topic:

Don't be unarmed.

I gotta agree with this dude ;-)

You could always go to "commercial" caste and at least get a ship with PTA systems. :-) Though I've found my cruiser has enough cargo room to do a lot of trading.

Steve

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quote:


Originally posted by Supreme Cmdr:


Ahhh...but of course.

As for those who suggested not going unarmed - sure I could do that. But figuring out how to survive unarmed is good experience in (extreme) defense management. Plus they get to go places some armed classes can't, so I get to see more of the universe more easily.

Even as an armed trader each missile fired costs you money and you don't have a regular salary - each missile launched comes out of next trade's profits. In this case I see missiles as a last resort to buy time to escape.

A trader/explorer/commercial is not military and doesn't necessarily have the the same degree of combat survivability. For one it has weaker shields and armor. You don't even have as many engineers to do repairs for another. And you don't have fighter craft for another. So even armed I'm not going to hang around for any length of time if someone comes gunning for me. And I'm not launching unless it buys me time from a hostile launch before I can jump (missiles can't follow in hyperspace) or otherwise escape.

Unarmed means that it is you versus the AI with no weapons, no EMD, no cloak, nothing but your wits to keep you alive when that Raider pops in and decides to do business with you his way.

quote:


Mayhaps in MP you can hire an escort or 2?

Good point, good point. If you can afford it. If you can't...

[ 12-07-2001: Message edited by: Joel Schultz ]

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quote:

Originally posted by Joel Schultz:

Good point, good point.
If
you can afford it. If you can't...

Come and talk to us here at Intercorp, I'm sure we can meet all your protection requirements and design an affordable, easy to manage custom repayment structure to suit your current financial situation.

We are VERY open minded.

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quote:

Originally posted by Joel Schultz:

Unarmed means that it is you versus the AI with no weapons, no EMD, no cloak, nothing but your wits to keep you alive when that Raider pops in and decides to do business with you his way.


Exactly, that's the challenge, allthough I personally would like to be able to arm a crab-mine or two and push them out the cargobay doors

quote:

Good point, good point.
If
you can afford it. If you can't...


Like Guybert said: your friendly neighbourhood Intercorp representative would be more than willing to assist you in any way he can.

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quote:

Joel Schultz posted on 12-07-2001

Good point, good point. If you can afford it. If you can't...

Ahem, Guns For Hire Inc. is where you want to look for the most cost effective escorts..we have all kinds of mercenaries ready to do your bidding, cheap ones, middle ranged ones and expensive ones...

NOTE pricing is dependent on the experience of the merc you are hiring and you intended trade route.

So, if you want to fly into a war zone, we have people that will do it, just be ready to fork out a lage sum of credits.

[ 12-08-2001: Message edited by: Cmdr Jeffery Eu ]

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quote:

Originally posted by Cmdr Jeffery Eu:

FURTHER NOTE flying unescorted into hostile space is commonly known as
suicide
and any police officer that has to provide support will charge you a large amount of credits as well.

My apologies, Jeff but that sounds like official corruption to me.

IMHO the police are paid by their governments to keep the space lanes free of raiders, criminals and other such riff raff.

Just my $0.02

Gamaliel out.

[ 12-11-2001: Message edited by: Gamaliel ]

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quote:

Gamaliel posted on 12-08-2001

My apologies, Jeff but that sounds like official corruption to me.

IMHO the police are paid by their goverments to keep the space lanes free of raiders, criminals and other such riff raff.

Just my $0.02

Have gone through the online docs and the manual, and there is no indication that the police caste are being paid at all by their respective governments, with the single exception of this

quote:

3. POLICE

Every alien nation has it's own police force operating within their regions. This caste attacks raiders and criminals only. Attacking this caste causes you to be attacked by them each time you enter a region controlled by police castes of the alien nation you attacked. In this manner, even if the Terrans are friends of the Empirians, attacking an Empirian police caste will result in your ship being attacked each time you enter the region. To relax the rules a little and address gameplay issues, as long as the player does not destroy the caste, on exit from the region, all will be forgotten and the incident treated as an accident. Police are part of the auto-generate class of castes and are created at random in most all space regions

There is no mention of salary in the ranks & medal appendix, so I will go on assuming that being an independent, police like other independents would have a one off paycheck, if what I'm assuming is true then what I said above is relevant.

Even if it is not, helping some one in trouble is one thing, helping out a suicidal commander would be detrimental to the police, just like in RL if you cause an inconvienence to the police you get a fine.

Corruption or not, you do what you have to survive.

[ 12-08-2001: Message edited by: Cmdr Jeffery Eu ]

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Ok Jeff, try this.

Start a new game as a Police/Commander. For the purposes of this exercise your choice of race and asset are irrelevant.

Now have a look under Roster/Personal and you will see the following:

Rank: Commander

Salary: 75000

Cash: 75000

As you can see the Police are in fact paid for their work.

I guess the appendices and manual can only get you so far.

You do have a valid point when it comes to multiplayer however. I suspect that this is something that will have to be discussed in its own thread though.

Now returning to the topic of this thread:

If you come under attack by a hostile and you are in a region that contains a friendly/neutral ODS that is hostile to your attacker, immediately hyperjump to the ODS.

If you are really lucky, your attacker will switch targets and engage the ODS. Do not stick around to enjoy the fireworks--this is your cue to make your escape.

If you are not so lucky, then hope that the ODS destroys/disables your attacker before you get blown to pieces.

Good luck out there.

Just an additional $0.02.

Gamaliel out.

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