Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Drone: Capital ships may carry a range of drones but combat drones will only be used against Small and Medium ships. Given that Overrun URVs shoot dumbfire rockets that may even occasionally miss stations, it's probably not worth using them. Similarly, since Assault URVs are broken such that they do not launch, they are not worth equipping (at least for high attention combat). This leaves Interceptor (faster, weak, low DPS) and Intrepid (moderate speed, toughness and DPS) URVs as the combat drones that are effective against fighters.

Defence Officer settings:

  • Attacking Enemies: Ship will pre-emptively attack any hostile (red standing) ships (handy option for keeping space safe).
  • Defending: Ship will only retaliate unless issued am attack or patrol order (handy while trying to raise a red standing to blue).

Low attention notes:

  • Damage bonuses for fast ships and for large targets in abstracted combat tend to penalise capitals.
  • Potential DPS is split around 6 by cardinal points, with up to 3 usable per target.
  • As mentioned above, the slower the attacker, the lower the damage they can apply.
  • It is unknown how well Overrun URVs may work on fighters.
  • It is unknown whether Assault URVs are broken in low attention or not.
  • Whilst the launching of drones is not simulated, they do add anti-fighter damage and they can be randomly lost.

...

WIP (Key bindings and controllers)

Ships can be issued [combat] orders in a variety of ways:

  • By pressing the Comm key while a ship is selected or via the map (or via option 3 on Property Owned screen).
  • By double-clicking on a target in space if wishing to issue attack orders to the Skunk's squad.
  • In conversation with Captains, either in first-person or via ship menus.