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Comment: Fixed minor typos

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As the M6 of the player (Terran Commander starting ship included) is not fully equipped it is recommended to carry 2-10 Fighter Drone Mk1 from capped TS ships to help keep the shields of target M6s low if the shields of the player ship take too much damage. Avoid engaging large military patrols with M8s for now and preferably pick targets with only 4-6 escorts. At 4km range use the Freight Scanner on the target ship to look for any anti-boarding equipment before engaging the escort ships and retreating when they begin to follow the player ship using the turbo booster to outspeed them. As usual segregate the opponents by their speed and then pick off the closest. As M6s have superior laser energy reload rates and shield power generators compared to M4 and M3 ships the player will be at an advantage. When engaging the target M6 strafe with WASD to adoid avoid fire before using the turbo booster to slip below it and start shooting the shield, preferably with PBGs. Once the shield is low switch to IDs and keep attacking until the anti-boarding equipment is destoryed before retreating to 4km range using the turbo booster. If the target has no anti-boarding equipment to begin with the IDs do not need to be used. Save and then turn around and fly towards the target using the Hepts to keep the shields low while strafing before using the turbo booster at 1km range to fly underneath it. Select the Launch Marines command on the target just as it passes out of view overhead and then eject 2-3 fighter drones from the freight. Try to keep on the rear of the target however if sheilds are low the player will have to pull back to a safe distance and rely on the fighter drones to keep the shields down. Once the marines have breached the hull withdraw to 4km range using the turbo booster and fly away from the target. At the end of deck 3 save again so that the loot can be rerolled if needed. If the target ship belongs to a major rance and is in one of their sectors it is recommended to reload until you obtain the ship with a Jumpdrive (if the player has not destroyed it using Ion Disrupters) or keep reloading until the ship is obtained with many weapons or shields. 200MJ shields followed by CIGs and IPGs have priority since the player ship probably needs the extra shields to increase durability, CIGs can be worth over half the value of the ship and IPGs are useful for future boarding operations. Once wares and equipment have been transfered off the captured ship the player can sell it for 2-4 million credits (it is optional if the player wants to repair the hull using the repair laser for extra profit).

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