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Jump into the sector with the target M6 and engage the escorts using the turbo booster to lure them a safe distance from the target before destroying them, alternatively open the battle with several missiles to eliminate the escorts. Try to lure the target closer to a Jump Gate in the process. M6s have slow but heavy long range frontal fire power so the player should strafe in a circle to dodge most of the projectiles before using the turbo booster to rush underneath the target and attack from the underbelly or the less heavily armed rear before equalizing speed and maintaining the assault. The rear turret(s) will usually have a HEPT or PRG so will need to be avoided as much as possible with strafe while lowering the shields using missiles (recommended), the HEPTs or PBGs of the player ship. When the shields are nearly down get closer and switch to using the Ion Disrupters and keep firing. Ion disrupters are very efficient at destroying lasers and equipment of target ships including antiboarding equipment which the current boarding crew would not be able to handle. With luck the IDs will destroy the laser used in the turret(s) of the target creating a safe blind spot to keep attacking from. If the player ship shield starts to get low turn around and use the turbo booster to retreat and hang out of range until shields are at a high percentage again before going in for another run. If rapid response ships jump in or other large military fleets interrupt the attack jump to a nearby safe sector, restock and continue again in a few minutes when the threat is gone since the target ship will not regenerate destoyed equipment. Save every few minutes incase human error makes things go badly. Keep attacking until all lasers on the target ship are destroyed (use the Freight Scanner to tell) before jumping in the TP with the boarding crew and ordering it to use the Follow Me command. Switch to a single HEPT and give periodic shots to the target to keep the shield down. Once the TP is within 5Km, save, select the TP and give it the Launch Marines command at the target M6 using all marines. Keep hitting the shield while the marines begin boarding until they have finished cutting through the hull. Use the Perssonel Personnel tab of the Property menu to monitor the progress of the boarding operation. At the end of deck 3 save so that the player can reload to maximise the freight kept. As the player has stripped most of the stuff off the target the best loot will probably be just the 200MJ shield (still worth 155,816 credits). Once the ship is under player control use the Transporter Device to transfer the Jump Drive to the new M6 and then the Transporter Device to the TP before transfering alot of energy cells to the M6 before jumping both the M6 and the TP to the nearest safe sector and ordering them to dock at a station. The player ship can then fly to safety using the turbo booster if needed. Once at the same station as the M6 save again.

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